Welcome link
Welcome to DragonRuby Game Toolkit!
The information contained here is all available in your the zip file at ./docs/docs.html. You can browse the docs in a local website by starting up DragonRuby and going to http://localhost:9001.
Tips for Learning DragonRuby Game Toolkit link
The following tips will help you learn the DragonRuby quickly.
Tip #1: Join the Community link
Our Discord server is extremely supportive and helpful. It's the best place to get answers to your questions. The developers of DragonRuby are also on this server if you have any feedback or bug reports.
The Link to Our Discord Server is: http://discord.dragonruby.org.
The News Letter will keep you in the loop with regards to current DragonRuby Events: http://dragonrubydispatch.com.
Tip #2: Read the Book link
Brett Chalupa (one of our community members) has written a book to help you get started: https://book.dragonriders.community/
Tip #3: Watch the Tutorial Video link
Here are some videos to help you get the lay of the land.
- Building Tetris - Part 1: https://youtu.be/xZMwRSbC4rY
- Building Tetris - Part 2: https://youtu.be/C3LLzDUDgz4
Tip #4: Go Through the Sample Apps in Order link
The sample apps are located in the ./samples directory. The samples are ordered by increasing difficulty and cover all aspects of the game engine.
Getting Started Tutorial link
This is a tutorial written by Ryan C Gordon (a Juggernaut in the industry who has contracted to Valve, Epic, Activision, and EA... check out his Wikipedia page: https://en.wikipedia.org/wiki/Ryan_C._Gordon).
Introduction link
Welcome!
Here's just a little push to get you started if you're new to programming or game development.
If you want to write a game, it's no different than writing any other program for any other framework: there are a few simple rules that might be new to you, but more or less programming is programming no matter what you are building.
Did you not know that? Did you think you couldn't write a game because you're a "web guy" or you're writing Java at a desk job? Stop letting people tell you that you can't, because you already have everything you need.
Here, we're going to be programming in a language called "Ruby." In the interest of full disclosure, I (Ryan Gordon) wrote the C parts of this toolkit and Ruby looks a little strange to me (Amir Rajan wrote the Ruby parts, discounting the parts I mangled), but I'm going to walk you through the basics because we're all learning together, and if you mostly think of yourself as someone that writes C (or C++, C#, Objective-C), PHP, or Java, then you're only a step behind me right now.
Prerequisites link
Here's the most important thing you should know: Ruby lets you do some complicated things really easily, and you can learn that stuff later. I'm going to show you one or two cool tricks, but that's all.
Do you know what an if statement is? A for-loop? An array? That's all you'll need to start.
The Game Loop link
Ok, here are few rules with regards to game development with GTK:
- Your game is all going to happen under one function ...
- that runs 60 times a second ...
- and has to tell the computer what to draw each time.
That's an entire video game in one run-on sentence.
Here's that function. You're going to want to put this in mygame/app/main.rb, because that's where we'll look for it by default. Load it up in your favorite text editor.
def tick args
args.outputs.labels << [580, 400, 'Hello World!']
end
Now run dragonruby ...did you get a window with "Hello World!" written in it? Good, you're officially a game developer!
Breakdown Of The tick Method link
mygame/app/main.rb, is where the Ruby source code is located. This looks a little strange, so I'll break it down line by line. In Ruby, a '#' character starts a single-line comment, so I'll talk about this inline.
# This "def"ines a function, named "tick," which takes a single argument
# named "args". DragonRuby looks for this function and calls it every
# frame, 60 times a second. "args" is a magic structure with lots of
# information in it. You can set variables in there for your own game state,
# and every frame it will updated if keys are pressed, joysticks moved,
# mice clicked, etc.
def tick args
# One of the things in "args" is the "outputs" object that your game uses
# to draw things. Afraid of rendering APIs? No problem. In DragonRuby,
# you use arrays to draw things and we figure out the details.
# If you want to draw text on the screen, you give it an array (the thing
# in the [ brackets ]), with an X and Y coordinate and the text to draw.
# The "<<" thing says "append this hash onto the list of them at
# args.outputs.labels)
args.outputs.labels << { x: 580, y: 400, text: 'Hello World!' }
end
Once your tick function finishes, we look at all the arrays you made and figure out how to draw it. You don't need to know about graphics APIs. You're just setting up some arrays! DragonRuby clears out these arrays every frame, so you just need to add what you need _right now_ each time.
Rendering A Sprite link
Now let's spice this up a little.
We're going to add some graphics. Each 2D image in DragonRuby is called a "sprite," and to use them, you just make sure they exist in a reasonable file format (png, jpg, gif, bmp, etc) and specify them by filename. The first time you use one, DragonRuby will load it and keep it in video memory for fast access in the future. If you use a filename that doesn't exist, you get a fun checkerboard pattern!
There's a "dragonruby.png" file included, just to get you started. Let's have it draw every frame with our text:
def tick args
args.outputs.labels << { x: 580, y: 400, text: 'Hello World!' }
args.outputs.sprites << { x: 576, y: 100, w: 128, h: 101, path: 'dragonruby.png' }
end
(Pro Tip: you don't have to restart DragonRuby to test your changes; when you save main.rb, DragonRuby will notice and reload your program.)
That .sprites line says "add a sprite to the list of sprites we're drawing, and draw it at position (576, 100) at a size of 128x101 pixels". You can find the image to draw at dragonruby.png.
Coordinate System and Virtual Canvas link
Quick note about coordinates: (0, 0) is the bottom left corner of the screen, and positive numbers go up and to the right. This is more "geometrically correct," even if it's not how you remember doing 2D graphics, but we chose this for a simpler reason: when you're making Super Mario Brothers and you want Mario to jump, you should be able to add to Mario's y position as he goes up and subtract as he falls. It makes things easier to understand.
Also: your game screen is _always_ 1280x720 pixels. If you resize the window, we will scale and letterbox everything appropriately, so you never have to worry about different resolutions.
Ok, now we have an image on the screen, let's animate it:
def tick args
args.state.rotation ||= 0
args.state.rotation -= 1
args.outputs.labels << { x: 580, y: 400, text: 'Hello World!' }
args.outputs.sprites << { x: 576,
y: 100,
w: 128,
h: 101,
path: 'dragonruby.png',
angle: args.state.rotation }
end
Now you can see that this function is getting called a lot!
Game State link
Here's a fun Ruby thing: args.state.rotation ||= 0 is shorthand for "if args.state.rotation isn't initialized, set it to zero." It's a nice way to embed your initialization code right next to where you need the variable.
args.state is a place you can hang your own data. It's an open data structure that allows you to define properties that are arbitrarily nested. You don't need to define any kind of class.
In this case, the current rotation of our sprite, which is happily spinning at 60 frames per second. If you don't specify rotation (or alpha, or color modulation, or a source rectangle, etc), DragonRuby picks a reasonable default, and the array is ordered by the most likely things you need to tell us: position, size, name.
There Is No Delta Time link
One thing we decided to do in DragonRuby is not make you worry about delta time: your function runs at 60 frames per second (about 16 milliseconds) and that's that. Having to worry about framerate is something massive triple-AAA games do, but for fun little 2D games? You'd have to work really hard to not hit 60fps. All your drawing is happening on a GPU designed to run Fortnite quickly; it can definitely handle this.
Since we didn't make you worry about delta time, you can just move the rotation by 1 every time and it works without you having to keep track of time and math. Want it to move faster? Subtract 2.
Handling User Input link
Now, let's move that image around.
def tick args
args.state.rotation ||= 0
args.state.x ||= 576
args.state.y ||= 100
if args.inputs.mouse.click
args.state.x = args.inputs.mouse.x - 64
args.state.y = args.inputs.mouse.y - 50
end
args.outputs.labels << { x: 580, y: 400, text: 'Hello World!' }
args.outputs.sprites << { x: args.state.x,
y: args.state.y,
w: 128,
h: 101,
path: 'dragonruby.png',
angle: args.state.rotation }
args.state.rotation -= 1
end
Everywhere you click your mouse, the image moves there. We set a default location for it with args.state.x ||= 576, and then we change those variables when we see the mouse button in action. You can get at the keyboard and game controllers in similar ways.
Coding On A Raspberry Pi link
We have only tested DragonRuby on a Raspberry Pi 3, Models B and B+, but we believe it _should_ work on any model with comparable specs.
If you're running DragonRuby Game Toolkit on a Raspberry Pi, or trying to run a game made with the Toolkit on a Raspberry Pi, and it's really really slow-- like one frame every few seconds--then there's likely a simple fix.
You're probably running a desktop environment: menus, apps, web browsers, etc. This is okay! Launch the terminal app and type:
sudo raspi-config
It'll ask you for your password (if you don't know, try "raspberry"), and then give you a menu of options. Find your way to "Advanced Options", then "GL Driver", and change this to "GL (Full KMS)" ... not "fake KMS," which is also listed there. Save and reboot. In theory, this should fix the problem.
If you're _still_ having problems and have a Raspberry Pi 2 or better, go back to raspi-config and head over to "Advanced Options", "Memory split," and give the GPU 256 megabytes. You might be able to avoid this for simple games, as this takes RAM away from the system and reserves it for graphics. You can also try 128 megabytes as a gentler option.
Note that you can also run DragonRuby without X11 at all: if you run it from a virtual terminal it will render fullscreen and won't need the "Full KMS" option. This might be attractive if you want to use it as a game console sort of thing, or develop over ssh, or launch it from RetroPie, etc.
Conclusion link
There is a lot more you can do with DragonRuby, but now you've already got just about everything you need to make a simple game. After all, even the most fancy games are just creating objects and moving them around. Experiment a little. Add a few more things and have them interact in small ways. Want something to go away? Just don't add it to args.output anymore.
Starting a New DragonRuby Project link
The DragonRuby zip that contains the engine is a complete, self contained project structure. To create a new project, unzip the zip file again in its entirety and use that as a starting point for another game. This is the recommended approach to starting a new project.
The DragonRuby binary/package is designed to be committed in its entirety with your source code (it’s why we keep it small). This protects the “shelf life” for commercial games. 3 years from now, we might be on a vastly different version of the engine. But you know that the code you’ve written will definitely work with the version that was committed to source control.
It's strongly recommended that you do NOT keep DragonRuby Game Toolkit in a shared location and instead unzip a clean copy for every game (and commit everything to source control).
File access functions are sandoxed and assume that the dragonruby binary lives alongside the game you are building. Do not expect file access functions to return correct values if you are attempting to run the dragonruby binary from a shared location. It's recommended that the directory structure contained in the zip is not altered and games are built using that starting directory structure.
Considerations For Public Git Repositories link
You can open source your game's code given the following options.
Option 1 (Recommended) link
Your public repository needs only to contain the contents of ./mygame. This approach is the cleanest and doesn't require your .gitignore to be polluted with DragonRuby specific files.
Option 2 (Restrictions Apply) link
IMPORTANT: Do NOT commit dragonruby-publish(.exe), or dragonruby-bind(.exe).
dragonruby
dragonruby.exe
dragonruby-publish
dragonruby-publish.exe
dragonruby-bind
dragonruby-bind.exe
/tmp/
/builds/
/logs/
/samples/
/docs/
/.dragonruby/
If you'd like people who do not own a DragonRuby license to run your game, you may include the dragonruby(.exe) binary within the repo. This permission is granted in good-faith and can be revoked if abused.
Considerations For Private Git Repos link
The following .gitignore should be used for private repositories (commercial games).
/tmp/
/logs/
You'll notice that everything else is committed to source control (even the ./samples, ./docs, and ./builds directory).
Deploying To Itch.io link
Once you've built your game, you're all set to deploy! Good luck in your game dev journey and if you get stuck, come to the Discord channel!
Creating Your Game Landing Page link
Log into Itch.io and go to https://itch.io/game/new.
- Title: Give your game a Title. This value represents your `gametitle`.
- Project URL: Set your project url. This value represents your `gameid`.
- Classification: Keep this as Game.
- Kind of Project: Select HTML from the drop down list. Don't worry, the HTML project type _also supports binary downloads_.
- Uploads: Skip this section for now.
You can fill out all the other options later.
Update Your Game's Metadata link
Point your text editor at mygame/metadata/game_metadata.txt and make it look like this:
NOTE: Remove the # at the beginning of each line.
devid=bob
devtitle=Bob The Game Developer
gameid=mygame
gametitle=My Game
version=0.1
The devid property is the username you use to log into Itch.io. The devtitle is your name or company name (it can contain spaces). The gameid is the Project URL value. The gametitle is the name of your game (it can contain spaces). The version can be any major.minor number format.
Building Your Game For Distribution link
Open up the terminal and run this from the command line:
./dragonruby-publish --only-package mygame
(if you're on Windows, don't put the "./" on the front. That's a Mac and Linux thing.)
A directory called ./build will be created that contains your binaries. You can upload this to Itch.io manually.
Browser Game Settings link
For the HTML version of your game, the following configuration is required for your game to run correctly:
- Check the checkbox labeled
This file will be played in the browserfor the html version of your game (it's one of the zip files you'll upload). - Ensure that
Embed options -> SharedArrayBuffer supportis checked. - Be sure to set the
Viewport dimensionsto1280x720for landscape games or your game will not be positioned correctly on your Itch.io page. - Be sure to set the
Viewport dimensionsto540x960for portrait games or your game will not be positioned correctly on your Itch.io page.
For subsequent updates you can use an automated deployment to Itch.io:
./dragonruby-publish mygame
DragonRuby will package _and publish_ your game to itch.io! Tell your friends to go to your game's very own webpage and buy it!
If you make changes to your game, just re-run dragonruby-publish and it'll update the downloads for you.
Consider Adding Pause When Game is In Background link
It's a good idea to pause the game if it doesn't have focus. Here's an example of how to do that
def tick args
# if the keyboard doesn't have focus, and the game is in production mode, and it isn't the first tick
if !args.inputs.keyboard.has_focus && args.gtk.production && args.state.tick_count != 0
args.outputs.background_color = [0, 0, 0]
args.outputs.labels << { x: 640,
y: 360,
text: "Game Paused (click to resume).",
alignment_enum: 1,
r: 255, g: 255, b: 255 }
# consider setting all audio volume to 0.0
else
# perform your regular tick function
end
end
If you want your game to run at full speed even when it's in the background, add the following line to mygame/metadata/cvars.txt:
renderer.background_sleep=0
Consider Adding a Request to Review Your Game In-Game link
Getting reviews of your game are extremely important and it's recommended that you put an option to review within the game itself. You can use args.gtk.open_url plus a review URL. Here's an example:
def tick args
# render the review button
args.state.review_button ||= { x: 640 - 50,
y: 360 - 25,
w: 100,
h: 50,
path: :pixel,
r: 0,
g: 0,
b: 0 }
args.outputs.sprites << args.state.review_button
args.outputs.labels << { x: 640, y: 360, anchor_x: 0.5, anchor_y: 0.5, text: "Review" }
# check to see if the review button was clicked
if args.inputs.mouse.intersect_rect? args.state.review_button
# open platform specific review urls
if args.gtk.platform? :ios
# your app id is provided at Apple's Developer Portal (numeric value)
args.gtk.openurl "itms-apps://itunes.apple.com/app/idYOURGAMEID?action=write-review"
elsif args.gtk.platform? :android
# your app id is the name of your android package
args.gtk.openurl "https://play.google.com/store/apps/details?id=YOURGAMEID"
elsif args.gtk.platform? :web
# if they are playing the web version of the game, take them to the purchase page on itch
args.gtk.openurl "https://amirrajan.itch.io/YOURGAMEID/purchase"
else
# if they are playing the desktop version of the game, take them to itch's rating page
args.gtk.openurl "https://amirrajan.itch.io/YOURGAMEID/rate?source=game"
end
end
end
Deploying To Mobile Devices link
If you have a Pro subscription, you also have the capability to deploy to mobile devices.
Deploying to iOS link
To deploy to iOS, you need to have a Mac running MacOS Catalina, an iOS device, and an active/paid Developer Account with Apple. From the Console type: $wizards.ios.start and you will be guided through the deployment process.
$wizards.ios.start env: :devwill deploy to an iOS device connected via USB.$wizards.ios.start env: :hotloadwill deploy to an iOS device connected via USB with hotload enabled.$wizards.ios.start env: :simwill deploy to the iOS simulator.$wizards.ios.start env: :prodwill package your game for distribution via Apple's AppStore.
Deploying to Android link
To deploy to Android, you need to have an Android emulator/device, and an environment that is able to run Android SDK. dragonruby-publish will create an APK for you. From there, you can sign the APK and install it to your device. The signing and installation procedure varies from OS to OS. Here's an example of what the command might look like:
# generating a keystore
keytool -genkey -v -keystore APP.keystore -alias mygame -keyalg RSA -keysize 2048 -validity 10000
# deploying to a local device/emulator
apksigner sign --min-sdk-version 21 --ks ./profiles/mygame.keystore ./builds/APP-android.apk
adb install ./builds/APP-android.apk
# read logs of device
adb logcat -e mygame
# signing for Google Play
apksigner sign --min-sdk-version 33 --ks ./profiles/APP.keystore ./builds/APP-googleplay.aab
Deploying To Steam link
If you have a Indie or Pro subscription, you also get streamlined deployment to Steam via dragonruby-publish. Please note that games developed using the Standard license can deploy to Steam using the Steamworks toolchain https://partner.steamgames.com/doc/store/releasing.
Testing on Your Steam Deck link
Easy Setup link
- Run
dragonruby-publish --only-package. - Find the Linux build of your game under the
./buildsdirectory and load it onto an SD Card. - Restart the Steam Deck in Desktop Mode.
- Copy your game binary onto an SD card.
- Find the game on the SD card and double click binary.
Advanced Setup link
- Restart the Steam Deck in Desktop Mode.
- Open up Konsole and set an admin password via
passwd. - Disable readonly mode:
sudo steamos-readonly disable. - Update pacman
sudo pacman-key --populate archlinux. - Update sshd_config
sudo vim /etc/ssh/sshd_configand uncomment thePubkeyAuthentication yesline. - Enable ssh:
sudo systemctl enable sshd. - Start ssh:
sudo systemctl start sshd. - Run
dragonruby-publish --only-package. - Use
scpto copy the game over from your dev machine without needing an SD Card:scp -R ./builds/SOURCE.bin deck@IP_ADDRESS:/home/deck/Downloads
Note: Steps 2 through 7 need only be done once.
Note: scp comes pre-installed on Mac and Linux. You can download the tool for Windows from https://winscp.net/eng/index.php
Setting up the game on the Partner Site link
Getting your App ID link
You'll need to create a product on Steam. This is unfortunately manual and requires identity verification for taxation purposes. Valve offers pretty robust documentation on all this, though. Eventually, you'll have an App ID for your game.
Go to https://partner.steamgames.com/apps/view/$APPID, where $APPID is your game's App ID.
Specifing Supported Operating Systems for your game link
Find the "Supported Operating Systems" section and make sure these things are checked:
- Windows: 64 Bit Only
- macOS: 64 Bit (Intel) and Apple Silicon
- Linux: Including SteamOS
Click the "Save" button below it.
Setting up SteamPipe Depots link
Click the "SteamPipe" tab at the top of the page, click on "depots"
Click the "Add a new depot" button. Give it a name like "My Game Name Linux Depot" and take whatever depot ID it offers you.
You'll see this new depot is listed on the page now. Fix its settings:
- Language: All Languages
- For DLC: Base App
- Operating System: Linux + SteamOS
- Architecture: 64-bit OS only
- Platform: All
Do this again, make a "My Game Name Windows Depot", set it to the same things, except "Operating System," which should be "Windows," of course.
Do this again, make a "My Game Name Mac Depot", set it to the same things, except "Operating System," which should be "macOS," of course.
Push the big green "Save" button on the page. Now we have a place to upload platform-specific builds of your game.
Setting up Launch Options link
Click on the "Installation" tab near the top of the page, then "General Installation".
Under "Launch Options," click the "Add new launch option" button, edit the new section that just popped up, and set it like this:
(Whenever you see "mygamename" in here, this should be whatever your game_metadata's "gameid" value is set to. If you see "My Game Name", it's whatever your game_metadata's "gametitle" value is set to, but you'll have to check in case we mangled it to work as a filename.)
- Executable: mygamename.exe
- Launch Type: Launch (Default)
- Operating System: Windows
- CPU Architecture: 64-bit only
- Everything else can be default/blank.
Click the "Update" button on that section.
Add another launch option, as before:
- Executable: My Game Name.app
- Launch Type: Launch (Default)
- Operating System: macOS
Add another launch option, as before:
- Executable: mygamename
- Launch Type: Launch (Default)
- Operating System: Linux + SteamOS
- CPU Architecture: 64-bit only
Publish Changes link
Go to the "Publish" tab at near the top of the page. Click the "View Diffs" button and make sure it looks sane (it should just be the things we've changed in here), then click "Prepare for Publishing", then "Publish to Steam" and follow the instructions to publish these changes.
Go to https://partner.steamgames.com/apps/associated/$APPID For each package, make sure all three depots are included.
Configuring dragonruby-publish link
You only have to do this part once when first setting up your game. Note that this capability is only available for Indie and Pro license tiers. If you have a Standard DragonRuby License, you'll need to use the Steamworks toolchains directly.
Go add a text file to your game's metadata directory called steam_metadata.txt ... note that this file will be filtered out dragonruby-publish packages the game and will not be distributed with the published game.
steam.publish=true
steam.branch=public
steam.username=AAA
steam.appid=BBB
steam.linux_depotid=CCC
steam.windows_depotid=DDD
steam.mac_depotid=EEE
If steam.publish is set to false then dragonruby-publish will not attempt to upload to Steam. false is the default if this file, or this setting, is missing.
Where "AAA" is the login name on the Steamworks Partner Site to use for publishing builds, "BBB" is your game-specific AppID provided by Steam, "CCC", "DDD", and "EEE" are the DepotIDs you created for Linux, Windows, and macOS builds, respectively.
Setting a branch live link
Once your build is uploaded, you can assign it to a specific branch through the interface on the Partner site. You can make arbitrary branches here, like "beta" or "nightly" or "fixing-weird-bug" or whatever. The one that goes to the end users without them switching branches, is "default" and you should assume this is where paying customers live, so be careful before you set a build live there.
You can have dragonruby-publish set the builds it publishes live on a branch immediately, if you prefer. Simply add...
steam.branch=XXX
...to steam_metadata.txt, where "XXX" is the branch name from the partner website. If this is blank or unspecified, it will _not_ set the build live on _any_ branch. Setting the value to public will push to production.
A reasonable strategy is to create a (possibly passworded) branch called "staging" and have dragonruby-publish always push to there automatically. Then you can test from a Steam install, pushing as often as you like, and when you are satisfied, manually set the latest build live on default for the general public to download.
If you are feeling brave, you can always just set all published builds live on default, too. After all, if you break it, you can always just push a fix right away. :) (or use the Partner Site to roll back to a known-good build, you know.)
Publishing Build link
Run dragonuby-publish as you normally would. When it is time to publish to Steam, it will set up any tools it needs, attempt to log you into Steam, and upload the latest version of your game.
Steam login is handled by Valve's steamcmd command line program, not dragonruby-publish. DragonRuby does not ever have access to your login credentials. You may need to take steps to get an authorization token in place if necessary, so you don't have to deal with Steam Guard in automated build processes (documentation on how to do this is forthcoming, or read Valve's SteamCMD manual for details).
You (currently) have to set the new build live on the partner site before users will receive it. Optionally automating this step is coming soon!
Questions/Need Help? link
You probably have several. Please come visit the Discord and ask questions, and we'll do our best to help, and update this document.
DragonRuby's Philosophy link
The following tenants of DragonRuby are what set us apart from other game engines. Given that Game Toolkit is a relatively new engine, there are definitely features that are missing. So having a big check list of "all the cool things" is not this engine's forte. This is compensated with a strong commitment to the following principles.
Challenge The Status Quo link
Game engines of today are in a local maximum and don't take into consideration the challenges of this day and age. Unity and GameMaker specifically rot your brain. It's not sufficient to say:
But that's how we've always done it.
It's a hard pill to swallow, but forget blindly accepted best practices and try to figure out the underlying motivation for a specific approach to game development. Collaborate with us.
Continuity of Design link
There is a programming idiom in software called "The Pit of Success". The term normalizes upfront pain as a necessity/requirement in the hopes that the investment will yield dividends "when you become successful" or "when the code becomes more complicated". This approach to development is strongly discouraged by us. It leads to over-architected and unnecessary code; creates barriers to rapid prototyping and shipping a game; and overwhelms beginners who are new to the engine or programming in general.
DragonRuby's philosophy is to provide multiple options across the "make it fast" vs "make it right" spectrum, with incremental/intuitive transitions between the options provided. A concrete example of this philosophy would be render primitives: the spectrum of options allows renderable constructs that take the form of tuples/arrays (easy to pickup, simple, and fast to code/prototype with), hashes (a little more work, but gives you the ability to add additional properties), open and strict entities (more work than hashes, but yields cleaner apis), and finally - if you really need full power/flexibility in rendering - classes (which take the most amount of code and programming knowledge to create).
Release Early and Often link
The biggest mistake game devs make is spending too much time in isolation building their game. Release something, however small, and release it soon.
Stop worrying about everything being pixel perfect. Don't wait until your game is 100% complete. Build your game publicly and iterate. Post in the #show-and-tell channel in the community Discord. You'll find a lot of support and encouragement there.
Real artists ship. Remember that.
Sustainable And Ethical Monetization link
We all aspire to put food on the table doing what we love. Whether it is building games, writing tools to support game development, or anything in between.
Charge a fair amount of money for the things you create. It's expected and encouraged within the community. Give what you create away for free to those that can't afford it.
If you are gainfully employed, pay full price for the things you use. If you do end up getting something at a discount, pay the difference "forward" to someone else.
Sustainable And Ethical Open Source link
This goes hand in hand with sustainable and ethical monetization. The current state of open source is not sustainable. There is an immense amount of contributor burnout. Users of open source expect everything to be free, and few give back. This is a problem we want to fix (we're still trying to figure out the best solution).
So, don't be "that guy" in the Discord that says "DragonRuby should be free and open source!" You will be personally flogged by Amir.
People Over Entities link
We prioritize the endorsement of real people over faceless entities. This game engine, and other products we create, are not insignificant line items of a large company. And you aren't a generic "commodity" or "corporate resource". So be active in the community Discord and you'll reap the benefits as more devs use DragonRuby.
Building A Game Should Be Fun And Bring Happiness link
We will prioritize the removal of pain. The aesthetics of Ruby make it such a joy to work with, and we want to capture that within the engine.
Real World Application Drives Features link
We are bombarded by marketing speak day in and day out. We don't do that here. There are things that are really great in the engine, and things that need a lot of work. Collaborate with us so we can help you reach your goals. Ask for features you actually need as opposed to anything speculative.
We want DragonRuby to *actually* help you build the game you want to build (as opposed to sell you something piece of demoware that doesn't work).
Frequently Asked Questions, Comments, and Concerns link
Here are questions, comments, and concerns that frequently come up.
Frequently Asked Questions link
What is DragonRuby LLP? link
DragonRuby LLP is a partnership of four devs who came together with the goal of bringing the aesthetics and joy of Ruby, everywhere possible.
Under DragonRuby LLP, we offer a number of products (with more on the way):
- Game Toolkit (GTK): A 2D game engine that is compatible with modern gaming platforms.
- RubyMotion (RM): A compiler toolchain that allows you to build native, cross-platform mobile apps. http://rubymotion.com
All of the products above leverage a shared core called DragonRuby.
NOTE: From an official branding standpoint each one of the products is suffixed with "A DragonRuby LLP Product" tagline. Also, DragonRuby is _one word, title cased_.
NOTE: We leave the "A DragonRuby LLP Product" off of this one because that just sounds really weird.
NOTE: Devs who use DragonRuby are "Dragon Riders/Riders of Dragons". That's a bad ass identifier huh?
What is DragonRuby? link
The response to this question requires a few subparts. First we need to clarify some terms. Specifically _language specification_ vs _runtime_.
Okay... so what is the difference between a language specification and a runtime?
A runtime is an _implementation_ of a language specification. When people say "Ruby," they are usually referring to "the Ruby 3.0+ language specification implemented via the CRuby/MRI Runtime."
But, there are many Ruby Runtimes: CRuby/MRI, JRuby, Truffle, Rubinius, Artichoke, and (last but certainly not least) DragonRuby.
Okay... what language specification does DragonRuby use then?
DragonRuby's goal is to be compliant with the ISO/IEC 30170:2012 standard. It's syntax is Ruby 2.x compatible, but also contains semantic changes that help it natively interface with platform specific libraries.
So... why another runtime?
The elevator pitch is:
DragonRuby is a Multilevel Cross-platform Runtime. The "multiple levels" within the runtime allows us to target platforms no other Ruby can target: PC, Mac, Linux, Raspberry Pi, WASM, iOS, Android, Nintendo Switch, PS4, Xbox, and Stadia.
What does Multilevel Cross-platform mean?
There are complexities associated with targeting all the platforms we support. Because of this, the runtime had to be architected in such a way that new platforms could be easily added (which lead to us partitioning the runtime internally):
- Level 1 we leverage a good portion of mRuby.
- Level 2 consists of optimizations to mRuby we've made given that our target platforms are well known.
- Level 3 consists of portable C libraries and their Ruby C-Extensions.
Levels 1 through 3 are fairly commonplace in many runtime implementations (with level 1 being the most portable, and level 3 being the fastest). But the DragonRuby Runtime has taken things a bit further:
- Level 4 consists of shared abstractions around hardware I/O and operating system resources. This level leverages open source and proprietary components within Simple DirectMedia Layer (a low level multimedia component library that has been in active development for 22 years and counting).
- Level 5 is a code generation layer which creates metadata that allows for native interoperability with host runtime libraries. It also includes OS specific message pump orchestrations.
- Level 6 is a Ahead of Time/Just in Time Ruby compiler built with LLVM. This compiler outputs _very_ fast platform specific bitcode, but only supports a subset of the Ruby language specification.
These levels allow us to stay up to date with open source implementations of Ruby; provide fast, native code execution on proprietary platforms; ensure good separation between these two worlds; and provides a means to add new platforms without going insane.
Cool cool. So given that I understand everything to this point, can we answer the original question? What is DragonRuby?
DragonRuby is a Ruby runtime implementation that takes all the lessons we've learned from MRI/CRuby, and merges it with the latest and greatest compiler and OSS technologies.
How is DragonRuby different than MRI? link
DragonRuby supports a subset of MRI apis. Our target is to support all of mRuby's standard lib. There are challenges to this given the number of platforms we are trying to support (specifically console).
Does DragonRuby support Gems?
DragonRuby does not support gems because that requires the installation of MRI Ruby on the developer's machine (which is a non-starter given that we want DragonRuby to be a zero dependency runtime). While this seems easy for Mac and Linux, it is much harder on Windows and Raspberry Pi. mRuby has taken the approach of having a git repository for compatible gems and we will most likely follow suite: https://github.com/mruby/mgem-list.
Does DragonRuby have a REPL/IRB?
You can use DragonRuby's Console within the game to inspect object and execute small pieces of code. For more complex pieces of code create a file called repl.rb and put it in mygame/app/repl.rb:
- Any code you write in there will be executed when you change the file. You can organize different pieces of code using the
replmethod:
repl do
puts "hello world"
puts 1 + 1
end
- If you use the `repl` method, the code will be executed and the DragonRuby Console will automatically open so you can see the results (on Mac and Linux, the results will also be printed to the terminal).
- All
putsstatements will also be saved tologs/puts.txt. So if you want to stay in your editor and not look at the terminal, or the DragonRuby Console, you cantailthis file.
4. To ignore code in repl.rb, instead of commenting it out, prefix repl with the letter x and it'll be ignored.
xrepl do # <------- line is prefixed with an "x"
puts "hello world"
puts 1 + 1
end
# This code will be executed when you save the file.
repl do
puts "Hello"
end
repl do
puts "This code will also be executed."
end
# use xrepl to "comment out" code
xrepl do
puts "This code will not be executed because of the x in front of repl".
end
Does DragonRuby support pry or have any other debugging facilities?
pry is a gem that assumes you are using the MRI Runtime (which is incompatible with DragonRuby). Eventually DragonRuby will have a pry based experience that is compatible with a debugging infrastructure called LLDB. Take the time to read about LLDB as it shows the challenges in creating something that is compatible.
You can use DragonRuby's replay capabilities to troubleshoot:
- DragonRuby is hot loaded which gives you a very fast feedback loop (if the game throws an exception, it's because of the code you just added).
- Use
./dragonruby mygame --recordto create a game play recording that you can use to find the exception (you can replay a recording by executing./dragonruby mygame --replay last_replay.txtor through the DragonRuby Console using$gtk.recording.start_replay "last_replay.txt". - DragonRuby also ships with a unit testing facility. You can invoke the following command to run a test:
./dragonruby mygame --test tests/some_ruby_file.rb. - Get into the habit of adding debugging facilities within the game itself. You can add drawing primitives to
args.outputs.debugthat will render on top of your game but will be ignored in a production release. - Debugging something that runs at 60fps is (imo) not that helpful. The exception you are seeing could have been because of a change that occurred many frames ago.
Frequent Comments About Ruby as a Language Choice link
But Ruby is dead. link
Let's check the official source for the answer to this question: isrubydead.com: https://isrubydead.com/.
On a more serious note, Ruby's _quantity_ levels aren't what they used to be. And that's totally fine. Everyone chases the new and shiny.
What really matters is _quality/maturity_. Here's a StackOverflow Survey sorted by highest paid developers: https://insights.stackoverflow.com/survey/2021#section-top-paying-technologies-top-paying-technologies.
Let's stop making this comment shall we?
But Ruby is slow. link
That doesn't make any sense. A language specification can't be slow... it's a language spec. Sure, an _implementation/runtime_ can be slow though, but then we'd have to talk about which runtime.
Here's a some quick demonstrations of how well DragonRuby Game Toolkit Performs:
- DragonRuby vs Unity: https://youtu.be/MFR-dvsllA4
- DragonRuby vs PyGame: https://youtu.be/fuRGs6j6fPQ
Dynamic languages are slow. link
They are certainly slower than statically compiled languages. With the processing power and compiler optimizations we have today, dynamic languages like Ruby are _fast enough_.
Unless you are writing in some form of intermediate representation by hand, your language of choice also suffers this same fallacy of slow. Like, nothing is faster than a low level assembly-like language. So unless you're writing in that, let's stop making this comment.
NOTE: If you _are_ hand writing LLVM IR, we are always open to bringing on new partners with such a skill set. Email us ^_^.
Frequent Concerns link
DragonRuby is not open source. That's not right. link
The current state of open source is unsustainable. Contributors work for free, most all open source repositories are severely under-staffed, and burnout from core members is rampant.
We believe in open source very strongly. Parts of DragonRuby are in fact, open source. Just not all of it (for legal reasons, and because the IP we've created has value). And we promise that we are looking for (or creating) ways to _sustainably_ open source everything we do.
If you have ideas on how we can do this, email us!
If the reason above isn't sufficient, then definitely use something else.
All this being said, we do have parts of the engine open sourced on GitHub: https://github.com/dragonruby/dragonruby-game-toolkit-contrib/
DragonRuby is for pay. You should offer a free version. link
If you can afford to pay for DragonRuby, you should (and will). We don't tell authors that they should give us their books for free, and only require payment if we read the entire thing. It's time we stop asking that of software products.
That being said, we will _never_ put someone out financially. We have income assistance for anyone that can't afford a license to any one of our products.
You qualify for a free, unrestricted license to DragonRuby products if any of the following items pertain to you:
- Your income is below $2,000.00 (USD) per month.
- You are under 18 years of age.
- You are a student of any type: traditional public school, home schooling, college, bootcamp, or online.
- You are a teacher, mentor, or parent who wants to teach a kid how to code.
- You work/worked in public service or at a charitable organization: for example public office, army, or any 501(c)(3) organization.
Just contact Amir at [email protected] with a short explanation of your current situation and he'll set you up. No questions asked.
But still, you should offer a free version. So I can try it out and see if I like it. link
You can try our web-based sandbox environment at http://fiddle.dragonruby.org. But it won't do the runtime justice. Or just come to our Discord Channel at http://discord.dragonruby.org and ask questions. We'd be happy to have a one on one video chat with you and show off all the cool stuff we're doing.
Seriously just buy it. Get a refund if you don't like it. We make it stupid easy to do so.
I still think you should do a free version. Think of all people who would give it a shot. link
Free isn't a sustainable financial model. We don't want to spam your email. We don't want to collect usage data off of you either. We just want to provide quality toolchains to quality developers (as opposed to a large quantity of developers).
The people that pay for DragonRuby and make an effort to understand it are the ones we want to build a community around, partner with, and collaborate with. So having that small monetary wall deters entitled individuals that don't value the same things we do.
What if I build something with DragonRuby, but DragonRuby LLP becomes insolvent. link
We want to be able to work on the stuff we love, every day of our lives. And we'll go to great lengths to make that continues.
But, in the event that sad day comes, our partnership bylaws state that _all_ DragonRuby IP that can be legally open sourced, will be released under a permissive license.
RECIPIES: link
How To Determine What Frame You Are On link
There is a property on state called tick_count that is incremented by DragonRuby every time the tick method is called. The following code renders a label that displays the current tick_count.
def tick args
args.outputs.labels << [10, 670, "#{args.state.tick_count}"]
end
How To Get Current Framerate link
Current framerate is a top level property on the Game Toolkit Runtime and is accessible via args.gtk.current_framerate.
def tick args
args.outputs.labels << [10, 710, "framerate: #{args.gtk.current_framerate.round}"]
end
How To Render A Sprite Using An Array link
All file paths should use the forward slash / *not* backslash . Game Toolkit includes a number of sprites in the sprites folder (everything about your game is located in the mygame directory).
The following code renders a sprite with a width and height of 100 in the center of the screen.
args.outputs.sprites is used to render a sprite.
NOTE: Rendering using an Array is "quick and dirty". It's generally recommended that you render using Hashes long term.
def tick args
args.outputs.sprites << [
640 - 50, # X
360 - 50, # Y
100, # W
100, # H
'sprites/square-blue.png' # PATH
]
end
Rendering a Sprite Using a Hash link
Using ordinal positioning can get a little unruly given so many properties you have control over.
You can represent a sprite as a Hash:
def tick args
args.outputs.sprites << {
x: 640 - 50,
y: 360 - 50,
w: 100,
h: 100,
path: 'sprites/square-blue.png',
angle: 0,
a: 255,
r: 255,
g: 255,
b: 255,
# source_ properties have origin of bottom left
source_x: 0,
source_y: 0,
source_w: -1,
source_h: -1,
# tile_ properties have origin of top left
tile_x: 0,
tile_y: 0,
tile_w: -1,
tile_h: -1,
flip_vertically: false,
flip_horizontally: false,
angle_anchor_x: 0.5,
angle_anchor_y: 1.0,
blendmode_enum: 1
# sprites anchor/alignment (default is nil)
anchor_x: 0.5,
anchor_y: 0.5
}
end
The blendmode_enum value can be set to 0 (no blending), 1 (alpha blending), 2 (additive blending), 3 (modulo blending), 4 (multiply blending).
How To Render A Label link
args.outputs.labels is used to render labels.
Labels are how you display text. This code will go directly inside of the def tick args method.
NOTE: Rendering using an Array is "quick and dirty". It's generally recommended that you render using Hashes long term.
Here is the minimum code:
def tick args
# X Y TEXT
args.outputs.labels << [640, 360, "I am a black label."]
end
A Colored Label link
def tick args
# A colored label
# X Y TEXT, RED GREEN BLUE ALPHA
args.outputs.labels << [640, 360, "I am a redish label.", 255, 128, 128, 255]
end
Extended Label Properties link
def tick args
# A colored label
# X Y TEXT SIZE ALIGNMENT RED GREEN BLUE ALPHA FONT FILE
args.outputs.labels << [
640, # X
360, # Y
"Hello world", # TEXT
0, # SIZE_ENUM
1, # ALIGNMENT_ENUM
0, # RED
0, # GREEN
0, # BLUE
255, # ALPHA
"fonts/coolfont.ttf" # FONT
]
end
A SIZE_ENUM of 0 represents "default size". A negative value will decrease the label size. A positive value will increase the label's size.
An ALIGNMENT_ENUM of 0 represents "left aligned". 1 represents "center aligned". 2 represents "right aligned".
Rendering A Label As A Hash link
You can add additional metadata about your game within a label, which requires you to use a `Hash` instead.
If you use a Hash to render a label, you can set the label's size using either SIZE_ENUM or SIZE_PX. If both options are provided, SIZE_PX will be used.
def tick args
args.outputs.labels << {
x: 200,
y: 550,
text: "dragonruby",
# size specification can be either size_enum or size_px
size_enum: 2,
size_px: 22,
alignment_enum: 1,
r: 155,
g: 50,
b: 50,
a: 255,
font: "fonts/manaspc.ttf",
vertical_alignment_enum: 0, # 0 is bottom, 1 is middle, 2 is top
anchor_x: 0.5,
anchor_y: 0.5
# You can add any properties you like (this will be ignored/won't cause errors)
game_data_one: "Something",
game_data_two: {
value_1: "value",
value_2: "value two",
a_number: 15
}
}
end
Getting The Size Of A Piece Of Text link
You can get the render size of any string using args.gtk.calcstringbox.
def tick args
# TEXT SIZE_ENUM FONT
w, h = args.gtk.calcstringbox("some string", 0, "font.ttf")
# NOTE: The SIZE_ENUM and FONT are optional arguments.
# Render a label showing the w and h of the text:
args.outputs.labels << [
10,
710,
# This string uses Ruby's string interpolation literal: #{}
"'some string' has width: #{w}, and height: #{h}."
]
end
Rendering Labels With New Line Characters And Wrapping link
You can use a strategy like the following to create multiple labels from a String.
def tick args
long_string = "Lorem ipsum dolor sit amet, consectetur adipiscing elitteger dolor velit, ultricies vitae libero vel, aliquam imperdiet enim."
max_character_length = 30
long_strings_split = args.string.wrapped_lines long_string, max_character_length
args.outputs.labels << long_strings_split.map_with_index do |s, i|
{ x: 10, y: 600 - (i * 20), text: s }
end
end
How To Play A Sound link
Sounds that end .wav will play once:
def tick args
# Play a sound every second
if (args.state.tick_count % 60) == 0
args.outputs.sounds << 'something.wav'
end
end
Sounds that end .ogg is considered background music and will loop:
def tick args
# Start a sound loop at the beginning of the game
if args.state.tick_count == 0
args.outputs.sounds << 'background_music.ogg'
end
end
If you want to play a .ogg once as if it were a sound effect, you can do:
def tick args
# Play a sound every second
if (args.state.tick_count % 60) == 0
args.gtk.queue_sound 'some-ogg.ogg'
end
end
Using args.state To Store Your Game State link
args.state is a open data structure that allows you to define properties that are arbitrarily nested. You don't need to define any kind of class.
To initialize your game state, use the ||= operator. Any value on the right side of ||= will only be assigned _once_.
To assign a value every frame, just use the = operator, but _make sure_ you've initialized a default value.
def tick args
# initialize your game state ONCE
args.state.player.x ||= 0
args.state.player.y ||= 0
args.state.player.hp ||= 100
# increment the x position of the character by one every frame
args.state.player.x += 1
# Render a sprite with a label above the sprite
args.outputs.sprites << [
args.state.player.x,
args.state.player.y,
32, 32,
"player.png"
]
args.outputs.labels << [
args.state.player.x,
args.state.player.y - 50,
args.state.player.hp
]
end
Accessing files link
DragonRuby uses a sandboxed filesystem which will automatically read from and write to a location appropriate for your platform so you don't have to worry about theses details in your code. You can just use gtk.read_file, gtk.write_file, and gtk.append_file with a relative path and the engine will take care of the rest.
The data directories that will be written to in a production build are:
- Windows:
C:\Users\[username]\AppData\Roaming\[devtitle]\[gametitle] - MacOS:
$HOME/Library/Application Support/[gametitle] - Linux:
$HOME/.local/share/[gametitle] - HTML5: The data will be written to the browser's IndexedDB.
The values in square brackets are the values you set in your app/metadata/game_metadata.txt file.
When reading files, the engine will first look in the game's data directory and then in the game directory itself. This means that if you write a file to the data directory that already exists in your game directory, the file in the data directory will be used instead of the one that is in your game.
When running a development build you will directly write to your game directory (and thus overwrite existing files). This can be useful for built-in development tools like level editors.
For more details on the implementation of the sandboxed filesystem, see Ryan C. Gordon's PhysicsFS documentation: https://icculus.org/physfs/
IMPORTANT: File access functions are sandoxed and assume that the dragonruby binary lives alongside the game you are building. Do not expect file access functions to return correct values if you are attempting to run the dragonruby binary from a shared location. It's recommended that the directory structure contained in the zip is not altered and games are built using that starter template.
Troubleshoot Performance link
- If you're using
Arrays for your primitives (args.outputs.sprites << []), useHashinstead (args.outputs.sprites << { x: ... }). - If you're using
Entityfor your primitives (args.outputs.sprites << args.state.new_entity), useStrictEntityinstead (args.outputs.sprites << args.state.new_entity_strict). - Use
.eachinstead of.mapif you don't care about the return value. - When concatenating primitives to outputs, do them in bulk. Instead of:
args.state.bullets.each do |bullet|
args.outputs.sprites << bullet.sprite
end
do
args.outputs.sprites << args.state.bullets.map do |b|
b.sprite
end
- Use
args.outputs.static_variant for things that don't change often (take a look at the Basic Gorillas sample app and Dueling Starships sample app to see howstatic_is leveraged. - Consider using a
render_targetif you're doing some form of a camera that moves a lot of primitives (take a look at the Render Target sample apps for more info). - Avoid deleting or adding to an array during iteration. Instead of:
args.state.fx_queue |fx|
fx.count_down ||= 255
fx.countdown -= 5
if fx.countdown < 0
args.state.fx_queue.delete fx
end
end
Do:
args.state.fx_queue |fx|
fx.count_down ||= 255
fx.countdown -= 5
end
args.state.fx_queue.reject! { |fx| fx.countdown < 0 }
Outputs (args.outputs) link
Outputs is how you render primitives to the screen. The minimal setup for rendering something to the screen is via a tick method defined in mygame/app/main.rb
def tick args
args.outputs.solids << { x: 0, y: 0, w: 100, h: 100 }
args.outputs.sprites << { x: 100, y: 100, w: 100, h: 100, path: "sprites/square/blue.png" }
args.outputs.labels << { x: 200, y: 200, text: "Hello World" }
args.outputs.borders << { x: 0, y: 0, w: 100, h: 100 }
args.outputs.lines << { x: 300, y: 300, x2: 400, y2: 400 }
end
Collection Render Orders link
Primitives are rendered first-in, first-out. The rendering order (sorted by bottom-most to top-most):
solidsspritesprimitives: Accepts all render primitives. Useful when you want to bypass the default rendering orders for rendering (eg. rendering solids on top of sprites).labelslinesbordersdebug: Accepts all render primitives. Use this to render primitives for debugging (production builds of your game will not render this layer).
Primitives Collection (args.outputs.primitives) link
args.outputs.primitives can take in any primitive and will render first in, first out.
For example, you can render a solid above a sprite:
def tick args
args.outputs.primitives << { x: 100, y: 100,
w: 100, h: 100,
path: "sprites/square/blue.png" }
args.outputs.primitives << { x: 0, y: 0, w: 100, h: 100, primitive_marker: :solid }
args.outputs.primitives << { x: 0, y: 0, w: 100, h: 100, primitive_marker: :border }
end
Debug Collection (args.outputs.debug) link
args.outputs.debug will not render in production mode and behaves like args.outputs.primitives. Objects in this collection are rendered above everything.
Additionally, args.outputs.debug allows you to pass in a String as a primitive type. This is helpful for quickly showing the value of a variable on the screen. A label with black text and a white background will be created for each String sent in. The labels will be automatically stacked vertically for you.
Example:
def tick args
args.state.player ||= { x: 100, y: 100 }
args.state.player.x += 1
args.state.player.x = 0 if args.state.player.x > 1280
# the following string values will generate labels with backgrounds
# and will auto stack vertically
args.outputs.debug << "current tick: #{args.state.tick_count}"
args.outputs.debug << "player x: #{args.state.player.x}"
end
solids link
Add primitives to this collection to render a solid to the screen.
Rendering a solid using an Array link
Creates a solid black rectangle located at 100, 100. 160 pixels wide and 90 pixels tall.
def tick args
# X Y WIDTH HEIGHT
args.outputs.solids << [100, 100, 160, 90]
end
Rendering a solid using an Array with colors and alpha link
The value for the color and alpha is a number between 0 and 255. The alpha property is optional and will be set to 255 if not specified.
Creates a green solid rectangle with an opacity of 50%.
def tick args
# X Y WIDTH HEIGHT RED GREEN BLUE ALPHA
args.outputs.solids << [100, 100, 160, 90, 0, 255, 0, 128]
end
Rendering a solid using a Hash link
If you want a more readable invocation. You can use the following hash to create a solid. Any parameters that are not specified will be given a default value. The keys of the hash can be provided in any order.
def tick args
args.outputs.solids << {
x: 0,
y: 0,
w: 100,
h: 100,
r: 0,
g: 255,
b: 0,
a: 255,
anchor_x: 0,
anchor_y: 0,
blendmode_enum: 1
}
end
Rendering a solid using a Class link
You can also create a class with solid properties and render it as a primitive. ALL properties must be on the class. *Additionally*, a method called primitive_marker must be defined on the class.
Here is an example:
# Create type with ALL solid properties AND primitive_marker
class Solid
attr_accessor :x, :y, :w, :h, :r, :g, :b, :a, :anchor_x, :anchor_y, :blendmode_enum
def primitive_marker
:solid # or :border
end
end
# Inherit from type
class Square < Solid
# constructor
def initialize x, y, size
self.x = x
self.y = y
self.w = size
self.h = size
end
end
def tick args
# render solid/border
args.outputs.solids << Square.new(10, 10, 32)
end
borders link
Add primitives to this collection to render an unfilled solid to the screen. Take a look at the documentation for Outputs#solids.
The only difference between the two primitives is where they are added.
Instead of using args.outputs.solids:
def tick args
# X Y WIDTH HEIGHT
args.outputs.solids << [100, 100, 160, 90]
end
You have to use args.outputs.borders:
def tick args
# X Y WIDTH HEIGHT
args.outputs.borders << [100, 100, 160, 90]
end
sprites link
Add primitives to this collection to render a sprite to the screen.
Rendering a sprite using an Array link
Creates a sprite of a white circle located at 100, 100. 160 pixels wide and 90 pixels tall.
def tick args
# X Y WIDTH HEIGHT PATH
args.outputs.sprites << [100, 100, 160, 90, "sprites/circle/white.png"]
end
Rendering a sprite using a Hash link
If you want a more readable (and faster) invocation, you can use the following hash to create a sprite. Any parameters that are not specified will be given a default value. The keys of the hash can be provided in any order.
def tick args
args.outputs.sprites << {
x: 0,
y: 0,
w: 100,
h: 100,
path: "sprites/circle/white.png",
angle: 0,
a: 255,
r: 0,
g: 255,
b: 0
}
end
Here are all the properties that you can set on a sprite. The only required ones are x, y, w, h, and path.
Required properties
x: X position of the sprite. Note: the botton left corner of the sprite is used for positioning (this can be changed usinganchor_x, andanchor_y).y: Y position of the sprite. Note: The origin 0,0 is at the bottom left corner. Settingyto a higher value will move the sprite upwards.w: The render width.h: The render height.path: The path of the sprite relative to the game folder.
Anchors and Rotations
flip_horizonally: This value can be eithertrueorfalseand controls if the sprite will be flipped horizontally (default value is false).flip_vertically: This value can be eithertrueorfalseand controls if the sprite will be flipped horizontally (default value is false).anchor_x: Used to determine anchor point of the sprite's X position (relative to the render width).anchor_y: Used to determine anchor point of the sprite's Y position (relative to the render height).angle: Rotation of the sprite in degrees (default value is 0). Rotation occurs around the center of the sprite. The point of rotation can be changed usingangle_anchor_xandangle_anchor_y.angle_anchor_x: Controls the point of rotation for the sprite (relative to the render width).angle_anchor_y: Controls the point of rotation for the sprite (relative to the render height).
Here's an example of rendering a 80x80 pixel sprite in the center of the screen:
def tick args
args.outputs.sprites << {
x: 640 - 40, # the logical center of the screen horizontally is 640, minus half the width of the sprite
y: 360 - 40, # the logical center of the screen vertically is 360, minus half the height of the sprite
w: 80,
h: 80,
path: "sprites/square/blue.png"
}
end
Instead of computing the offset, you can use anchor_x, and anchor_y to center the sprite. The following is equivalent to the code above:
def tick args
args.outputs.sprites << {
x: 640,
y: 360,
w: 80,
h: 80,
path: "sprites/square/blue.png",
anchor_x: 0.5, # position horizontally at 0.5 of the sprite's width
anchor_y: 0.5 # position vertically at 0.5 of the sprite's height
}
end
Cropping Properties
tile_(x|y|w|h): Defines the crop area to use for a sprite. The origin fortile_properties uses the TOP LEFT as its origin (useful for cropping tiles from a sprite sheet).source_(x|y|w|h): Defines the crop area to use for a sprite. The origin fortile_properties uses the BOTTOM LEFT as its origin.
See the sample apps under ./samples/03_rendering_sprites for examples of how to use this properties non-trivially.
Blending Options
a: Alpha/transparency of the sprite from 0 to 255 (default value is 255).r: Level of red saturation for the sprite (default value is 255). Example: Setting the value to zero will remove all red coloration from the sprite.g: Level of green saturation for the sprite (default value is 255).b: Level of blue saturation for the sprite (default value is 255).blendmode_enum: Valid options are0: no blending,1: default/alpha blending,2: addative blending,3: modulo blending,4: multiply blending.
The following sample apps show how blendmode_enum can be leveraged to create coloring and lighting effects:
./samples/07_advanced_rendering/11_blend_modes./samples/07_advanced_rendering/13_lighting
Triagles (Indie, Pro Feature)
Sprites can be rendered as triangles at the Indie and Pro License Tiers. To rendering using triangles, instead of providing a w, h property, provide x2, y2, x3, y3. This applies for positioning and cropping.
Here is an example:
def tick args
args.outputs.sprites << {
x: 0,
y: 0,
x2: 80,
y2: 0,
x3: 0,
y3: 80,
source_x: 0,
source_y: 0,
source_x2: 80,
source_y2: 0,
source_x3: 0,
source_y3: 80,
path: "sprites/square/blue.png"
}
end
For more example of rendering using triangles see:
./samples/07_advanced_rendering/14_triangles./samples/07_advanced_rendering/15_triangles_trapezoid./samples/07_advanced_rendering/16_matrix_and_triangles_2d./samples/07_advanced_rendering/16_matrix_and_triangles_3d./samples/07_advanced_rendering/16_matrix_cubeworld
Rendering a sprite using a Class link
You can also create a class with solid/border properties and render it as a primitive. ALL properties must be on the class. *Additionally*, a method called primitive_marker must be defined on the class.
Here is an example:
# Create type with ALL sprite properties AND primitive_marker
class Sprite
attr_accessor :x, :y, :w, :h, :path, :angle, :a, :r, :g, :b, :tile_x,
:tile_y, :tile_w, :tile_h, :flip_horizontally,
:flip_vertically, :angle_anchor_x, :angle_anchor_y, :id,
:angle_x, :angle_y, :z,
:source_x, :source_y, :source_w, :source_h, :blendmode_enum,
:source_x2, :source_y2, :source_x3, :source_y3, :x2, :y2, :x3, :y3,
:anchor_x, :anchor_y
def primitive_marker
:sprite
end
end
# Inherit from type
class Circle < Sprite
# constructor
def initialize x, y, size, path
self.x = x
self.y = y
self.w = size
self.h = size
self.path = path
end
def serialize
{x:self.x, y:self.y, w:self.w, h:self.h, path:self.path}
end
def inspect
serialize.to_s
end
def to_s
serialize.to_s
end
end
def tick args
# render circle sprite
args.outputs.sprites << Circle.new(10, 10, 32,"sprites/circle/white.png")
end
attr_sprite link
The attr_sprite class macro adds all properties needed to render a sprite to a class. This removes the need to manually define all sprites properties that DragonRuby offers for rendering.
Instead of manually defining the properties, you can represent a sprite using the attr_sprite class macro:
class BlueSquare
# invoke the helper function at the class level for
# anything you want to represent as a sprite
attr_sprite
def initialize(x: 0, y: 0, w: 0, h: 0k
@x = x
@y = y
@w = w
@h = h
@path = 'sprites/square-blue.png'
end
end
def tick args
args.outputs.sprites << BlueSquare.new(x: 640 - 50,
y: 360 - 50,
w: 50,
h: 50)
end
labels link
Add primitives to this collection to render a label.
Rendering a label using an Array link
Labels represented as Arrays/Tuples:
def tick args
# X Y TEXT SIZE_ENUM
args.outputs.labels << [175 + 150, 610 - 50, "Smaller label.", 0]
end
Here are all the properties that you can set with a label represented as an Array. It's recommended to move over to using Hashes once you've specified a lot of properties.
def tick args
args.outputs.labels << [
640, # X
360, # Y
"Hello world", # TEXT
0, # SIZE_ENUM
1, # ALIGNMENT_ENUM
0, # RED
0, # GREEN
0, # BLUE
255, # ALPHA
"fonts/coolfont.ttf" # FONT
]
end
d
Rendering a label using a Hash link
def tick args
args.outputs.labels << {
x: 200,
y: 550,
text: "dragonruby",
size_enum: 2,
alignment_enum: 1, # 0 = left, 1 = center, 2 = right
r: 155,
g: 50,
b: 50,
a: 255,
font: "fonts/manaspc.ttf",
vertical_alignment_enum: 0 # 0 = bottom, 1 = center, 2 = top
}
end
Screenshots link
Add a hash to this collection to take a screenshot and save as png file. The keys of the hash can be provided in any order.
def tick args
args.outputs.screenshots << {
x: 0, y: 0, w: 100, h: 100, # Which portion of the screen should be captured
path: 'screenshot.png', # Output path of PNG file (inside game directory)
r: 255, g: 255, b: 255, a: 0 # Optional chroma key
}
end
Chroma key (Making a color transparent) link
By specifying the r, g, b and a keys of the hash you change the transparency of a color in the resulting PNG file. This can be useful if you want to create files with transparent background like spritesheets. The transparency of the color specified by r, g, b will be set to the transparency specified by a.
The example above sets the color white (255, 255, 255) as transparent.
Inputs (args.inputs) link
Access using input using args.inputs.
last_active link
This function returns the last active input which will be set to either :keyboard, :mouse, or :controller. The function is helpful when you need to present on screen instructions based on the input the player chose to play with.
def tick args
if args.inputs.last_active == :controller
args.outputs.labels << { x: 60, y: 60, text: "Use the D-Pad to move around." }
else
args.outputs.labels << { x: 60, y: 60, text: "Use the arrow keys to move around." }
end
end
:mouse, or :controller. The function is helpful when you need to present on screen instructions based on the input the player chose to play with.
locale link
Returns the ISO 639-1 two-letter langauge code based on OS preferences. Refer to the following link for locale strings: https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes).
Defaults to "en" if locale can't be retrieved (args.inputs.locale_raw will be nil in this case).
up link
Returns true if: the up arrow or w key is pressed or held on the keyboard; or if up is pressed or held on controller_one; or if the left_analog on controller_one is tilted upwards.
down link
Returns true if: the down arrow or s key is pressed or held on the keyboard; or if down is pressed or held on controller_one; or if the left_analog on controller_one is tilted downwards.
left link
Returns true if: the left arrow or a key is pressed or held on the keyboard; or if left is pressed or held on controller_one; or if the left_analog on controller_one is tilted to the left.
right link
Returns true if: the right arrow or d key is pressed or held on the keyboard; or if right is pressed or held on controller_one; or if the left_analog on controller_one is tilted to the right.
left_right link
Returns -1 (left), 0 (neutral), or +1 (right) depending on results of args.inputs.left and args.inputs.right.
args.state.player[:x] += args.inputs.left_right * args.state.speed
up_down link
Returns -1 (down), 0 (neutral), or +1 (up) depending on results of args.inputs.down and args.inputs.up.
args.state.player[:y] += args.inputs.up_down * args.state.speed
text link
Returns a string that represents the last key that was pressed on the keyboard.
Mouse (args.inputs.mouse) link
Represents the user's mouse.
has_focus link
Return's true if the game has mouse focus.
x link
Returns the current x location of the mouse.
y link
Returns the current y location of the mouse.
inside_rect? rect link
Return. args.inputs.mouse.inside_rect? takes in any primitive that responds to x, y, w, h:
inside_circle? center_point, radius link
Returns true if the mouse is inside of a specified circle. args.inputs.mouse.inside_circle? takes in any primitive that responds to x, y (which represents the circle's center), and takes in a radius:
moved link
Returns true if the mouse has moved on the current frame.
button_left link
Returns true if the left mouse button is down.
button_middle link
Returns true if the middle mouse button is down.
button_right link
Returns true if the right mouse button is down.
button_bits link
Returns a bitmask for all buttons on the mouse: 1 for a button in the down state, 0 for a button in the up state.
wheel link
Represents the mouse wheel. Returns nil if no mouse wheel actions occurred. Otherwise args.inputs.mouse.wheel will return a Hash with x, and y (representing movement on each axis).
click OR down, previous_click, up link
The properties args.inputs.mouse.(click|down|previous_click|up) each return nil if the mouse button event didn't occur. And return an Entity that has an x, y properties along with helper functions to determine collision: inside_rect?, inside_circle. This value will be true if any of the mouse's buttons caused these events. To scope to a specific button use .button_left, .button_middle, .button_right, or .button_bits.
Touch link
The following touch apis are available on touch devices (iOS, Android, Mobile Web, Surface).
args.inputs.touch link
Returns a Hash representing all touch points on a touch device.
args.inputs.finger_left link
Returns a Hash with x and y denoting a touch point that is on the left side of the screen.
args.inputs.finger_right link
Returns a Hash with x and y denoting a touch point that is on the right side of the screen.
Controller (args.inputs.controller_(one-four)) link
Represents controllers connected to the usb ports.
active link
Returns true if any of the controller's buttons were used.
up link
Returns true if up is pressed or held on the directional or left analog.
down link
Returns true if down is pressed or held on the directional or left analog.
left link
Returns true if left is pressed or held on the directional or left analog.
right link
Returns true if right is pressed or held on the directional or left analog.
left_right link
Returns -1 (left), 0 (neutral), or +1 (right) depending on results of args.inputs.controller_(one-four).left and args.inputs.controller_(one-four).right.
up_down link
Returns -1 (down), 0 (neutral), or +1 (up) depending on results of args.inputs.controller_(one-four).up and args.inputs.controller_(one-four).down.
(left|right)_analog_x_raw link
Returns the raw integer value for the analog's horizontal movement (-32,000 to +32,000).
(left|right)_analog_y_raw link
Returns the raw integer value for the analog's vertical movement (-32,000 to +32,000).
(left|right)_analog_x_perc link
Returns a number between -1 and 1 which represents the percentage the analog is moved horizontally as a ratio of the maximum horizontal movement.
(left|right)_analog_y_perc link
Returns a number between -1 and 1 which represents the percentage the analog is moved vertically as a ratio of the maximum vertical movement.
directional_up link
Returns true if up is pressed or held on the directional.
directional_down link
Returns true if down is pressed or held on the directional.
directional_left link
Returns true if left is pressed or held on the directional.
directional_right link
Returns true if right is pressed or held on the directional.
(a|b|x|y|l1|r1|l2|r2|l3|r3|start|select) link
Returns true if the specific button is pressed or held. Note: For PS4 and PS5 controllers a maps to Cross, b maps to Circle, x maps to Square, and y maps to Triangle.
truthy_keys link
Returns a collection of Symbols that represent all keys that are in the pressed or held state.
key_down link
Returns true if the specific button was pressed on this frame. args.inputs.controller_(one-four).key_down.BUTTON will only be true on the frame it was pressed.
key_held link
Returns true if the specific button is being held. args.inputs.controller_(one-four).key_held.BUTTON will be true for all frames after key_down (until released).
key_up link
Returns true if the specific button was released. args.inputs.controller_(one-four).key_up.BUTTON will be true only on the frame the button was released.
Keyboard (args.inputs.keyboard) link
Represents the user's keyboard.
active link
Returns Kernel.tick_count (args.state.tick_count) if any keys on the keyboard were pressed.
has_focus link
Returns true if the game has keyboard focus.
up link
Returns true if up or w is pressed or held on the keyboard.
down link
Returns true if down or s is pressed or held on the keyboard.
left link
Returns true if left or a is pressed or held on the keyboard.
right link
Returns true if right or d is pressed or held on the keyboard.
left_right link
Returns -1 (left), 0 (neutral), or +1 (right) depending on results of args.inputs.keyboard.left and args.inputs.keyboard.right.
up_down link
Returns -1 (left), 0 (neutral), or +1 (right) depending on results of args.inputs.keyboard.up and args.inputs.keyboard.up.
keyboard properties link
The following properties represent keys on the keyboard and are available on args.inputs.keyboard.KEY, args.inputs.keyboard.key_down.KEY, args.inputs.keyboard.key_held.KEY, and args.inputs.keyboard.key_up.KEY:
altmetacontrolshiftctrl_KEY(dynamic method, egargs.inputs.keyboard.ctrl_a)exclamation_pointzero-ninebackspacedeleteescapeentertab(open|close)_round_brace(open|close)_curly_brace(open|close)_square_bracecolonsemicolonequal_signhyphenspacedollar_signdouble_quotation_marksingle_quotation_markbackticktildeperiodcommapipeunderscorea-zshiftcontrolaltmetaleftrightupdownpageuppagedownplusatforward_slashback_slashasteriskless_thangreater_thancaratampersandsuperscript_twocircumflexquestion_marksection_signordinal_indicatorraw_key(unique numeric identifier for key)left_rightup_downdirectional_vectortruthy_keys(array ofSymbols)
char link
Method is available under inputs.key_down, inputs.key_held, and inputs.key_up. Take note that
args.inputs.keyboard.key_held.char will only return the ascii value of the last key that was held. Use args.inputs.keyboard.key_held.truthy_keys to get an Array of Symbols representing all keys being held.
To get a picture of all key states args.inputs.keyboard.keys returns a Hash with the following keys: :down, :held, :down_or_held, :up.
NOTE: args.inputs.keyboard.key_down.char will be set in line with key repeat behavior of your OS.
This is a demonstration of the behavior (see ./samples/02_input_basics/01_keyboard for a more detailed example):
def tick args
# uncomment the line below to see the value changes at a slower rate
# $gtk.slowmo! 30
keyboard = args.inputs.keyboard
args.outputs.labels << { x: 30,
y: 720,
text: "use the J key to test" }
args.outputs.labels << { x: 30,
y: 720 - 30,
text: "key_down.char: #{keyboard.key_down.char.inspect}" }
args.outputs.labels << { x: 30,
y: 720 - 60,
text: "key_down.j: #{keyboard.key_down.j}" }
args.outputs.labels << { x: 30,
y: 720 - 30,
text: "key_held.char: #{keyboard.key_held.char.inspect}" }
args.outputs.labels << { x: 30,
y: 720 - 60,
text: "key_held.j: #{keyboard.key_held.j}" }
args.outputs.labels << { x: 30,
y: 720 - 30,
text: "key_up.char: #{keyboard.key_up.char.inspect}" }
args.outputs.labels << { x: 30,
y: 720 - 60,
text: "key_up.j: #{keyboard.key_up.j}" }
end
keys link
Returns a Hash with all keys on the keyboard in their respective state. The Hash contains the following keys
:down:held:down_or_held:up
Runtime (args.gtk) link
The GTK::Runtime class is the core of DragonRuby. It is globally accessible via $gtk or inside of the tick method through args.
def tick args
args.gtk # accessible like this
$gtk # or like this
end
Class Macros link
The following class macros are available within DragonRuby.
attr link
The attr class macro is an alias to attr_accessor.
Instead of:
class Player
attr_accessor :hp, :armor
end
You can do:
class Player
attr :hp, :armor
end
attr_gtk link
As the size/complexity of your game increases. You may want to create classes to organize everything. The attr_gtk class macro adds DragonRuby's environment methods (such as args.state, args.inputs, args.outputs, args.audio, etc) to your class so you don't have to pass args around everwhere.
Instead of:
class Game
def tick args
defaults args
calc args
render args
end
def defaults args
args.state.space_pressed_at ||= 0
end
def calc args
if args.inputs.keyboard.key_down.space
args.state.space_pressed_at = args.state.tick_count
end
end
def render args
if args.state.space_pressed_at == 0
args.outputs.labels << { x: 100, y: 100,
text: "press space" }
else
args.outputs.labels << { x: 100, y: 100,
text: "space was pressed at: #{args.state.space_pressed_at}" }
end
end
end
def tick args
$game ||= Game.new
$game.tick args
end
You can do:
class Game
attr_gtk # attr_gtk class macro
def tick
defaults
calc
render
end
def defaults
state.space_pressed_at ||= 0
end
def calc
if inputs.keyboard.key_down.space
state.space_pressed_at = state.tick_count
end
end
def render
if state.space_pressed_at == 0
outputs.labels << { x: 100, y: 100,
text: "press space" }
else
outputs.labels << { x: 100, y: 100,
text: "space was pressed at: #{state.space_pressed_at}" }
end
end
end
def tick args
$game ||= Game.new
$game.args = args # set args property on game
$game.tick # call tick without passing in args
end
$game = nil
Indie and Pro Functions link
The following functions are only available at the Indie and Pro License tiers.
get_pixels link
Given a file_path to a sprite, this function returns a one dimensional array of hexadecimal values representing the ARGB of each pixel in a sprite.
See the following sample app for a full demonstration of how to use this function: ./samples/07_advanced_rendering/06_pixel_arrays_from_file
dlopen link
Loads a precompiled C Extension into your game.
See the sample apps at ./samples/12_c_extensions for detailed walkthroughs of creating C extensions.
Environment and Utility Functions link
The following functions will help in interacting with the OS and rendering pipeline.
calcstringbox link
Returns the render width and render height as a tuple for a piece of text. The parameters this method takes are:
text: the text you want to get the width and height of.size_enum: number representing the render size for the text. This parameter is optional and defaults to0which represents a baseline font size in units specific to DragonRuby (a negative value denotes a size smaller than what would be comfortable to read on a handheld device postive values above0represent larger font sizes).font: path to a font file that the width and height will be based off of. This field is optional and defaults to the DragonRuby's default font.
def tick args
text = "a piece of text"
size_enum = 5 # "large font size"
# path is relative to your game directory (eg mygame/fonts/courier-new.ttf)
font = "fonts/courier-new.ttf"
# get the render width and height
string_w, string_h = args.gtk.calcstringbox text, size_enum, font
# render the label
args.outputs.labels << {
x: 100,
y: 100,
text: text,
size_enum: size_enum,
font: font
}
# render a border around the label based on the results from calcstringbox
args.outputs.borders << {
x: 100,
y: 100,
w: string_w,
h: string_h,
r: 0,
g: 0,
b: 0
}
end
request_quit link
Call this function to exit your game. You will be given one additional tick if you need to perform any housekeeping before that game closes.
def tick args
# exit the game after 600 frames (10 seconds)
if args.state.tick_count == 600
args.gtk.request_quit
end
end
quit_requested? link
This function will return true if the game is about to exit (either from the user closing the game or if request_quit was invoked).
set_window_fullscreen link
This function takes in a single boolean parameter. true to make the game fullscreen, false to return the game back to windowed mode.
def tick args
# make the game full screen after 600 frames (10 seconds)
if args.state.tick_count == 600
args.gtk.set_window_fullscreen true
end
# return the game to windowed mode after 20 seconds
if args.state.tick_count == 1200
args.gtk.set_window_fullscreen false
end
end
window_fullscreen? link
Returns true if the window is currently in fullscreen mode.
set_window_scale link
This function takes in a float value and uses that to resize the game window to a percentage of 1280x720 (or 720x1280 in portrait mode). The valid scale options are 0.1, 0.25, 0.5, 0.75, 1.25, 1.5, 2.0, 2.5, 3.0, and 4.0. The float value you pass in will be floored to the nearest valid scale option.
platform? link
You can ask DragonRuby which platform your game is currently being run on. This can be useful if you want to perform different pieces of logic based on where the game is running.
The raw platform string value is available via args.gtk.platform which takes in a symbol representing the platform's categorization/mapping.
You can see all available platform categorizations via the args.gtk.platform_mappings function.
Here's an example of how to use args.gtk.platform? category_symbol:
def tick args
label_style = { x: 640, y: 360, anchor_x: 0.5, anchor_y: 0.5 }
if args.gtk.platform? :macos
args.outputs.labels << { text: "I am running on MacOS.", **label_style }
elsif args.gtk.platform? :win
args.outputs.labels << { text: "I am running on Windows.", **label_style }
elsif args.gtk.platform? :linux
args.outputs.labels << { text: "I am running on Linux.", **label_style }
elsif args.gtk.platform? :web
args.outputs.labels << { text: "I am running on a web page.", **label_style }
elsif args.gtk.platform? :android
args.outputs.labels << { text: "I am running on Android.", **label_style }
elsif args.gtk.platform? :ios
args.outputs.labels << { text: "I am running on iOS.", **label_style }
elsif args.gtk.platform? :touch
args.outputs.labels << { text: "I am running on a device that supports touch (either iOS/Android native or mobile web).", **label_style }
elsif args.gtk.platform? :steam
args.outputs.labels << { text: "I am running via steam (covers both desktop and steamdeck).", **label_style }
elsif args.gtk.platform? :steam_deck
args.outputs.labels << { text: "I am running via steam on the Steam Deck (not steam desktop).", **label_style }
elsif args.gtk.platform? :steam_desktop
args.outputs.labels << { text: "I am running via steam on desktop (not steam deck).", **label_style }
end
end
production? link
Returns true if the game is being run in a released/shipped state.
If you want to simulate a production build. Add an empty file called dragonruby_production_build inside of the metadata folder. This will turn of all logging and all creation of temp files used for development purposes.
platform_mappings link
These are the current platform categorizations (args.gtk.platform_mappings):
{
"Mac OS X" => [:desktop, :macos, :osx, :mac, :macosx], # may also include :steam and :steam_desktop run via steam
"Windows" => [:desktop, :windows, :win], # may also include :steam and :steam_desktop run via steam
"Linux" => [:desktop, :linux, :nix], # may also include :steam and :steam_desktop run via steam
"Emscripten" => [:web, :wasm, :html, :emscripten], # may also include :touch if running in the web browser on mobile
"iOS" => [:mobile, :ios, :touch],
"Android" => [:mobile, :android, :touch],
"Steam Deck" => [:steamdeck, :steam_deck, :steam],
}
Given the mappings above, args.gtk.platform? :desktop would return true if the game is running on a player's computer irrespective of OS (MacOS, Linux, and Windows are all categorized as :desktop platforms).
open_url link
Given a uri represented as a string. This fuction will open the uri in the user's default browser.
def tick args
# open a url after 600 frames (10 seconds)
if args.state.tick_count == 600
args.gtk.open_url "http://dragonruby.org"
end
end
system link
Given an OS dependent cli command represented as a string, this function executes the command and puts the results to the DragonRuby Console (returns nil).
def tick args
# execute ls on the current directory in 10 seconds
if args.state.tick_count == 600
args.gtk.system "ls ."
end
end
exec link
Given an OS dependent cli command represented as a string, this function executes the command and returns a string representing the results.
def tick args
# execute ls on the current directory in 10 seconds
if args.state.tick_count == 600
results = args.gtk.exec "ls ."
puts "The results of the command are:"
puts results
end
end
show_cursor link
Shows the mouse cursor.
hide_cursor link
Hides the mouse cursor.
cursor_shown? link
Returns true if the mouse cursor is visible.
set_mouse_grab link
Takes in a numeric parameter representing the mouse grab mode.
0: Ungrabs the mouse.1: Grabs the mouse.2: Hides the cursor, grabs the mouse and puts it in relative position mode accessible viaargs.inputs.mouse.relative_(x|y).
set_system_cursor link
Takes in a string value of "arrow", "ibeam", "wait", or "hand" and sets the mouse curosor to the corresponding system cursor (if available on the OS).
set_cursor link
Replaces the mouse cursor with a sprite. Takes in a path to the sprite, and optionally an x and y value representing the realtive positioning the sprite will have to the mouse cursor.
def tick args
if args.state.tick_count == 0
# assumes a sprite of size 80x80 and centers the sprite
# relative to the cursor position.
args.gtk.set_cursor "sprites/square/blue.png", 40, 40
end
end
File IO Functions link
The following functions give you the ability to interact with the file system.
IMPORTANT: File access functions are sandoxed and assume that the dragonruby binary lives alongside the game you are building. Do not expect these functions to return correct values if you are attempting to run the dragonruby binary from a shared location. It's recommended that the directory structure contained in the zip is not altered and games are built using that starter template.
list_files link
This function takes in one parameter. The parameter is the directory path and assumes the the game directory is the root. The method returns an Array of String representing all files within the directory. Use stat_file to determine whether a specific path is a file or a directory.
stat_file link
This function takes in one parameter. The parameter is the file path and assumes the the game directory is the root. The method returns nil if the file doesn't exist otherwise it returns a Hash with the following information:
# {
# path: String,
# file_size: Int,
# mod_time: Int,
# create_time: Int,
# access_time: Int,
# readonly: Boolean,
# file_type: Symbol (:regular, :directory, :symlink, :other),
# }
def tick args
if args.inputs.mouse.click
args.gtk.write_file "last-mouse-click.txt", "Mouse was clicked at #{args.state.tick_count}."
end
file_info = args.gtk.stat_file "last-mouse-click.txt"
if file_info
args.outputs.labels << {
x: 30,
y: 30.from_top,
text: file_info.to_s,
size_enum: -3
}
else
args.outputs.labels << {
x: 30,
y: 30.from_top,
text: "file does not exist, click to create file",
size_enum: -3
}
end
end
read_file link
Given a file path, a string will be returned representing the contents of the file. nil will be returned if the file does not exist. You can use stat_file to get additional information of a file.
write_file link
This function takes in two parameters. The first parameter is the file path and assumes the the game directory is the root. The second parameter is the string that will be written. The method **overwrites** whatever is currently in the file. Use append_file to append to the file as opposed to overwriting.
def tick args
if args.inputs.mouse.click
args.gtk.write_file "last-mouse-click.txt", "Mouse was clicked at #{args.state.tick_count}."
end
end
append_file link
This function takes in two parameters. The first parameter is the file path and assumes the the game directory is the root. The second parameter is the string that will be written. The method appends to whatever is currently in the file (a new file is created if one does not alread exist). Use write_file to overwrite the file's contents as opposed to appending.
def tick args
if args.inputs.mouse.click
args.gtk.write_file "last-mouse-click.txt", "Mouse was clicked at #{args.state.tick_count}."
end
end
delete_file link
This function takes in a single parameters. The parameter is the file path that should be deleted. This function will raise an exception if the path requesting to be deleted does not exist.
Notes:
- Use
delete_if_existto only delete the file if it exists. - Use
stat_fileto determine if a path exists. - Use
list_filesto determine if a directory is empty. - You cannot delete files outside of your sandboxed game environment.
Here is a list of reasons an exception could be raised:
- If the path is not found. - If the path is still open (for reading or writing). - If the path is not a file or directory. - If the path is a circular symlink. - If you do not have permissions to delete the path. - If the directory attempting to be deleted is not empty.
def tick args
if args.inputs.mouse.click
args.gtk.write_file "last-mouse-click.txt", "Mouse was clicked at #{args.state.tick_count}."
end
end
delete_file_if_exist link
Has the same behavior as delete_file except this function does not throw an exception.
XML and JSON link
The following functions help with parsing xml and json.
parse_json link
Given a json string, this function returns a hash representing the json data.
hash = args.gtk.parse_json '{ "name": "John Doe", "aliases": ["JD"] }'
# structure of hash: { "name"=>"John Doe", "aliases"=>["JD"] }
parse_json_file link
Same behavior as parse_json_file except a file path is read for the json string.
parse_xml link
Given xml data as a string, this function will return a hash that represents the xml data in the following recursive structure:
type: :element,
name: "Person",
children: [...]
parse_xml_file link
Function has the same behavior as parse_xml except that the parameter must be a file path that contains xml contents.
Network IO Functions link
The following functions help with interacting with the network.
http_get link
Returns an object that represents an http response which will eventually have a value. This http_get method is invoked asynchronously. Check for completion before attempting to read results.
def tick args
# perform an http get and print the response when available
args.state.result ||= args.gtk.http_get "https://httpbin.org/html"
if args.state.result && args.state.result[:complete] && !args.state.printed
if args.state.result[:http_response_code] == 200
puts "The response was successful. The body is:"
puts args.state.result[:response_data]
else
puts "The response failed. Status code:"
puts args.state.result[:http_response_code]
end
# set a flag denoting that the response has been printed
args.state.printed = true
# show the console
args.gtk.show_console
end
end
http_post link
Returns an object that represents an http response which will eventually have a value. This http_post method is invoked asynchronously. Check for completion before attempting to read results.
- First parameter: The url to send the request to.
- Second parameter: Hash that represents form fields to send.
- Third parameter: Headers. Note: Content-Type must be form encoded flavor. If you are unsure of what to pass in, set the content type to application/x-www-form-urlencoded
def tick args
# perform an http get and print the response when available
args.state.form_fields ||= { "userId" => "1704252969" }
args.state.result ||= args.gtk.http_post "http://httpbin.org/post",
args.state.form_fields,
["Content-Type: application/x-www-form-urlencoded"]
if args.state.result && args.state.result[:complete] && !args.state.printed
if args.state.result[:http_response_code] == 200
puts "The response was successful. The body is:"
puts args.state.result[:response_data]
else
puts "The response failed. Status code:"
puts args.state.result[:http_response_code]
end
# set a flag denoting that the response has been printed
args.state.printed = true
# show the console
args.gtk.show_console
end
end
http_post_body link
Returns an object that represents an http response which will eventually have a value. This http_post_body method is invoked asynchronously. Check for completion before attempting to read results.
- First parameter: The url to send the request to.
- Second parameter: String that represents the body that will be sent
- Third parameter: Headers. Be sure to populate the Content-Type that matches the data you are sending.
def tick args
# perform an http get and print the response when available
args.state.json ||= "{ "userId": "#{Time.now.to_i}"}"
args.state.result ||= args.gtk.http_post_body "http://httpbin.org/post",
args.state.json,
["Content-Type: application/json", "Content-Length: #{args.state.json.length}"]
if args.state.result && args.state.result[:complete] && !args.state.printed
if args.state.result[:http_response_code] == 200
puts "The response was successful. The body is:"
puts args.state.result[:response_data]
else
puts "The response failed. Status code:"
puts args.state.result[:http_response_code]
end
# set a flag denoting that the response has been printed
args.state.printed = true
# show the console
args.gtk.show_console
end
end
start_server! link
Starts a in-game http server that can be process http requests. When your game is running in development mode. A dev server is started at http://localhost:9001
You can start an in-game http server in production via:
def tick args
# server explicitly enabled in production
args.gtk.start_server! port: 9001, enable_in_prod: true
end
Here's how you would responde to http requests:
def tick args
# server explicitly enabled in production
args.gtk.start_server! port: 9001, enable_in_prod: true
# loop through pending requests and respond to them
args.inputs.http_requests.each do |request|
puts "#{request}"
request.respond 200, "ok"
end
end
Developer Support Functions link
The following functions help support the development process. It is not recommended to use this functions in "production" game logic.
version link
Returns a string representing the version of DragonRuby you are running.
version_pro? link
Returns true if the version of DragonRuby is NOT Standard Edition.
reset link
Resets DragonRuby's internal state as if it were just started. args.state.tick_count is set to 0 and args.state is cleared of any values. This function is helpful when you are developing your game and want to reset everything as if the game just booted up.
def tick args
end
# reset the game if this file is hotloaded/required
# (removes the need to press "r" when I file is updated)
$gtk.reset
Resetting iVars (advanced)
NOTE: args.gtk.reset does not reset global variables or instance of classes you have have constructed. If you want to also reset global variables or instances of classes when $gtk.reset is called. Define a reset method. Here's an example:
class Game
def initialize
puts "Game initialize called"
end
end
def tick args
$game ||= Game.new
if args.state.tick_count == 0
puts "tick_count is 0"
end
# if r is pressed on the keyboard, reset the game
if args.inputs.keyboard.key_down.r
args.gtk.reset
end
end
# custom reset function
def reset
puts "Custom reset function was called."
$game = nil
end
seed and RNG (advanced)
Optionally, $gtk.reset (args.gtk.reset) can take in a named parameter for RNG called seed:. Passing in seed: will reset RNG so that rand returns a repeatable set of random numbers. This seed value is initialized with the start time of your game ($gtk.started_at). Having this option is is helpful for replays and unit tests.
Don't worry about this capability if you aren't using DragonRuby's unit testing, or replay capabilities.
Here is the behavior of $gtk.reset when given a seed:
- RNG is seeded initially with the
Timevalue of the launch of your game (retrievable via$gtk.started_at). - Calling $gtk.reset will reset your game and re-initialize your RNG with this initial seed value.
- Calling $gtk.reset with a
:seedparameter will update the seed value for the current and subsequent resets. - You can get the value used to seed RNG via
$gtk.seed. - You can set your RNG seed back to its original value by using
$gtk.started_at.
def tick args
if args.state.tick_count == 0
puts rand
puts rand
puts rand
puts rand
end
end
puts "Started at (RNG seed inital value)"
puts $gtk.started_at # Time as an integer that your game was started at
puts "Seed value that will be used on reset"
puts $gtk.seed # current value that RNG was seeded with
# reset the game and use the last seed to reset RNG
$gtk.reset
# === OR ===
# sets the seed value to predefined value
# subsequent resets will use the new predefined value
# $gtk.reset seed: 100
# (or shorthand)
# $gtk.reset 100
# sets the seed back to its original value
# $gtk.reset seed: $gtk.started_at
If you want to set RNG without resetting your game state, you can use $gtk.set_rng VALUE.
reset_next_tick link
Has the same behavior as reset except the reset occurs before tick is executed again. reset resets the environment immediately (while the tick method is inflight). It's recommended that reset should be called outside of the tick method (invoked when a file is saved/hotloaded), and reset_next_tick be used inside of the tick method so you don't accidentally blow away state the your game depends on to complete the current tick without exceptions.
def tick args
# reset the game if "r" is pressed on the keyboard
if args.inputs.keyboard.key_down.r
args.gtk.reset_next_tick # use reset_next_tick instead of reset
end
end
# reset the game if this file is hotloaded/required
# (removes the need to press "r" when I file is updated)
$gtk.reset
reset_sprite link
Sprites when loaded are cached. Given a string parameter, this method invalidates the cache record of a sprite so that updates on from the disk can be loaded.
reset_sprites link
Sprites when loaded are cached. This method invalidates the cache record of all sprites so that updates on from the disk can be loaded. This function is automatically called when args.gtk.reset ($gtk.reset) is invoked.
calcspritebox link
Given a path to a sprite, this method returns the width and height of a sprite as a tuple.
NOTE: This method should be used for development purposes only and is expensive to call every frame. Do not use this method to set the size of sprite when rendering (hard code those values since you know what they are beforehand).
current_framerate link
Returns a float value representing the framerate of your game. This is an approximation/moving average of your framerate and should eventually settle to 60fps.
def tick args
# render a label to the screen that shows the current framerate
# formatted as a floating point number with two decimal places
args.outputs.labels << { x: 30, y: 30.from_top, text: "#{args.gtk.current_framerate.to_sf}" }
end
framerate_diagnostics_primitives link
Returns a set of primitives that can be rendered to the screen which provide more detailed information about the speed of your simulation (framerate, draw call count, mouse position, etc).
def tick args
args.outputs.primitives << args.gtk.framerate_diagnostics_primitives
end
warn_array_primitives! link
This function helps you audit your game of usages of array-based primitives. While array-based primitives are simple to create and use, they are slower to process than Hash or Class based primitives.
def tick args
# enable array based primitives warnings
args.gtk.warn_array_primitives!
# array-based primitive elsewhere in code
# an log message will be posted giving the location of the array
# based primitive usage
args.outputs.sprites << [100, 100, 200, 200, "sprites/square/blue.png"]
# instead of using array based primitives, migrate to hashes as needed
args.outputs.sprites << {
x: 100,
y: 100,
w: 200,
h: 200, path:
"sprites/square/blue.png"
}
end
benchmark link
You can use this function to compare the relative performance of blocks of code.
def tick args
# press r to run benchmark
if args.inputs.keyboard.key_down.r
args.gtk.console.show
args.gtk.benchmark iterations: 1000, # number of iterations
# label for experiment
using_numeric_map: -> () {
# experiment body
v = 100.map_with_index do |i|
i * 100
end
},
# label for experiment
using_numeric_times: -> () {
# experiment body
v = []
100.times do |i|
v << i * 100
end
}
end
end
notify! link
Given a string, this function will present a message at the bottom of your game. This method is only invoked in dev mode and is useful for debugging.
An optional parameter of duration (number value representing ticks) can also be passed in. The default value if 300 ticks (5 seconds).
def tick args
if args.inputs.mouse.click
args.gtk.notify! "Mouse was clicked!"
end
if args.inputs.keyboard.key_down.r
# optional duration parameter
args.gtk.notify! "R key was pressed!", 600 # present message for 10 seconds/600 frames
end
end
notify_extended! link
Has similar behavior as notify! except you have additional options to show messages in a production environment.
def tick args
if args.inputs.mouse.click
args.gtk.notify_extended! message: "message",
duration: 300,
env: :prod
end
end
slowmo! link
Given a numeric value representing the factor of 60fps. This function will bring your simulation loop down to slower rate. This method is intended to be used for debugging purposes.
def tick args
# set your simulation speed to (15 fps): args.gtk.slowmo! 4
# set your simulation speed to (1 fps): args.gtk.slowmo! 60
# set your simulation speed to (30 fps):
args.gtk.slowmo! 2
end
Remove this line from your tick method will automatically set your simulation speed back to 60 fps.
show_console link
Shows the DragonRuby console. Useful when debugging/customizing an in-game dev workflow.
hide_console link
Shows the DragonRuby console. Useful when debugging/customizing an in-game dev workflow.
enable_console link
Enables the DragonRuby Console so that it can be presented by pressing the tilde key (the key next to the number 1 key).
disable_console link
Disables the DragonRuby Console so that it won't show up even if you press the tilde key or call args.gtk.show_console.
disable_reset_via_ctrl_r link
By default, pressing CTRL+R invokes $gtk.reset_next_tick (safely resetting your game with a convenient key combo).
If you want to disable this behavior, add the following to the main.rb:
def tick args
...
end
$gtk.disable_reset_via_ctrl_r
NOTE: $gtk.disable_console will also disable the CTRL+R reset behavior.
start_recording link
Resets the game to tick 0 and starts recording gameplay. Useful for visual regression tests/verification.
stop_recording link
Function takes in a destination file for the currently recording gameplay. This file can be used to replay a recording.
cancel_recording link
Function cancels a gameplay recording session and discards the replay.
start_replay link
Given a file that represents a recording, this method will run the recording against the current codebase.
You can start a replay from the command line also:
# first argument: the game directory
# --replay switch is the file path relative to the game directory
# --speed switch is optional. a value of 4 will run the replay and game at 4x speed
# cli command example is in the context of Linux and Mac, for Windows the binary would be ./dragonruby.exe
./dragonruby ./mygame --replay ./replay.txt --speed 4
stop_replay link
Function stops a replay that is currently executing.
get_base_dir link
Returns the path to the location of the dragonruby binary. In production mode, this value will be the same as the value returned by get_game_dir. Function should only be used for debugging/development workflows.
get_game_dir link
Returns the location within sandbox storage that the game is running. When developing your game, this value will be your mygame directory. In production, it'll return a value that is OS specific (eg the Roaming directory on Windows or the Application Support directory on Mac).
Invocations of ~(write|append)_file will write to this sandboxed directory.
get_game_dir_url link
Returns a url encoded string representing the sandbox location for game data.
open_game_dir link
Opens the game directory in the OS's file explorer. This should be used for debugging purposes only.
write_file_root link
Given a file path and contents, the contents will be written to a directory outside of the game directory. This method should be used for development purposes only. In production this method will write to the same sandboxed location as write_file.
append_file_root link
Has the same behavior as write_file_root except that it appends the contents as opposed to overwriting them.
argv link
Returns a string representing the command line arguments passed to the DragonRuby binary. This should be used for development/debugging purposes only.
cli_arguments link
Returns a Hash for command line arguments in the format of --switch value (two hyphens preceding the switch flag with the value seperated by a space). This should be used for development/debugging purposes only.
download_stb_rb(_raw) link
These two functions can help facilitate the integration of external code files. OSS contributors are encouraged to create libraries that all fit in one file (lowering the barrier to entry for adoption).
Examples:
def tick args
end
# option 1:
# source code will be downloaded from the specified GitHub url, and saved locally with a
# predefined folder convension.
$gtk.download_stb_rb "https://github.com/xenobrain/ruby_vectormath/blob/main/vectormath_2d.rb"
# option 2:
# source code will be downloaded from the specified GitHub username, repository, and file.
# code will be saved locally with a predefined folder convension.
$gtk.download_stb_rb "xenobrain", "ruby_vectormath", "vectormath_2d.rb"
# option 3:
# source code will be downloaded from a direct/raw url and saved to a direct/raw local path.
$gtk.download_stb_rb_raw "https://raw.githubusercontent.com/xenobrain/ruby_vectormath/main/vectormath_2d.rb",
"lib/xenobrain/ruby_vectionmath/vectormath_2d.rb"
reload_history link
Returns a Hash representing the code files that have be loaded for your game along with timings for the events. This should be used for development/debugging purposes only.
reload_history_pending link
Returns a Hash for files that have been queued for reload, but haven't been processed yet. This should be used for development/debugging purposes only.
reload_if_needed link
Given a file name, this function will queue the file for reload if it's been modified. An optional second parameter can be passed in to signify if the file should be forced loaded regardless of modified time (true means to force load, false means to load only if the file has been modified). This function should be used for development/debugging purposes only.
State (args.state) link
Store your game state inside of this state. Properties with arbitrary nesting is allowed and a backing Entity will be created on your behalf.
def tick args
args.state.player.x ||= 0
args.state.player.y ||= 0
end
entity_id link
Entities automatically receive an entity_id of type Fixnum.
entity_type link
Entities can have an entity_type which is represented as a Symbol.
created_at link
Entities have created_at set to args.state.tick_count when they are created.
created_at_elapsed link
Returns the elapsed number of ticks since creation.
global_created_at link
Entities have global_created_at set to Kernel.global_tick_count when they are created.
global_created_at_elapsed link
Returns the elapsed number of global ticks since creation.
as_hash link
Entity cast to a Hash so you can update values as if you were updating a Hash.
new_entity link
Creates a new Entity with a type, and initial properties. An option block can be passed to change the newly created entity:
def tick args
args.state.player ||= args.state.new_entity :player, x: 0, y: 0 do |e|
e.max_hp = 100
e.hp = e.max_hp * rand
end
end
new_entity_strict link
Creates a new Strict Entity. While Entities created via args.state.new_entity can have new properties added later on, Entities created using args.state.new_entity_strict must define all properties that are allowed during its initialization. Attempting to add new properties after initialization will result in an exception.
args.state.tick_count link
Returns the current tick of the game. args.state.tick_count is 0 when the game is first started or if the game is reset via $gtk.reset.
add_caller_to_puts! link
If you need to hund down rogue puts statements in your code do:
def tick args
# adding the following line to the TOP of your tick method
# will print ~caller~ along side each ~puts~ statement
$gtk.add_caller_to_puts!
end
Geometry (args.geometry) link
The Geometry module contains methods for calculations that are frequently used in game development.
The following functions of Geometry are mixed into Hash, Array, and DragonRuby's Entity class:
intersect_rect?inside_rect?scale_rectangle_toangle_frompoint_inside_circle?center_inside_rectcenter_inside_rect_xcenter_inside_rect_yanchor_rectrect_center_point
You can invoke the functions above using either the mixin variant or the module variant. Example:
def tick args
# define to rectangles
rect_1 = { x: 0, y: 0, w: 100, h: 100 }
rect_2 = { x: 50, y: 50, w: 100, h: 100 }
# mixin variant
# call geometry method function from instance of a Hash class
puts rect_1.intersect_rect?(rect_2)
# OR
# module variants
puts args.geometry.intersect_rect?(rect_1, rect_2)
puts Geometry.intersect_rect?(rect_1, rect_2)
end
intersect_rect? link
Invocation variants:
instance.intersect_rect?(other, tolerance)args.geometry.intersect_rect?(rect_1, rect_2, tolerance)args.inputs.mouse.intersect_rect?(other, tolerance)
Given two rectangle primitives this function will return true or false depending on if the two rectangles intersect or not. An optional final parameter can be passed in representing the tolerence of overlap needed to be considered a true intersection. The default value of tolerance is 0.1 which keeps the function from returning true if only the edges of the rectangles overlap.
:anchor_x, and anchor_y is taken into consideration if the objects respond to these methods.
Here is an example where one rectangle is stationary, and another rectangle is controlled using directional input. The rectangles change color from blue to read if they intersect.
def tick args
# define a rectangle in state and position it
# at the center of the screen with a color of blue
args.state.box_1 ||= {
x: 640 - 20,
y: 360 - 20,
w: 40,
h: 40,
r: 0,
g: 0,
b: 255
}
# create another rectangle in state and position it
# at the far left center
args.state.box_2 ||= {
x: 0,
y: 360 - 20,
w: 40,
h: 40,
r: 0,
g: 0,
b: 255
}
# take the directional input and use that to move the second rectangle around
# increase or decrease the x value based on if left or right is held
args.state.box_2.x += args.inputs.left_right * 5
# increase or decrease the y value based on if up or down is held
args.state.box_2.y += args.inputs.up_down * 5
# change the colors of the rectangles based on whether they
# intersect or not
if args.state.box_1.intersect_rect? args.state.box_2
args.state.box_1.r = 255
args.state.box_1.g = 0
args.state.box_1.b = 0
args.state.box_2.r = 255
args.state.box_2.g = 0
args.state.box_2.b = 0
else
args.state.box_1.r = 0
args.state.box_1.g = 0
args.state.box_1.b = 255
args.state.box_2.r = 0
args.state.box_2.g = 0
args.state.box_2.b = 255
end
# render the rectangles as border primitives on the screen
args.outputs.borders << args.state.box_1
args.outputs.borders << args.state.box_2
end
inside_rect? link
Invocation variants:
instance.inside_rect?(other)args.geometry.inside_rect?(rect_1, rect_2)
Given two rectangle primitives this function will return true or false depending on if the first rectangle (or self) is inside of the second rectangle.
Here is an example where one rectangle is stationary, and another rectangle is controlled using directional input. The rectangles change color from blue to read if the movable rectangle is entirely inside the stationary rectangle.
:anchor_x, and anchor_y is taken into consideration if the objects respond to these methods.
def tick args
# define a rectangle in state and position it
# at the center of the screen with a color of blue
args.state.box_1 ||= {
x: 640 - 40,
y: 360 - 40,
w: 80,
h: 80,
r: 0,
g: 0,
b: 255
}
# create another rectangle in state and position it
# at the far left center
args.state.box_2 ||= {
x: 0,
y: 360 - 10,
w: 20,
h: 20,
r: 0,
g: 0,
b: 255
}
# take the directional input and use that to move the second rectangle around
# increase or decrease the x value based on if left or right is held
args.state.box_2.x += args.inputs.left_right * 5
# increase or decrease the y value based on if up or down is held
args.state.box_2.y += args.inputs.up_down * 5
# change the colors of the rectangles based on whether they
# intersect or not
if args.state.box_2.inside_rect? args.state.box_1
args.state.box_1.r = 255
args.state.box_1.g = 0
args.state.box_1.b = 0
args.state.box_2.r = 255
args.state.box_2.g = 0
args.state.box_2.b = 0
else
args.state.box_1.r = 0
args.state.box_1.g = 0
args.state.box_1.b = 255
args.state.box_2.r = 0
args.state.box_2.g = 0
args.state.box_2.b = 255
end
# render the rectangles as border primitives on the screen
args.outputs.borders << args.state.box_1
args.outputs.borders << args.state.box_2
end
scale_rect link
Given a Rectangle this function returns a new rectangle with a scaled size.
ratio: the ratio by which to scale the rect. A ratio of 2 will double the dimensions of the rect while a ratio of 0.5 will halve its dimensions.anchor_xandanchor_yspecify the point within the rect from which to resize it. Setting both to 0 will affect the width and height of the rect, leaving x and y unchanged. Setting both to 0.5 will scale all sides of the rect proportionally from the center.
def tick args
# a rect at the center of the screen
args.state.rect_1 ||= { x: 640 - 20, y: 360 - 20, w: 40, h: 40 }
# render the rect
args.outputs.borders << args.state.rect_1
# the rect half the size with the x and y position unchanged
args.outputs.borders << args.state.rect_1.scale_rect(0.5)
# the rect double the size, repositioned in the center given anchor optional arguments
args.outputs.borders << args.state.rect_1.scale_rect(2, 0.5, 0.5)
end
scale_rect_extended link
The behavior is similar to scale_rect except that you can independently control the scale of each axis. The parameters are all named:
percentage_x: percentage to change the width (default value of 1.0)percentage_y: percentage to change the height (default value of 1.0)anchor_x: anchor repositioning of x (default value of 0.0)anchor_y: anchor repositioning of y (default value of 0.0)
def tick args
baseline_rect = { x: 640 - 20, y: 360 - 20, w: 40, h: 40 }
args.state.rect_1 ||= baseline_rect
args.state.rect_2 ||= baseline_rect.scale_rect_extended(percentage_x: 2,
percentage_y: 0.5,
anchor_x: 0.5,
anchor_y: 1.0)
args.outputs.borders << args.state.rect_1
args.outputs.borders << args.state.rect_2
end
anchor_rect link
Returns a new rect that is anchored by an anchor_x and anchor_y value. The width and height of the rectangle is taken into consideration when determining the anchor position:
def tick args
args.state.rect ||= {
x: 640,
y: 360,
w: 100,
h: 100
}
# rect's center: 640 + 50, 360 + 50
args.outputs.borders << args.state.rect.anchor_rect(0, 0)
# rect's center: 640, 360
args.outputs.borders << args.state.rect.anchor_rect(0.5, 0.5)
# rect's center: 640, 360
args.outputs.borders << args.state.rect.anchor_rect(0.5, 0)
end
angle_from link
Invocation variants:
args.geometry.angle_from start_point, end_pointstart_point.angle_from end_point
Returns an angle in degrees from the end_point to the start_point (if you want the value in radians, you can call .to_radians on the value returned):
def tick args
rect_1 ||= {
x: 0,
y: 0,
}
rect_2 ||= {
x: 100,
y: 100,
}
angle = rect_1.angle_from rect_2 # returns 225 degrees
angle_radians = angle.to_radians
args.outputs.labels << { x: 30, y: 30.from_top, text: "#{angle}, #{angle_radians}" }
angle = args.geometry.angle_from rect_1, rect_2 # returns 225 degrees
angle_radians = angle.to_radians
args.outputs.labels << { x: 30, y: 60.from_top, text: "#{angle}, #{angle_radians}" }
end
angle_to link
Invocation variants:
args.geometry.angle_to start_point, end_pointstart_point.angle_to end_point
Returns an angle in degrees to the end_point from the start_point (if you want the value in radians, you can call .to_radians on the value returned):
def tick args
rect_1 ||= {
x: 0,
y: 0,
}
rect_2 ||= {
x: 100,
y: 100,
}
angle = rect_1.angle_to rect_2 # returns 45 degrees
angle_radians = angle.to_radians
args.outputs.labels << { x: 30, y: 30.from_top, text: "#{angle}, #{angle_radians}" }
angle = args.geometry.angle_to rect_1, rect_2 # returns 45 degrees
angle_radians = angle.to_radians
args.outputs.labels << { x: 30, y: 60.from_top, text: "#{angle}, #{angle_radians}" }
end
distance link
Returns the distance between two points;
def tick args
rect_1 ||= {
x: 0,
y: 0,
}
rect_2 ||= {
x: 100,
y: 100,
}
distance = args.geometry.distance rect_1, rect_2
args.outputs.labels << {
x: 30,
y: 30.from_top,
text: "#{distance}"
}
args.outputs.lines << {
x: rect_1.x,
y: rect_1.y,
x2: rect_2.x,
y2: rect_2.y
}
end
point_inside_circle? link
Invocation variants:
point_1.point_inside_circle? circle_center, circle_radiusargs.geometry.point_inside_circle? point_1, circle_center, circle_radius
circle_center can also contain the radius value (instead of passing it as a separate argument).
Returns true if a point is inside of a circle defined as a center point and radius.
def tick args
# define circle center
args.state.circle_center ||= {
x: 640,
y: 360
}
# define circle radius
args.state.circle_radius ||= 100
# define point
args.state.point_1 ||= {
x: 100,
y: 100
}
# allow point to be moved using keyboard
args.state.point_1.x += args.inputs.left_right * 5
args.state.point_1.y += args.inputs.up_down * 5
# determine if point is inside of circle
intersection = args.geometry.point_inside_circle? args.state.point_1,
args.state.circle_center,
args.state.circle_radius
# render point as a square
args.outputs.sprites << {
x: args.state.point_1.x - 20,
y: args.state.point_1.y - 20,
w: 40,
h: 40,
path: "sprites/square/blue.png"
}
# if there is an intersection, render a red circle
# otherwise render a blue circle
if intersection
args.outputs.sprites << {
x: args.state.circle_center.x - args.state.circle_radius,
y: args.state.circle_center.y - args.state.circle_radius,
w: args.state.circle_radius * 2,
h: args.state.circle_radius * 2,
path: "sprites/circle/red.png",
a: 128
}
else
args.outputs.sprites << {
x: args.state.circle_center.x - args.state.circle_radius,
y: args.state.circle_center.y - args.state.circle_radius,
w: args.state.circle_radius * 2,
h: args.state.circle_radius * 2,
path: "sprites/circle/blue.png",
a: 128
}
end
end
center_inside_rect link
Invocation variants:
target_rect.center_inside_rect reference_rectargs.geometry.center_inside_rect target_rect, reference_rect
Given a target rect and a reference rect, the target rect is centered inside the reference rect (a new rect is returned).
def tick args
rect_1 = {
x: 0,
y: 0,
w: 100,
h: 100
}
rect_2 = {
x: 640 - 100,
y: 360 - 100,
w: 200,
h: 200
}
centered_rect = args.geometry.center_inside_rect rect_1, rect_2
# OR
# centered_rect = rect_1.center_inside_rect rect_2
args.outputs.solids << rect_1.merge(r: 255)
args.outputs.solids << rect_2.merge(b: 255)
args.outputs.solids << centered_rect.merge(g: 255)
end
ray_test link
Given a point and a line, ray_test returns one of the following symbols based on the location of the point relative to the line: :left, :right, :on
def tick args
# create a point based off of the mouse location
point = {
x: args.inputs.mouse.x,
y: args.inputs.mouse.y
}
# draw a line from the bottom left to the top right
line = {
x: 0,
y: 0,
x2: 1280,
y2: 720
}
# perform ray_test on point and line
ray = args.geometry.ray_test point, line
# output the results of ray test at mouse location
args.outputs.labels << {
x: point.x,
y: point.y + 25,
text: "#{ray}",
alignment_enum: 1,
vertical_alignment_enum: 1,
}
# render line
args.outputs.lines << line
# render point
args.outputs.solids << {
x: point.x - 5,
y: point.y - 5,
w: 10,
h: 10
}
end
line_rise_run link
Given a line, this function returns a Hash with x and y keys representing a normalized representation of the rise and run of the line.
def tick args
# draw a line from the bottom left to the top right
line = {
x: 0,
y: 0,
x2: 1280,
y2: 720
}
# get rise and run of line
rise_run = args.geometry.line_rise_run line
# output the rise and run of line
args.outputs.labels << {
x: 640,
y: 360,
text: "#{rise_run}",
alignment_enum: 1,
vertical_alignment_enum: 1,
}
# render the line
args.outputs.lines << line
end
rotate_point link
Given a point and an angle in degrees, a new point is returned that is rotated around the origin by the degrees amount. An optional third argument can be provided to rotate the angle around a point other than the origin.
def tick args
args.state.rotate_amount ||= 0
args.state.rotate_amount += 1
if args.state.rotate_amount >= 360
args.state.rotate_amount = 0
end
point_1 = {
x: 100,
y: 100
}
# rotate point around 0, 0
rotated_point_1 = args.geometry.rotate_point point_1,
args.state.rotate_amount
args.outputs.solids << {
x: rotated_point_1.x - 5,
y: rotated_point_1.y - 5,
w: 10,
h: 10
}
point_2 = {
x: 640 + 100,
y: 360 + 100
}
# rotate point around center screen
rotated_point_2 = args.geometry.rotate_point point_2,
args.state.rotate_amount,
x: 640, y: 360
args.outputs.solids << {
x: rotated_point_2.x - 5,
y: rotated_point_2.y - 5,
w: 10,
h: 10
}
end
find_intersect_rect link
Given a rect and a collection of rects, find_intersect_rect returns the first rect that intersects with the the first parameter.
:anchor_x, and anchor_y is taken into consideration if the objects respond to these methods.
If you find yourself doing this:
collision = args.state.terrain.find { |t| t.intersect_rect? args.state.player }
Consider using find_intersect_rect instead (it's more descriptive and faster):
collision = args.geometry.find_intersect_rect args.state.player, args.state.terrain
find_all_intersect_rect link
Given a rect and a collection of rects, find_all_intersect_rect returns all rects that intersects with the the first parameter.
:anchor_x, and anchor_y is taken into consideration if the objects respond to these methods.
If you find yourself doing this:
collisions = args.state.terrain.find_all { |t| t.intersect_rect? args.state.player }
Consider using find_all_intersect_rect instead (it's more descriptive and faster):
collisions = args.geometry.find_all_intersect_rect args.state.player, args.state.terrain
find_intersect_rect_quad_tree link
This is a faster collision algorithm for determining if a rectangle intersects any rectangle in an array. In order to use find_intersect_rect_quad_tree, you must first generate a quad tree data structure using create_quad_tree. Use this function if find_intersect_rect isn't fast enough.
def tick args
# create a player
args.state.player ||= {
x: 640 - 10,
y: 360 - 10,
w: 20,
h: 20
}
# allow control of player movement using arrow keys
args.state.player.x += args.inputs.left_right * 5
args.state.player.y += args.inputs.up_down * 5
# generate 40 random rectangles
args.state.boxes ||= 40.map do
{
x: 1180 * rand + 50,
y: 620 * rand + 50,
w: 100,
h: 100
}
end
# generate a quad tree based off of rectangles.
# the quad tree should only be generated once for
# a given array of rectangles. if the rectangles
# change, then the quad tree must be regenerated
args.state.quad_tree ||= args.geometry.quad_tree_create args.state.boxes
# use quad tree and find_intersect_rect_quad_tree to determine collision with player
collision = args.geometry.find_intersect_rect_quad_tree args.state.player,
args.state.quad_tree
# if there is a collision render a red box
if collision
args.outputs.solids << collision.merge(r: 255)
end
# render player as green
args.outputs.solids << args.state.player.merge(g: 255)
# render boxes as borders
args.outputs.borders << args.state.boxes
end
find_all_intersect_rect_quad_tree link
This is a faster collision algorithm for determining if a rectangle intersects other rectangles in an array. In order to use find_all_intersect_rect_quad_tree, you must first generate a quad tree data structure using create_quad_tree. Use this function if find_all_intersect_rect isn't fast enough.
def tick args
# create a player
args.state.player ||= {
x: 640 - 10,
y: 360 - 10,
w: 20,
h: 20
}
# allow control of player movement using arrow keys
args.state.player.x += args.inputs.left_right * 5
args.state.player.y += args.inputs.up_down * 5
# generate 40 random rectangles
args.state.boxes ||= 40.map do
{
x: 1180 * rand + 50,
y: 620 * rand + 50,
w: 100,
h: 100
}
end
# generate a quad tree based off of rectangles.
# the quad tree should only be generated once for
# a given array of rectangles. if the rectangles
# change, then the quad tree must be regenerated
args.state.quad_tree ||= args.geometry.quad_tree_create args.state.boxes
# use quad tree and find_intersect_rect_quad_tree to determine collision with player
collisions = args.geometry.find_all_intersect_rect_quad_tree args.state.player,
args.state.quad_tree
# if there is a collision render a red box
args.outputs.solids << collisions.map { |c| c.merge(r: 255) }
# render player as green
args.outputs.solids << args.state.player.merge(g: 255)
# render boxes as borders
args.outputs.borders << args.state.boxes
end
line_angle link
Given a line, this function will return the angle of the line in degrees.
vec2_dot_product link
Given two Hashes with x and y keys (or Objects that respond to x and y), this function will return the dot product of the two vectors.
Note: Take a look at this sample app for a non-trivial example of how to use this function: ./samples/04_physics_and_collisions/11_bouncing_ball_with_gravity/
vec2_normalize link
Given a Hash with x and y keys (or an Object that responds to x and y), this function will return a Hash with x and y keys that represents the vector normalized.
Note: Take a look at this sample app for a non-trivial example of how to use this function: ./samples/04_physics_and_collisions/11_bouncing_ball_with_gravity/
line_vec2 link
Given a line, this function will return a Hash with x and y keys that represents the vector of the line.
Note: Take a look at this sample app for a non-trivial example of how to use this function: ./samples/04_physics_and_collisions/11_bouncing_ball_with_gravity/
vec2_magnitude link
Given a Hash with x and y keys (or an Object that responds to x and y), this function will return the magnitude of the vector.
Note: Take a look at this sample app for a non-trivial example of how to use this function: ./samples/04_physics_and_collisions/11_bouncing_ball_with_gravity/
distance_squared link
Given two Hashes with x and y keys (or Objects that respond to x and y), this function will return the distance squared between the two points. This is useful when you only want to compare distances, and don't need the actual distance.
Note: Take a look at this sample app for a non-trivial example of how to use this function: ./samples/04_physics_and_collisions/11_bouncing_ball_with_gravity/
vec2_normal link
Given a Hash with x and y keys (or an Object that responds to x and y), this function will return a Hash with x and y keys that represents the normal of the vector.
Note: Take a look at this sample app for a non-trivial example of how to use this function: ./samples/04_physics_and_collisions/11_bouncing_ball_with_gravity/
circle_intersect_line? link
The first parameters is a Hash with x, y, and radius keys (or an Object that responds to x, y, and radius).
The second parameter is a Hash with x1, y1, x2, and y2 keys (or an Object that responds to x1, y1, x2, and y2).
This function will return true if the circle intersects the line, and false if it does not.
Note: Take a look at this sample app for a non-trivial example of how to use this function: ./samples/04_physics_and_collisions/11_bouncing_ball_with_gravity/
line_normal link
The first parameter is a line (a Hash with x1, y1, x2, and y2 keys, or an Object that responds to x1, y1, x2, and y2).
The second parameter is a Hash with x and y keys (or an Object that responds to x and y).
This function will return a Hash with x and y keys that represents the normal of the line relative to the point provided.
Note: Take a look at this sample app for a non-trivial example of how to use this function: ./samples/04_physics_and_collisions/11_bouncing_ball_with_gravity/
point_on_line? link
The first parameter is a point (a Hash with x and y keys, or an Object that responds to x and y).
The second parameter is a line (a Hash with x1, y1, x2, and y2 keys, or an Object that responds to x1, y1, x2, and y2).
This function will return true if the point is on the line, and false if it is not.
Note: Take a look at this sample app for a non-trivial example of how to use this function: ./samples/04_physics_and_collisions/11_bouncing_ball_with_gravity/
find_collisions link
Given an Array of rects, returns a Hash of collisions. Each entry in the return Hash maps two rects from the input Array that intersect.
Note that in the event of an intersection of rects A and B, the returned Hash will contain two entries: {A=>B,B=>A}
def tick(args)
args.state.squares ||= []
args.state.alphabet ||= ('A'..'Z').to_a
# reset the squares if the user presses 'R'
args.state.squares = [] if args.inputs.keyboard.r
# add a new square every 4 ticks until we get to 26
# the last part of the condition is to make sure we always have at least 1 square before
# we start checking for collisions, otherwise #find_collisions will throw an error
if (args.state.tick_count % 4 == 0 && args.state.squares.size < 26) || args.state.squares.size == 0
# add a new square to the array with a random position, with some padding
# so that the squares don't spawn too close to the edge of the screen
# we also set the text to a random letter from the alphabet so we can re-use
# the same hash for both the squares and their labels
args.state.squares << {
x: rand(1280 - 200) + 100, y: rand(720 - 300) + 100,
w: 50, h: 50,
text: args.state.alphabet[args.state.squares.size],
alignment_enum: 1, # center the text
r: 0, g: 255, b: 0, a: 128
}
end
# check for collisions between the squares. this returns a hash of the
# colliding squares, with the key being the first square and the value
# being the second square
collisions = args.geometry.find_collisions(args.state.squares)
collisions.each do |key, value|
key.merge!(r: 255, g: 0, b: 0)
value.merge!(r: 0, g: 0, b: 255)
end
# render instructions and collision info
args.outputs.labels << {x: 30, y: 20.from_top, text: "Press 'R' to reset" }
args.outputs.labels << {x: 30, y: 45.from_top, text: "#{args.state.squares.size} squares, #{collisions.size} collisions" }
args.outputs.labels << {x: 30, y: 70.from_top, text: "#{collisions.map { |k, v| "{#{k.text}=>#{v.text}}" }.join(', ')}" }
# render the squares and their labels
args.outputs.solids << args.state.squares
args.outputs.labels << args.state.squares.map_with_index do |square, i|
square.merge(
x: square.x + 25, y: square.y + 35, # center the text in the square
r: 0, g: 0, b: 0 # make it black
)
end
end
create_quad_tree link
Generates a quad tree from an array of rectangles. See find_intersect_rect_quad_tree for usage.
Audio (args.audio) link
Hash that contains audio sources that are playing.
Sounds that don't specify looping: true will be removed automatically from the hash after the playback ends. Looping sounds or sounds that should stop early must be removed manually.
When you assign a hash to an audio output, a :length key will be added to the hash on the following tick. This will tell you the duration of the audio file in seconds (float).
volume link
You can globally control the volume for all audio using args.audio.volume. Example:
def tick args
if args.inputs.down
args.audio.volume -= 0.01
elsif args.inputs.up
args.audio.volume += 0.01
end
end
One-Time Sounds link
Here's how to play audio one-time (does not loop).
def tick args
# play a one-time non-looping sound every second
if (args.state.tick_count % 60) == 0
args.audio[:coin] = { input: "sounds/coin.wav" }
# OR
args.outputs.sounds << "sounds/coin.wav"
end
end
Looping Audio link
Here's how to play audio that loops (eg background music), and how to stop the sound.
def tick args
if args.state.tick_count == 0
args.audio[:bg_music] = { input: "sounds/bg-music.ogg", looping: true }
end
# stop sound if space key is pressed
if args.inputs.keyboard.key_down.space
args.audio[:bg_music] = nil
# OR
args.audio.delete :bg_music
end
end
Setting Additional Audio Properties link
Here are additional properties that can be set.
def tick args
# The values below (except for input of course) are the default values that apply if you don't
# specify the value in the hash.
args.audio[:my_audio] ||= {
input: 'sound/boom.wav', # file path relative to mygame directory
gain: 1.0, # Volume (float value 0.0 to 1.0)
pitch: 1.0, # Pitch of the sound (1.0 = original pitch)
paused: false, # Set to true to pause the sound at the current playback position
looping: true, # Set to true to loop the sound/music until you stop it
foobar: :baz, # additional keys/values can be safely added to help with context/game logic (ie metadata)
x: 0.0, y: 0.0, z: 0.0 # Relative position to the listener, x, y, z from -1.0 to 1.0
}
end
IMPORTANT: Please take note that gain and pitch must be given float values (eg gain: 1.0, not gain: 1 or game: 0).
Advanced Audio Manipulation (Crossfade) link
Take a look at the Audio Mixer sample app for a non-trival example of how to use these properties. The sample app is located within the DragonRuby zip file at ./samples/07_advanced_audio/01_audio_mixer.
Here's an example of crossfading two bg music tracks.
def tick args
# start bg-1.ogg at the start
if args.state.tick_count == 0
args.audio[:bg_music] = { input: "sounds/bg-1.ogg", looping: true, gain: 0.0 }
end
# if space is pressed cross fade to new bg music
if args.inputs.keyboard.key_down.space
# get the current bg music and create a new audio entry that represents the crossfade
current_bg_music = args.audio[:bg_music]
# cross fade audio entry
args.audio[:bg_music_fade] = {
input: current_bg_music[:input],
looping: true,
gain: current_bg_music[:gain],
pitch: current_bg_music[:pitch],
paused: false,
playtime: current_bg_music[:playtime]
}
# replace the current playing background music (toggling between bg-1.ogg and bg-2.ogg)
# set the gain/volume to 0.0 (this will be increased to 1.0 accross ticks)
new_background_music = { looping: true, gain: 0.0 }
# determine track to play (swap between bg-1 and bg-2)
new_background_music[:input] = if current_bg_music.input == "sounds/bg-1.ogg"
"sounds/bg-2.ogg"
else
"sounds/bg-2.ogg"
end
# bg music audio entry
args.audio[:bg_music] = new_background_music
end
# process cross fade (happens every tick)
# increase the volume of bg_music every tick until it's at 100%
if args.audio[:bg_music] && args.audio[:bg_music].gain < 1.0
# increase the gain 1% every tick until we are at 100%
args.audio[:bg_music].gain += 0.01
# clamp value to 1.0 max value
args.audio[:bg_music].gain = 1.0 if args.audio[:bg_music].gain > 1.0
end
# decrease the volume of cross fade bg music until it's 0.0, then delete it
if args.audio[:bg_music_fade] && args.audio[:bg_music_fade].gain > 0.0
# decrease by 1% every frame
args.audio[:bg_music_fade].gain -= 0.01
# delete audio when it's at 0%
if args.audio[:bg_music_fade].gain <= 0.0
args.audio[:bg_music_fade] = nil
end
end
end
Audio encoding trouble shooting link
If audio doesn't seem to be working, try re-encoding it via ffmpeg:
# re-encode ogg
ffmpeg -i ./mygame/sounds/SOUND.ogg -ac 2 -b:a 160k -ar 44100 -acodec libvorbis ./mygame/sounds/SOUND-converted.ogg
# convert wav to ogg
ffmpeg -i ./mygame/sounds/SOUND.wav -ac 2 -b:a 160k -ar 44100 -acodec libvorbis ./mygame/sounds/SOUND-converted.ogg
Audio synthesis link
Instead of a path to an audio file you can specify an array [channels, sample_rate, sound_source] for input to procedurally generate sound. You do this by providing an array of float values between -1.0 and 1.0 that describe the waveform you want to play.
channelsis the number of channels: 1 = mono, 2 = stereosample_rateis the number of values per seconds you will provide to describe the audio wavesound_sourceThe source of your sound. See below
Sound source link
A sound source can be one of two things:
- A
Procobject that is called on demand to generate the next samples to play. Every call should generate enough samples for at least 0.1 to 0.5 seconds to get continuous playback without audio skips. The audio will continue playing endlessly until removed, so theloopingoption will have no effect. - An array of sample values that will be played back once. This is useful for procedurally generated one-off SFX.
loopingwill work as expected
When you specify 2 for channels, then the generated sample array will be played back in an interleaved manner. The first element is the first sample for the left channel, the second element is the first sample for the right channel, the third element is the second sample for the left channel etc.
Example: link
def tick args
sample_rate = 48000
generate_sine_wave = lambda do
frequency = 440.0 # A5
samples_per_period = (sample_rate / frequency).ceil
one_period = samples_per_period.map_with_index { |i|
Math.sin((2 * Math::PI) * (i / samples_per_period))
}
one_period * frequency # Generate 1 second worth of sound
end
args.audio[:my_audio] ||= {
input: [1, sample_rate, generate_sine_wave]
}
end
Easing (args.easing) link
A set of functions that allow you to determine the current progression of an easing function.
ease link
This function will give you a float value between 0 and 1 that represents a percentage. You need to give the funcation a start_tick, current_tick, duration, and easing definitions.
This YouTube video is a fantastic introduction to easing functions: https://www.youtube.com/watch?v=mr5xkf6zSzk
Examples link
This example shows how to fade in a label at frame 60 over two seconds (120 ticks). The :identity definition implies a linear fade: f(x) -> x.
def tick args
fade_in_at = 60
current_tick = args.state.tick_count
duration = 120
percentage = args.easing.ease fade_in_at,
current_tick,
duration,
:identity
alpha = 255 * percentage
args.outputs.labels << { x: 640,
y: 320, text: "#{percentage.to_sf}",
alignment_enum: 1,
a: alpha }
end
This example will move a box at a linear speed from 0 to 1280.
def tick args
start_time = 10
duration = 60
current_progress = args.easing.ease start_time,
args.state.tick_count,
duration,
:identity
args.outputs.solids << { x: 1280 * current_progress, y: 360, w: 10, h: 10 }
end
Easing Definitions link
There are a number of easing definitions availble to you:
:identity
The easing definition for :identity is f(x) = x. For example, if start_tick is 0, current_tick is 50, and duration is 100, then args.easing.ease 0, 50, 100, :identity will return 0.5 (since tick 50 is half way between 0 and 100).
:flip
The easing definition for :flip is f(x) = 1 - x. For example, if start_tick is 0, current_tick is 10, and duration is 100, then args.easing.ease 0, 10, 100, :flip will return 0.9 (since tick 10 means 100% - 10%).
:quad, :cube, :quart, :quint
These are the power easing definitions. :quad is f(x) = x * x (x squared), :cube is f(x) = x * x * x (x cubed), etc.
The power easing definitions represent Smooth Start easing (the percentage changes slow at first and speeds up at the end).
Example
Here is an example of Smooth Start (the percentage changes slow at first and speeds up at the end).
def tick args
start_tick = 60
current_tick = args.state.tick_count
duration = 120
percentage = args.easing.ease start_tick,
current_tick,
duration,
:quad
start_x = 100
end_x = 1180
distance_x = end_x - start_x
final_x = start_x + (distance_x * percentage)
start_y = 100
end_y = 620
distance_y = end_y - start_y
final_y = start_y + (distance_y * percentage)
args.outputs.labels << { x: final_x,
y: final_y,
text: "#{percentage.to_sf}",
alignment_enum: 1 }
end
Combining Easing Definitions
The base easing definitions can be combined to create common easing functions.
Example
Here is an example of Smooth Stop (the percentage changes fast at first and slows down at the end).
def tick args
start_tick = 60
current_tick = args.state.tick_count
duration = 120
# :flip, :quad, :flip is Smooth Stop
percentage = args.easing.ease start_tick,
current_tick,
duration,
:flip, :quad, :flip
start_x = 100
end_x = 1180
distance_x = end_x - start_x
final_x = start_x + (distance_x * percentage)
start_y = 100
end_y = 620
distance_y = end_y - start_y
final_y = start_y + (distance_y * percentage)
args.outputs.labels << { x: final_x,
y: final_y,
text: "#{percentage.to_sf}",
alignment_enum: 1 }
end
Custom Easing Functions
You can define your own easing functions by passing in a lambda as a definition or extending the Easing module.
Example - Using Lambdas
This easing function goes from 0 to 1 for the first half of the ease, then 1 to 0 for the second half of the ease.
def tick args
fade_in_at = 60
current_tick = args.state.tick_count
duration = 600
easing_lambda = lambda do |percentage, start_tick, duration|
fx = percentage
if fx < 0.5
fx = percentage * 2
else
fx = 1 - (percentage - 0.5) * 2
end
fx
end
percentage = args.easing.ease fade_in_at,
current_tick,
duration,
easing_lambda
alpha = 255 * percentage
args.outputs.labels << { x: 640,
y: 320,
a: alpha,
text: "#{percentage.to_sf}",
alignment_enum: 1 }
end
Example - Extending Easing Definitions
If you don't want to create a lambda, you can register an easing definition like so:
# 1. Extend the Easing module
module Easing
def self.saw_tooth x
if x < 0.5
x * 2
else
1 - (x - 0.5) * 2
end
end
end
def tick args
fade_in_at = 60
current_tick = args.state.tick_count
duration = 600
# 2. Reference easing definition by name
percentage = args.easing.ease fade_in_at,
current_tick,
duration,
:saw_tooth
alpha = 255 * percentage
args.outputs.labels << { x: 640,
y: 320,
a: alpha,
text: "#{percentage.to_sf}",
alignment_enum: 1 }
end
easing.ease_spline start_tick, current_tick, duration, spline link
Given a start, current, duration, and a multiple bezier values, this function returns a number between 0 and 1 that represents the progress of an easing function.
This example will move a box at a linear speed from 0 to 1280 and then back to 0 using two bezier definitions (represented as an array with four values).
def tick args
start_time = 10
duration = 60
spline = [
[ 0, 0.25, 0.75, 1.0],
[1.0, 0.75, 0.25, 0]
]
current_progress = args.easing.ease_spline start_time,
args.state.tick_count,
duration,
spline
args.outputs.solids << { x: 1280 * current_progress, y: 360, w: 10, h: 10 }
end
Pixel Arrays (args.pixel_arrays) link
A PixelArray object with a width, height and an Array of pixels which are hexadecimal color values in ABGR format.
You can create a pixel array like this:
w = 200
h = 100
args.pixel_array(:my_pixel_array).w = w
args.pixel_array(:my_pixel_array).h = h
You'll also need to fill the pixels with values, if they are nil, the array will render with the checkerboard texture. You can use #00000000 to fill with transparent pixels if desired.
args.pixel_array(:my_pixel_array).pixels.fill #FF00FF00, 0, w * h
Note: To convert from rgb hex (like skyblue #87CEEB) to abgr hex, you split it in pairs pair (eg 87 CE EB) and reverse the order (eg EB CE 87) add join them again: #EBCE87. Then add the alpha component in front ie: FF for full opacity: #FFEBCE87.
You can draw it by using the symbol for :path
args.outputs.sprites << { x: 500, y: 300, w: 200, h: 100, path: :my_pixel_array) }
If you want access a specific x, y position, you can do it like this for a bottom-left coordinate system:
x = 150
y = 33
args.pixel_array(:my_pixel_array).pixels[(height - y) * width + x] = 0xFFFFFFFF
Related Sample Apps link
- Animation using pixel arrays:
./samples/07_advanced_rendering/06_pixel_arrays - Load a pixel array from a png:
./samples/07_advanced_rendering/06_pixel_arrays_from_file/
CVars (args.cvars) link
Hash contains metadata pulled from the files under the ./metadata directory. To get the keys that are available type $args.cvars.keys in the Console. Here is an example of how to retrieve the game version number:
def tick args
args.outputs.labels << {
x: 640,
y: 360,
text: args.cvars["game_metadata.version"].value.to_s
}
end
Each CVar has the following properties value, name, description, type, locked.
Layout (args.layout) link
Layout provides apis for placing primitives on a virtual grid that's within the "safe area" accross all platforms. This virtual grid is useful for rendering static controls (buttons, menu items, configuration screens, etc).
For reference implementations, take a look at the following sample apps:
./samples/07_advanced_rendering/18_layouts./samples/07_advanced_rendering_hd/04_layouts_and_portrait_mode./samples/99_genre_rpg_turn_based/turn_based_battle
The following example creates two menu items and updates a label with the button that was clicked:
def tick args
# render debug_primitives of args.layout for help with placement
# args.outputs.primitives << args.layout.debug_primitives
# capture the location for a label centered at the top
args.state.label_rect ||= args.layout.rect(row: 0, col: 10, w: 4, h: 1)
# state variable to hold the current click status
args.state.label_message ||= "click a menu item"
# capture the location of two menu items positioned in the center
# with a cell width of 4 and cell height of 2
args.state.menu_item_1_rect ||= args.layout.rect(row: 1, col: 10, w: 4, h: 2)
args.state.menu_item_2_rect ||= args.layout.rect(row: 3, col: 10, w: 4, h: 2)
# render the label at the center of the label_rect
args.outputs.labels << args.state.label_rect.center.merge(text: args.state.label_message,
anchor_x: 0.5,
anchor_y: 0.5)
# render menu items
args.outputs.sprites << args.state.menu_item_1_rect.merge(path: :solid,
r: 100,
g: 100,
b: 200)
args.outputs.labels << args.state.menu_item_1_rect.center.merge(text: "item 1",
r: 255,
g: 255,
b: 255,
anchor_x: 0.5,
anchor_y: 0.5)
args.outputs.sprites << args.state.menu_item_2_rect.merge(path: :solid,
r: 100,
g: 100,
b: 200)
args.outputs.labels << args.state.menu_item_2_rect.center.merge(text: "item 2",
r: 255,
g: 255,
b: 255,
anchor_x: 0.5,
anchor_y: 0.5)
# if click occurs, then determine which menu item was clicked
if args.inputs.mouse.click
if args.inputs.mouse.intersect_rect?(args.state.menu_item_1_rect)
args.state.label_message = "menu item 1 clicked"
elsif args.inputs.mouse.intersect_rect?(args.state.menu_item_2_rect)
args.state.label_message = "menu item 2 clicked"
else
args.state.label_message = "click a menu item"
end
end
end
rect link
Given a row:, col:, w:, h:, returns a Hash with properties x, y, w, h, and center (which contains a Hash with x, y). The virtual grid is 12 rows by 24 columns (or 24 columns by 12 rows in portrait mode).
debug_primitives link
Function returns an array of primities that can be rendered to the screen to help you place items within the grid.
Example:
def tick args
args.outputs.primitives << args.layout.debug_primitives
end
Array link
The Array class has been extend to provide methods that will help in common game development tasks. Array is one of the most powerful classes in Ruby and a very fundamental component of Game Toolkit.
map_2d link
Assuming the array is an array of arrays, Given a block, each 2D array index invoked against the block. A 2D array is a common way to store data/layout for a stage.
repl do
stage = [
[:enemy, :empty, :player],
[:empty, :empty, :empty],
[:enemy, :empty, :enemy],
]
occupied_tiles = stage.map_2d do |row, col, tile|
if tile == :empty
nil
else
[row, col, tile]
end
end.reject_nil
puts "Stage:"
puts stage
puts "Occupied Tiles"
puts occupied_tiles
end
include_any? link
Given a collection of items, the function will return true if any of self's items exists in the collection of items passed in:
any_intersect_rect? link
Assuming the array contains objects that respond to left, right, top, bottom, this method returns true if any of the elements within the array intersect the object being passed in. You are given an optional parameter called tolerance which informs how close to the other rectangles the elements need to be for it to be considered intersecting.
The default tolerance is set to 0.1, which means that the primitives are not considered intersecting unless they are overlapping by more than 0.1.
repl do
# Here is a player class that has position and implement
# the ~attr_rect~ contract.
class Player
attr_rect
attr_accessor :x, :y, :w, :h
def initialize x, y, w, h
@x = x
@y = y
@w = w
@h = h
end
def serialize
{ x: @x, y: @y, w: @w, h: @h }
end
def inspect
"#{serialize}"
end
def to_s
"#{serialize}"
end
end
# Here is a definition of two walls.
walls = [
[10, 10, 10, 10],
{ x: 20, y: 20, w: 10, h: 10 },
]
# Display the walls.
puts "Walls."
puts walls
puts ""
# Check any_intersect_rect? on player
player = Player.new 30, 20, 10, 10
puts "Is Player #{player} touching wall?"
puts (walls.any_intersect_rect? player)
# => false
# The value is false because of the default tolerance is 0.1.
# The overlap of the player rect and any of the wall rects is
# less than 0.1 (for those that intersect).
puts ""
player = Player.new 9, 10, 10, 10
puts "Is Player #{player} touching wall?"
puts (walls.any_intersect_rect? player)
# => true
puts ""
end
map link
The function given a block returns a new Enumerable of values.
Example of using Array#map in conjunction with args.state and args.outputs.sprites to render sprites to the screen.
def tick args
# define the colors of the rainbow in ~args.state~
# as an ~Array~ of ~Hash~es with :order and :name.
# :order will be used to determine render location
# and :name will be used to determine sprite path.
args.state.rainbow_colors ||= [
{ order: 0, name: :red },
{ order: 1, name: :orange },
{ order: 2, name: :yellow },
{ order: 3, name: :green },
{ order: 4, name: :blue },
{ order: 5, name: :indigo },
{ order: 6, name: :violet },
]
# render sprites diagonally to the screen
# with a width and height of 50.
args.outputs
.sprites << args.state
.rainbow_colors
.map do |color| # <-- ~Array#map~ usage
[
color[:order] * 50,
color[:order] * 50,
50,
50,
"sprites/square-#{color[:name]}.png"
]
end
end
each link
The function, given a block, invokes the block for each item in the Array. Array#each is synonymous to foreach constructs in other languages.
Example of using Array#each in conjunction with args.state and args.outputs.sprites to render sprites to the screen:
def tick args
# define the colors of the rainbow in ~args.state~
# as an ~Array~ of ~Hash~es with :order and :name.
# :order will be used to determine render location
# and :name will be used to determine sprite path.
args.state.rainbow_colors ||= [
{ order: 0, name: :red },
{ order: 1, name: :orange },
{ order: 2, name: :yellow },
{ order: 3, name: :green },
{ order: 4, name: :blue },
{ order: 5, name: :indigo },
{ order: 6, name: :violet },
]
# render sprites diagonally to the screen
# with a width and height of 50.
args.state
.rainbow_colors
.map do |color| # <-- ~Array#each~ usage
args.outputs.sprites << [
color[:order] * 50,
color[:order] * 50,
50,
50,
"sprites/square-#{color[:name]}.png"
]
end
end
reject_nil link
Returns an Enumerable rejecting items that are nil, this is an alias for Array#compact:
repl do
a = [1, nil, 4, false, :a]
puts a.reject_nil
# => [1, 4, false, :a]
puts a.compact
# => [1, 4, false, :a]
end
reject_false link
Returns an `Enumerable` rejecting items that are `nil` or `false`.
repl do
a = [1, nil, 4, false, :a]
puts a.reject_false
# => [1, 4, :a]
end
product link
Returns all combinations of values between two arrays.
Here are some examples of using product. Paste the following code at the bottom of main.rb and save the file to see the results:
repl do
a = [0, 1]
puts a.product
# => [[0, 0], [0, 1], [1, 0], [1, 1]]
end
repl do
a = [ 0, 1]
b = [:a, :b]
puts a.product b
# => [[0, :a], [0, :b], [1, :a], [1, :b]]
end
Numeric link
The Numeric class has been extend to provide methods that will help in common game development tasks.
frame_index link
This function is helpful for determining the index of frame-by-frame sprite animation. The numeric value self represents the moment the animation started.
frame_index takes three additional parameters:
- How many frames exist in the sprite animation.
- How long to hold each animation for.
- Whether the animation should repeat.
frame_index will return nil if the time for the animation is out of bounds of the parameter specification.
Example using variables:
def tick 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
sprite_index ||= 0
args.outputs.sprites << [
640 - 50,
360 - 50,
100,
100,
"sprites/dragon-#{sprite_index}.png"
]
end
Example using named parameters. The named parameters version allows you to also specify a repeat_index which is useful if your animation has starting frames that shouldn't be considered when looped:
def tick args
start_looping_at = 0
sprite_index =
start_looping_at.frame_index count: 6,
hold_for: 4,
repeat: true,
repeat_index: 0,
tick_count_override: args.state.tick_count
sprite_index ||= 0
args.outputs.sprites << [
640 - 50,
360 - 50,
100,
100,
"sprites/dragon-#{sprite_index}.png"
]
end
The named parameter variant of frame_index is also available on Numeric:
def tick args
sprite_index =
Numeric.frame_index start_at: 0,
count: 6,
hold_for: 4,
repeat: true,
repeat_index: 0,
tick_count_override: args.state.tick_count
sprite_index ||= 0
args.outputs.sprites << [
640 - 50,
360 - 50,
100,
100,
"sprites/dragon-#{sprite_index}.png"
]
end
elapsed_time link
For a given number, the elapsed frames since that number is returned. `Kernel.tick_count` is used to determine how many frames have elapsed. An optional numeric argument can be passed in which will be used instead of `Kernel.tick_count`.
Here is an example of how elapsed_time can be used.
def tick args
args.state.last_click_at ||= 0
# record when a mouse click occurs
if args.inputs.mouse.click
args.state.last_click_at = args.state.tick_count
end
# Use Numeric#elapsed_time to determine how long it's been
if args.state.last_click_at.elapsed_time > 120
args.outputs.labels << [10, 710, "It has been over 2 seconds since the mouse was clicked."]
end
end
And here is an example where the override parameter is passed in:
def tick args
args.state.last_click_at ||= 0
# create a state variable that tracks time at half the speed of args.state.tick_count
args.state.simulation_tick = args.state.tick_count.idiv 2
# record when a mouse click occurs
if args.inputs.mouse.click
args.state.last_click_at = args.state.simulation_tick
end
# Use Numeric#elapsed_time to determine how long it's been
if (args.state.last_click_at.elapsed_time args.state.simulation_tick) > 120
args.outputs.labels << [10, 710, "It has been over 4 seconds since the mouse was clicked."]
end
end
elapsed? link
Returns true if Numeric#elapsed_time is greater than the number. An optional parameter can be passed into elapsed? which is added to the number before evaluating whether elapsed? is true.
Example usage (no optional parameter):
def tick args
args.state.box_queue ||= []
if args.state.box_queue.empty?
args.state.box_queue << { name: :red,
destroy_at: args.state.tick_count + 60 }
args.state.box_queue << { name: :green,
destroy_at: args.state.tick_count + 60 }
args.state.box_queue << { name: :blue,
destroy_at: args.state.tick_count + 120 }
end
boxes_to_destroy = args.state
.box_queue
.find_all { |b| b[:destroy_at].elapsed? }
if !boxes_to_destroy.empty?
puts "boxes to destroy count: #{boxes_to_destroy.length}"
end
boxes_to_destroy.each { |b| puts "box #{b} was elapsed? on #{args.state.tick_count}." }
args.state.box_queue -= boxes_to_destroy
end
Example usage (with optional parameter):
def tick args
args.state.box_queue ||= []
if args.state.box_queue.empty?
args.state.box_queue << { name: :red,
create_at: args.state.tick_count + 120,
lifespan: 60 }
args.state.box_queue << { name: :green,
create_at: args.state.tick_count + 120,
lifespan: 60 }
args.state.box_queue << { name: :blue,
create_at: args.state.tick_count + 120,
lifespan: 120 }
end
# lifespan is passed in as a parameter to ~elapsed?~
boxes_to_destroy = args.state
.box_queue
.find_all { |b| b[:create_at].elapsed? b[:lifespan] }
if !boxes_to_destroy.empty?
puts "boxes to destroy count: #{boxes_to_destroy.length}"
end
boxes_to_destroy.each { |b| puts "box #{b} was elapsed? on #{args.state.tick_count}." }
args.state.box_queue -= boxes_to_destroy
end
new? link
Returns true if Numeric#elapsed_time == 0. Essentially communicating that number is equal to the current frame.
Example usage:
def tick args
args.state.box_queue ||= []
if args.state.box_queue.empty?
args.state.box_queue << { name: :red,
create_at: args.state.tick_count + 60 }
end
boxes_to_spawn_this_frame = args.state
.box_queue
.find_all { |b| b[:create_at].new? }
boxes_to_spawn_this_frame.each { |b| puts "box #{b} was new? on #{args.state.tick_count}." }
args.state.box_queue -= boxes_to_spawn_this_frame
end
Kernel link
Kernel in the DragonRuby Runtime has patches for how standard out is handled and also contains a unit of time in games called a tick.
tick_count link
Returns the current tick of the game. This value is reset if you call $gtk.reset.
global_tick_count link
Returns the current tick of the application from the point it was started. This value is never reset.
Grid (args.grid) link
Returns the virtual grid for the game.
name link
Returns either :origin_bottom_left or :origin_center.
bottom link
Returns the y value that represents the bottom of the grid.
top link
Returns the y value that represents the top of the grid.
left link
Returns the x value that represents the left of the grid.
right link
Returns the x value that represents the right of the grid.
rect link
Returns a rectangle Primitive that represents the grid.
origin_bottom_left! link
Change the grids coordinate system to 0, 0 at the bottom left corner.
origin_center! link
Change the grids coordinate system to 0, 0 at the center of the screen.
orientation link
Returns either :portrait or :landscape. The orientation of your game is set within ./mygame/metadata/game_metadata.txt.
w link
Returns the grid's width (value is 1280 if orientation :landscape, and 720 if orientation is :portrait).
h link
Returns the grid's width (value is 720 if orientation :landscape, and 1280 if orientation is :portrait).
Grid HD Properties link
The following properties are available to Pro license holders. Setting hd=true and hd=true in ./mygame/metadata/game_metadata.txt will enable All Screen Mode.
Please review the sample app located at ./samples/07_advanced_rendering_hd/03_allscreen_properties.
When All Screen mode is enabled, you can render outside of the 1280x720 safe area. The 1280x720 logical canvas will be centered within the screen and scaled to one of the following closest/bess-fit resolutions.
- 720p: 1280x720
- HD+: 1600x900
- 1080p: 1920x1080
- 1440p: 2560x1440
- 1880p: 3200x1800
- 4k: 3840x2160
- 5k: 6400x2880
Regardless of the rendering resolution, your logical canvas will always be 1280x720 and all hd_* values will be at this same logical scale.
hd_left link
Returns the position of the left edge of the screen at the logical scale of 1280x720. For example, if the window's width is 1290x720, then hd_left will be -5.
hd_right link
Returns the position of the right edge of the screen at the logical scale of 1280x720. For example, if the window's width is 1290x720, then hd_right will be 1285.
hd_bottom link
Returns the position of the bottom edge of the screen at the logical scale of 1280x720. For example, if the window's width is 1280x730, then hd_bottom will be -5.
hd_top link
Returns the position of the top edge of the screen at the logical scale of 1280x720. For example, if the window's width is 1280x730, then hd_top will be 725.
hd_offset_x link
Returns the number of pixels that the 1280x720 canvas is offset from the left so that it's centered in the screen.
hd_offset_y link
Returns the number of pixels that the 1280x720 canvas is offset from the bottom so that it's centered in the screen.
window_width link
Returns the true width of the window. High DPI settings are not taken into consideration.
window_height link
Returns the true height of the window. High DPI settings are not taken into consideration.
native_width link
Returns the true width of the window. High DPI settings (macOS, iOS, Android) are taken into consideration.
native_height link
Returns the true height of the window. High DPI settings (macOS, iOS, Android) are taken into consideration.
native_scale link
Returns a decimal value representing the rendering scale of the game.
- 720p: 1.0
- HD+: 1.25
- 1080p, Full HD: 1.5
- Full HD+: 1.75
- 1440p: 2.0
- 1880p: 2.5
- 4k: 3.0
- 5k: 4.0
native_scale_enum link
Returns an integer value representing the rendering scale of the game.
- 720p: 100
- HD+: 125
- 1080p, Full HD: 150
- Full HD+: 175
- 1440p: 200
- 1880p: 250
- 4k: 300
- 5k: 400
The enum value is taken into consideration when rendering a sprite through texture atlases.
Given the following code:
def tick args
args.outputs.sprites << { x: 0, y: 0, w: 100, h: 100, path: "sprites/player.png" }
end
The sprite path of sprites/player.png will be replaced according to the following naming conventions (fallback to a lower resolution is automatically handled if a sprite with naming convention isn't found):
- 720p:
sprites/player.png(100x100) - HD+:
sprites/[email protected](125x125) - 1080p:
sprites/[email protected](150x150) - 1440p:
sprites/[email protected](200x200) - 1880p:
sprites/[email protected](250x250) - 4k:
sprites/[email protected](300x300) - 5k:
sprites/[email protected](400x400)
Samples link
Follows is a source code listing for all files that have been open sourced. This code can be found in the ./samples directory.
Learn Ruby Optional link
Beginner Ruby Primer - automation.rb link
# ./samples/00_learn_ruby_optional/00_beginner_ruby_primer/app/automation.rb
# ==========================================================================
# _ _ ________ __ _ _____ _____ _______ ______ _ _ _ _ _ _
# | | | | ____\ \ / / | | |_ _|/ ____|__ __| ____| \ | | | | | |
# | |__| | |__ \ \_/ / | | | | | (___ | | | |__ | \| | | | | |
# | __ | __| \ / | | | | \___ \ | | | __| | . ` | | | | |
# | | | | |____ | | | |____ _| |_ ____) | | | | |____| |\ |_|_|_|_|
# |_| |_|______| |_| |______|_____|_____/ |_| |______|_| \_(_|_|_|_)
#
#
# |
# |
# |
# |
# |
# |
# |
# |
# |
# |
# \ | /
# \ | /
# +
#
# If you are new to the programming language Ruby, then you may find the
# following code a bit overwhelming. Come back to this file when you have
# a better grasp of Ruby and Game Toolkit.
#
# What follows is an automations script # that can be run via terminal:
# ./samples/00_beginner_ruby_primer $ ../../dragonruby . --eval app/automation.rb
# ==========================================================================
$gtk.reset
$gtk.scheduled_callbacks.clear
$gtk.schedule_callback 10 do
$gtk.console.set_command 'puts "Hello DragonRuby!"'
end
$gtk.schedule_callback 20 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 30 do
$gtk.console.set_command 'outputs.solids << [910, 200, 100, 100, 255, 0, 0]'
end
$gtk.schedule_callback 40 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 50 do
$gtk.console.set_command 'outputs.solids << [1010, 200, 100, 100, 0, 0, 255]'
end
$gtk.schedule_callback 60 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 70 do
$gtk.console.set_command 'outputs.sprites << [1110, 200, 100, 100, "sprites/dragon_fly_0.png"]'
end
$gtk.schedule_callback 80 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 90 do
$gtk.console.set_command "outputs.labels << [1210, 200, state.tick_count, 0, 255, 0]"
end
$gtk.schedule_callback 100 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 110 do
$gtk.console.set_command "state.sprite_frame = state.tick_count.idiv(4).mod(6)"
end
$gtk.schedule_callback 120 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 130 do
$gtk.console.set_command "outputs.labels << [1210, 170, state.sprite_frame, 0, 255, 0]"
end
$gtk.schedule_callback 140 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 150 do
$gtk.console.set_command "state.sprite_path = \"sprites/dragon_fly_\#{state.sprite_frame}.png\""
end
$gtk.schedule_callback 160 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 170 do
$gtk.console.set_command "outputs.labels << [910, 330, \"path: \#{state.sprite_path}\", 0, 255, 0]"
end
$gtk.schedule_callback 180 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 190 do
$gtk.console.set_command "outputs.sprites << [910, 330, 370, 370, state.sprite_path]"
end
$gtk.schedule_callback 200 do
$gtk.console.eval_the_set_command
end
$gtk.schedule_callback 300 do
$gtk.console.set_command ":wq"
end
$gtk.schedule_callback 400 do
$gtk.console.eval_the_set_command
end
Beginner Ruby Primer - main.rb link
# ./samples/00_learn_ruby_optional/00_beginner_ruby_primer/app/main.rb
# ==========================================================================
# _ _ ________ __ _ _____ _____ _______ ______ _ _ _ _ _ _
# | | | | ____\ \ / / | | |_ _|/ ____|__ __| ____| \ | | | | | |
# | |__| | |__ \ \_/ / | | | | | (___ | | | |__ | \| | | | | |
# | __ | __| \ / | | | | \___ \ | | | __| | . ` | | | | |
# | | | | |____ | | | |____ _| |_ ____) | | | | |____| |\ |_|_|_|_|
# |_| |_|______| |_| |______|_____|_____/ |_| |______|_| \_(_|_|_|_)
#
#
# |
# |
# |
# |
# |
# |
# |
# |
# |
# |
# \ | /
# \ | /
# +
#
# If you are new to the programming language Ruby, then you may find the
# following code a bit overwhelming. This sample is only designed to be
# run interactively (as opposed to being manipulated via source code).
#
# Start up this sample and follow along by visiting:
# https://s3.amazonaws.com/s3.dragonruby.org/dragonruby-gtk-primer.mp4
#
# It is STRONGLY recommended that you work through all the samples before
# looking at the code in this file.
# ==========================================================================
class TutorialOutputs
attr_accessor :solids, :sprites, :labels, :lines, :borders
def initialize
@solids = []
@sprites = []
@labels = []
@lines = []
@borders = []
end
def tick
@solids ||= []
@sprites ||= []
@labels ||= []
@lines ||= []
@borders ||= []
@solids.each { |p| $gtk.args.outputs.reserved << p.solid }
@sprites.each { |p| $gtk.args.outputs.reserved << p.sprite }
@labels.each { |p| $gtk.args.outputs.reserved << p.label }
@lines.each { |p| $gtk.args.outputs.reserved << p.line }
@borders.each { |p| $gtk.args.outputs.reserved << p.border }
end
def clear
@solids.clear
@sprites.clear
@labels.clear
@borders.clear
end
end
def defaults
state.reset_button ||=
state.new_entity(
:button,
label: [1190, 68, "RESTART", -2, 0, 0, 0, 0].label,
background: [1160, 38, 120, 50, 255, 255, 255].solid
)
$gtk.log_level = :off
end
def tick_reset_button
return unless state.hello_dragonruby_confirmed
$gtk.args.outputs.reserved << state.reset_button.background
$gtk.args.outputs.reserved << state.reset_button.label
if inputs.mouse.click && inputs.mouse.click.point.inside_rect?(state.reset_button.background)
restart_tutorial
end
end
def seperator
@seperator = "=" * 80
end
def tick_intro
queue_message "Welcome to the DragonRuby GTK primer! Try typing the
code below and press ENTER:
puts \"Hello DragonRuby!\"
"
end
def tick_hello_dragonruby
return unless console_has? "Hello DragonRuby!", "puts "
$gtk.args.state.hello_dragonruby_confirmed = true
queue_message "Well HELLO to you too!
If you ever want to RESTART the tutorial, just click the \"RESTART\"
button in the bottom right-hand corner.
Let's continue shall we? Type the code below and press ENTER:
outputs.solids << [910, 200, 100, 100, 255, 0, 0]
"
end
def tick_explain_solid
return unless $tutorial_outputs.solids.any? {|s| s == [910, 200, 100, 100, 255, 0, 0]}
queue_message "Sweet!
The code: outputs.solids << [910, 200, 100, 100, 255, 0, 0]
Does the following:
1. GET the place where SOLIDS go: outputs.solids
2. Request that a new SOLID be ADDED: <<
3. The DEFINITION of a SOLID is the ARRAY:
[910, 200, 100, 100, 255, 0, 0]
GET ADD X Y WIDTH HEIGHT RED GREEN BLUE
| | | | | | | | |
| | | | | | | | |
outputs.solids << [910, 200, 100, 100, 255, 0, 0]
|_________________________________________|
|
|
ARRAY
Now let's create a blue SOLID. Type:
outputs.solids << [1010, 200, 100, 100, 0, 0, 255]
"
state.explain_solid_confirmed = true
end
def tick_explain_solid_blue
return unless state.explain_solid_confirmed
return unless $tutorial_outputs.solids.any? {|s| s == [1010, 200, 100, 100, 0, 0, 255]}
state.explain_solid_blue_confirmed = true
queue_message "And there is our blue SOLID!
The ARRAY is the MOST important thing in DragonRuby GTK.
Let's create a SPRITE using an ARRAY:
outputs.sprites << [1110, 200, 100, 100, 'sprites/dragon_fly_0.png']
"
end
def tick_explain_tick_count
return unless $tutorial_outputs.sprites.any? {|s| s == [1110, 200, 100, 100, 'sprites/dragon_fly_0.png']}
return if $tutorial_outputs.labels.any? {|l| l == [1210, 200, state.tick_count, 255, 255, 255]}
state.explain_tick_count_confirmed = true
queue_message "Look at the cute little dragon!
We can create a LABEL with ARRAYS too. Let's create a LABEL showing
THE PASSAGE OF TIME, which is called TICK_COUNT.
outputs.labels << [1210, 200, state.tick_count, 0, 255, 0]
"
end
def tick_explain_mod
return unless $tutorial_outputs.labels.any? {|l| l == [1210, 200, state.tick_count, 0, 255, 0]}
state.explain_mod_confirmed = true
queue_message "
The code: outputs.labels << [1210, 200, state.tick_count, 0, 255, 0]
Does the following:
1. GET the place where labels go: outputs.labels
2. Request that a new label be ADDED: <<
3. The DEFINITION of a LABEL is the ARRAY:
[1210, 200, state.tick_count, 0, 255, 0]
GET ADD X Y TEXT RED GREEN BLUE
| | | | | | | |
| | | | | | | |
outputs.labels << [1210, 200, state.tick_count, 0, 255, 0]
|______________________________________________|
|
|
ARRAY
Now let's do some MATH, save the result to STATE, and create a LABEL:
state.sprite_frame = state.tick_count.idiv(4).mod(6)
outputs.labels << [1210, 170, state.sprite_frame, 0, 255, 0]
Type the lines above (pressing ENTER after each line).
"
end
def tick_explain_string_interpolation
return unless state.explain_mod_confirmed
return unless state.sprite_frame == state.tick_count.idiv(4).mod(6)
return unless $tutorial_outputs.labels.any? {|l| l == [1210, 170, state.sprite_frame, 0, 255, 0]}
queue_message "Here is what the mathematical computation you just typed does:
1. Create an item of STATE named SPRITE_FRAME: state.sprite_frame =
2. Set this SPRITE_FRAME to the PASSAGE OF TIME (tick_count),
DIVIDED EVENLY (idiv) into 4,
and then compute the REMAINDER (mod) of 6.
STATE SPRITE_FRAME PASSAGE OF HOW LONG HOW MANY
| | TIME TO SHOW IMAGES
| | | AN IMAGE TO FLIP THROUGH
| | | | |
state.sprite_frame = state.tick_count.idiv(4).mod(6)
| |
| +- REMAINDER OF DIVIDE
DIVIDE EVENLY
(NO DECIMALS)
With the information above, we can animate a SPRITE
using STRING INTERPOLATION: \#{}
which creates a unique SPRITE_PATH:
state.sprite_path = \"sprites/dragon_fly_\#{state.sprite_frame}.png\"
outputs.labels << [910, 330, \"path: \#{state.sprite_path}\", 0, 255, 0]
outputs.sprites << [910, 330, 370, 370, state.sprite_path]
Type the lines above (pressing ENTER after each line).
"
end
def tick_reprint_on_error
return unless console.last_command_errored
puts $gtk.state.messages.last
puts "\nWhoops! Try again."
console.last_command_errored = false
end
def tick_evals
state.evals ||= []
if console.last_command && (console.last_command.start_with?("outputs.") || console.last_command.start_with?("state."))
state.evals << console.last_command
console.last_command = nil
end
state.evals.each do |l|
Kernel.eval l
end
rescue Exception => e
state.evals = state.evals[0..-2]
end
$tutorial_outputs ||= TutorialOutputs.new
def tick args
$gtk.log_level = :off
defaults
console.show
$tutorial_outputs.clear
$tutorial_outputs.solids << [900, 37, 480, 700, 0, 0, 0, 255]
$tutorial_outputs.borders << [900, 37, 380, 683, 255, 255, 255]
tick_evals
$tutorial_outputs.tick
tick_intro
tick_hello_dragonruby
tick_reset_button
tick_explain_solid
tick_explain_solid_blue
tick_reprint_on_error
tick_explain_tick_count
tick_explain_mod
tick_explain_string_interpolation
end
def console
$gtk.console
end
def queue_message message
$gtk.args.state.messages ||= []
return if $gtk.args.state.messages.include? message
$gtk.args.state.messages << message
last_three = [$gtk.console.log[-3], $gtk.console.log[-2], $gtk.console.log[-1]].reject_nil
$gtk.console.log.clear
puts seperator
$gtk.console.log += last_three
puts seperator
puts message
puts seperator
end
def console_has? message, not_message = nil
console.log
.map(&:upcase)
.reject { |s| not_message && s.include?(not_message.upcase) }
.any? { |s| s.include?("#{message.upcase}") }
end
def restart_tutorial
$tutorial_outputs.clear
$gtk.console.log.clear
$gtk.reset
puts "Starting the tutorial over!"
end
def state
$gtk.args.state
end
def inputs
$gtk.args.inputs
end
def outputs
$tutorial_outputs
end
Intermediate Ruby Primer - printing.txt link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/01_printing.txt
# ====================================================================================
# Commenting Code
# ====================================================================================
#
# Prefixing text with a pound sign (#) is how you comment code in Ruby. Example:
#
# I am commented code. And so are the lines above.
#
# I you want more than a quick primer on Ruby, check out https://poignant.guide/. It's
# an entertaining read. Otherwise, go to the next txt file.
#
# Follow along by visiting:
# https://s3.amazonaws.com/s3.dragonruby.org/dragonruby-gtk-intermediate.mp4
# ====================================================================================
# Printing to the Console:
# ====================================================================================
#
# Every time you save repl.rb file, DragonRuby runs the code within it. Copy this text
# to repl.rb and save to see Hello World printed to the console.
repl do
puts '* RUBY PRIMER: Printing to the console using the ~puts~ function.'
puts '===='
puts '======'
puts '================================'
puts 'Hello World'
puts '================================'
puts '======'
puts '===='
end
Intermediate Ruby Primer - strings.txt link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/02_strings.txt
# ====================================================================================
# Strings
# ====================================================================================
#
# Here is how you work with strings in Ruby. Take the text
# in this file and paste it into repl.rb and save:
repl do
puts '* RUBY PRIMER: strings'
message = "Hello World"
puts "The value of message is: " + message
puts "Any value can be interpolated within a string using \#{}."
puts "Interpolated message: #{message}."
puts 'This #{message} is not interpolated because the string uses single quotes.'
end
Intermediate Ruby Primer - numbers.txt link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/03_numbers.txt
# ====================================================================================
# Numerics
# ====================================================================================
#
# Here is how you work with numbers in Ruby. Take the text
# in this file and paste it into repl.rb and save:
repl do
puts '* RUBY PRIMER: Fixnum and Floats'
a = 10
puts "The value of a is: #{a}"
puts "a + 1 is: #{a + 1}"
puts "a / 3 is: #{a / 3}"
puts ''
b = 10.12
puts "The value of b is: #{b}"
puts "b + 1 is: #{b + 1}"
puts "b as an integer is: #{b.to_i}"
puts ''
end
Intermediate Ruby Primer - booleans.txt link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/04_booleans.txt
# ====================================================================================
# Booleans
# ====================================================================================
#
# Here is how you work with numbers in Ruby. Take the text
# in this file and paste it into repl.rb and save:
repl do
puts '* RUBY PRIMER: TrueClass, FalseClass, NilClass (truthy / falsey values)'
puts "Anything that *isn't* false or nil is true."
c = 30
puts "The value of c is #{c}."
if c
puts "This if statement ran because c is truthy."
end
d = false
puts "The value if d is #{d}. The type for d is #{d.class}."
if !d
puts "This if statement ran because d is falsey, using the not operator (!)."
end
e = nil
puts "Nil is also considered falsey. The value of e is: #{e} (a blank string when printed). Which is of type #{e.class}."
if !e
puts "This if statement ran because e is nil and the if statement applied the NOT operator. !e yields a type of #{(!e).class}."
end
end
Intermediate Ruby Primer - conditionals.txt link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/05_conditionals.txt
# ====================================================================================
# Conditionals
# ====================================================================================
#
# Here is how you create conditionals in Ruby. Take the text
# in this file and paste it into repl.rb and save:
repl do
puts "* RUBY PRIMER: Conditionals"
end
# ====================================================================================
# if
# ====================================================================================
repl do
puts "** INFO: if statement"
i_am_one = 1
if i_am_one
puts "This was printed because i_am_one is truthy."
end
end
# ====================================================================================
# if/else
# ====================================================================================
repl do
puts "** INFO: if/else statement"
i_am_false = false
if i_am_false
puts "This will NOT get printed because i_am_false is false."
else
puts "This was printed because i_am_false is false."
end
end
# ====================================================================================
# if/elsif/else
# ====================================================================================
repl do
puts "** INFO: if/elsif/else statement"
i_am_false = false
i_am_true = true
if i_am_false
puts "This will NOT get printed because i_am_false is false."
elsif i_am_true
puts "This was printed because i_am_true is true."
else
puts "This will NOT get printed i_am_true was true."
end
end
# ====================================================================================
# case
# ====================================================================================
repl do
puts "** INFO case statement"
i_am_one = 1 # change this value to see different results
case i_am_one
when 10
puts "the value of i_am_one is 10"
when 9
puts "the value of i_am_one is 9"
when 5
puts "the value of i_am_one is 5"
when 1
puts "the value of i_am_one is 1"
else
puts "Value wasn't cased."
end
end
# ====================================================================================
# comparison operators
# ====================================================================================
repl do
puts "** INFO: Different types of comparisons"
if 4 == 4
puts "4 equals 4 (==)"
end
if 4 != 3
puts "4 does not equal 3 (!=)"
end
if 3 < 4
puts "3 is less than 4 (<)"
end
if 4 > 3
puts "4 is greater than 3 (>)"
end
end
# ====================================================================================
# and/or conditionals
# ====================================================================================
repl do
puts "** INFO: AND, OR operator (&&, ||)"
if (4 > 3) || (3 < 4) || false
puts "print this if 4 is greater than 3 OR 3 is less than 4 OR false is true (||)"
end
if (4 > 3) && (3 < 4)
puts "print this if 4 is greater than 3 AND 3 is less than 4 (&&)"
end
end
Intermediate Ruby Primer - looping.txt link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/06_looping.txt
# ====================================================================================
# Looping
# ====================================================================================
#
# Looping looks a whole lot different than other languages.
# But it's pretty awesome when you get used to it.
repl do
puts "* RUBY PRIMER: Loops"
end
# ====================================================================================
# times
# ====================================================================================
repl do
puts "** INFO: ~Numeric#times~ (for loop)"
3.times do |i|
puts i
end
end
# ====================================================================================
# foreach
# ====================================================================================
repl do
puts "** INFO: ~Array#each~ (for each loop)"
array = ["a", "b", "c", "d"]
array.each do |char|
puts char
end
puts "** INFO: ~Array#each_with_index~ (for each loop)"
array = ["a", "b", "c", "d"]
array.each do |char, i|
puts "index #{i}: #{char}"
end
end
# ====================================================================================
# ranges
# ====================================================================================
repl do
puts "** INFO: range block exclusive (three dots)"
(0...3).each do |i|
puts i
end
puts "** INFO: range block inclusive (two dots)"
(0..3).each do |i|
puts i
end
end
Intermediate Ruby Primer - functions.txt link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/07_functions.txt
# ====================================================================================
# Functions
# ====================================================================================
# The last statement of a function is implictly returned. Parenthesis for functions
# are optional as long as the statement can be envaluated disambiguously.
repl do
puts "* RUBY PRIMER: Functions"
end
# ====================================================================================
# Functions single parameter
# ====================================================================================
repl do
puts "* INFO: Function with one parameter"
# function definition
def add_one_to n
n + 1
end
# Parenthesis are optional in Ruby as long as the
# parsing is disambiguous. Here are a couple of variations.
# Generally speaking, don't put parenthesis is you don't have to.
# Conventional Usage of Parenthesis.
puts add_one_to(3)
# DragonRuby's recommended use of parenthesis (inner function has parenthesis).
puts (add_one_to 3)
# Full parens.
puts(add_one_to(3))
# Outer function has parenthesis
puts(add_one_to 3)
end
# ====================================================================================
# Functions with default parameter values
# ====================================================================================
repl do
puts "* INFO: Function with default value"
def function_with_default_value v = 10
v * 10
end
puts "Passing the argument three yields: #{function_with_default_value 3}"
puts "Passing no argument yields: #{function_with_default_value}"
end
# ====================================================================================
# Nil default parameter value and ||= operator.
# ====================================================================================
repl do
puts "* INFO: Using the OR EQUAL operator (||=)"
def function_with_nil_default_with_local a = nil
result = a
result ||= "DEFAULT_VALUE_OF_A_IS_NIL_OR_FALSE"
"value is #{result}."
end
puts "Passing 'hi' as the argument yields: #{function_with_nil_default_with_local 'hi'}"
puts "Passing nil: #{function_with_nil_default_with_local}"
end
Intermediate Ruby Primer - arrays.txt link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/08_arrays.txt
# ====================================================================================
# Arrays
# ====================================================================================
# Arrays are incredibly powerful in Ruby. Learn to use them well.
repl do
puts "* RUBY PRIMER: ARRAYS"
end
# ====================================================================================
# Enumerable ranges and .to_a
# ====================================================================================
repl do
puts "** INFO: Create an array with the numbers 1 to 10."
one_to_ten = (1..10).to_a
puts one_to_ten
end
# ====================================================================================
# Finding elements
# ====================================================================================
repl do
puts "** INFO: Finding elements in an array using ~Array#find_all~."
puts "Create a new array that only contains even numbers from the previous array."
one_to_ten = (1..10).to_a
evens = one_to_ten.find_all do |number|
number % 2 == 0
end
puts evens
end
# ====================================================================================
# Rejecting elements
# ====================================================================================
repl do
puts "** INFO: Removing elements in an array using ~Array#reject~."
puts "Create a new array that rejects odd numbers."
one_to_ten = (1..10).to_a
also_even = one_to_ten.reject do |number|
number % 2 != 0
end
puts also_even
end
# ====================================================================================
# Array transform using the map function.
# ====================================================================================
repl do
puts "** INFO: Creating new derived values from an array using ~Array#map~."
puts "Create an array that doubles every number."
one_to_ten = (1..10).to_a
doubled = one_to_ten.map do |number|
number * 2
end
puts doubled
end
# ====================================================================================
# Combining array functions.
# ====================================================================================
repl do
puts "** INFO: Combining ~Array#find_all~ along with ~Array#map~."
puts "Create an array that selects only odd numbers and then multiply those by 10."
one_to_ten = (1..10).to_a
odd_doubled = one_to_ten.find_all do |number|
number % 2 != 0
end.map do |odd_number|
odd_number * 10
end
puts odd_doubled
end
# ====================================================================================
# Product function.
# ====================================================================================
repl do
puts "** INFO: Create all combinations of array values using ~Array#product~."
puts "All two-item pairs of numbers 1 to 10."
one_to_ten = (1..10).to_a
all_combinations = one_to_ten.product(one_to_ten)
puts all_combinations
end
# ====================================================================================
# Uniq and sort function.
# ====================================================================================
repl do
puts "** INFO: Providing uniq values using ~Array#uniq~ and ~Array#sort~."
puts "All uniq combinations of numbers regardless of order."
puts "For example: [1, 2] is the same as [2, 1]."
one_to_ten = (1..10).to_a
uniq_combinations =
one_to_ten.product(one_to_ten)
.map do |unsorted_number|
unsorted_number.sort
end.uniq
puts uniq_combinations
end
# ====================================================================================
# Example of an advanced array transform.
# ====================================================================================
repl do
puts "** INFO: Advanced chaining. Combining ~Array's ~map~, ~find_all~, ~sort~, and ~sort_by~."
puts "All unique Pythagorean Triples between 1 and 100 sorted by area of the triangle."
one_to_hundred = (1..100).to_a
triples =
one_to_hundred.product(one_to_hundred).map do |width, height|
[width, height, Math.sqrt(width ** 2 + height ** 2)]
end.find_all do |_, _, hypotenuse|
hypotenuse.to_i == hypotenuse
end.map do |triangle|
triangle.map(&:to_i)
end.uniq do |triangle|
triangle.sort
end.map do |width, height, hypotenuse|
[width, height, hypotenuse, (width * height) / 2]
end.sort_by do |_, _, _, area|
area
end
triples.each do |width, height, hypotenuse, _|
puts "(#{width}, #{height}, #{hypotenuse})"
end
end
# ====================================================================================
# Example of an sorting.
# ====================================================================================
repl do
puts "** INFO: Implementing a custom sort function that operates on the ~Hash~ datatype."
things_to_sort = [
{ type: :background, order: 1 },
{ type: :foreground, order: 1 },
{ type: :foreground, order: 2 }
]
puts "*** Original array."
puts things_to_sort
puts "*** Simple sort using key."
# For a simple sort, you can use sort_by
results = things_to_sort.sort_by do |hash|
hash[:order]
end
puts results
puts "*** Custom sort."
puts "**** Sorting process."
# for a more complicated sort, you can provide a block that returns
# -1, 0, 1 for a left and right operand
results = things_to_sort.sort do |l, r|
sort_result = 0
puts "here is l: #{l}"
puts "here is r: #{r || "nil"}"
# if either value is nil/false return 0
if !l || !r
sort_result = 0
# if the type of "left" is background and the
# type of "right" is foreground, then return
# -1 (which means "left" is less than "right"
elsif l[:type] == :background && r[:type] == :foreground
sort_result = -1
# if the type of "left" is foreground and the
# type of "right" is background, then return
# 1 (which means "left" is greater than "right"
elsif l[:type] == :foreground && r[:type] == :background
sort_result = 1
# if "left" and "right"'s type are the same, then
# use the order as the tie breaker
elsif l[:order] < r[:order]
sort_result = -1
elsif l[:order] > r[:order]
sort_result = 1
# returning 0 means both values are equal
else
sort_result = 0
end
sort_result
end.to_a
puts "**** Sort result."
puts results
end
# ====================================================================================
# Api documention for Array that is worth commiting to memory because arrays are so
# awesome in Ruby: https://docs.ruby-lang.org/en/2.0.0/Array.html
# ====================================================================================
Intermediate Ruby Primer - main.rb link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/main.rb
def tick args
args.outputs.labels << [640, 380, "Open repl.rb in the text editor of your choice and follow the document.", 0, 1]
end
Intermediate Ruby Primer - repl.rb link
# ./samples/00_learn_ruby_optional/00_intermediate_ruby_primer/app/repl.rb
# Copy and paste the code inside of the txt files here.
Rendering Basics link
Labels - main.rb link
# ./samples/01_rendering_basics/01_labels/app/main.rb
=begin
APIs listing that haven't been encountered in a previous sample apps:
- args.outputs.labels: An array. Values in this array generate labels the screen.
=end
# Labels are used to represent text elements in DragonRuby
# An example of creating a label is:
# args.outputs.labels << [320, 640, "Example", 3, 1, 255, 0, 0, 200, manaspace.ttf]
# The code above does the following:
# 1. GET the place where labels go: args.outputs.labels
# 2. Request a new LABEL be ADDED: <<
# 3. The DEFINITION of a LABEL is the ARRAY:
# [320, 640, "Example", 3, 1, 255, 0, 0, 200, manaspace.ttf]
# [ X , Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE]
# 4. It's recommended to use hashes so that you're not reliant on positional values:
# { x: 320, y: 640, text: "Example", size_enum: 3, alignment_enum: 1, r: 255, g: 0, b: 0, a: 200, font: "manaspace.ttf" }
# The tick method is called by DragonRuby every frame
# args contains all the information regarding the game.
def tick args
# render the current frame to the screen centered vertically and horizontally at 640, 620
args.outputs.labels << { x: 640, y: 620, anchor_x: 0.5, anchor_y: 0.5, text: "frame: #{args.state.tick_count}" }
# Here are some examples of simple labels, with the minimum number of parameters
# Note that the default values for the other parameters are 0, except for Alpha which is 255 and Font Style which is the default font
args.outputs.labels << { x: 5, y: 720 - 5, text: "This is a label located at the top left." }
args.outputs.labels << { x: 5, y: 30, text: "This is a label located at the bottom left." }
args.outputs.labels << { x: 1280 - 420, y: 720 - 5, text: "This is a label located at the top right." }
args.outputs.labels << { x: 1280 - 440, y: 30, text: "This is a label located at the bottom right." }
# Demonstration of the Size Parameter
args.outputs.labels << { x: 175 + 150, y: 610 - 50, text: "Smaller label.", size_enum: -2 } # size_enum of -2 is equivalent to using size_px: 18
args.outputs.labels << { x: 175 + 150, y: 580 - 50, text: "Small label.", size_enum: -1 } # size_enum of -1 is equivalent to using size_px: 20
args.outputs.labels << { x: 175 + 150, y: 550 - 50, text: "Medium label.", size_enum: 0 } # size_enum of 0 is equivalent to using size_px: 22
args.outputs.labels << { x: 175 + 150, y: 520 - 50, text: "Large label.", size_enum: 1 } # size_enum of 0 is equivalent to using size_px: 24
args.outputs.labels << { x: 175 + 150, y: 490 - 50, text: "Larger label.", size_enum: 2 } # size_enum of 0 is equivalent to using size_px: 26
# Demonstration of the Align Parameter
args.outputs.lines << { x: 175 + 150, y: 0, h: 720 }
args.outputs.labels << { x: 175 + 150, y: 345 - 50, text: "Left aligned.", alignment_enum: 0 } # alignment_enum: 0 is equivalent to anchor_x: 0
args.outputs.labels << { x: 175 + 150, y: 325 - 50, text: "Center aligned.", alignment_enum: 1 } # alignment_enum: 1 is equivalent to anchor_x: 0.5
args.outputs.labels << { x: 175 + 150, y: 305 - 50, text: "Right aligned.", alignment_enum: 2 } # alignment_enum: 2 is equivalent to anchor_x: 1
# Demonstration of the RGBA parameters
args.outputs.labels << { x: 600 + 150, y: 590 - 50, text: "Red Label.", r: 255, g: 0, b: 0 }
args.outputs.labels << { x: 600 + 150, y: 570 - 50, text: "Green Label.", r: 0, g: 255, b: 0 }
args.outputs.labels << { x: 600 + 150, y: 550 - 50, text: "Blue Label.", r: 0, g: 0, b: 255 }
args.outputs.labels << { x: 600 + 150, y: 530 - 50, text: "Faded Label.", r: 0, g: 0, b: 0, a: 128 }
# Demonstration of the Font parameter
# In order to use a font of your choice, add its ttf file to the project folder, where the app folder is
# Again, it's recommended to use hashes so that you're not reliant on positional values.
args.outputs.labels << [690 + 150, # x
330 - 20, # y
"Custom font (Array)", # text
0, # size_enum
1, # alignment_enum
125, # r
0, # g
200, # b
255, # a
"manaspc.ttf" ] # font
args.outputs.labels << { x: 690 + 150,
y: 330 - 50,
text: "Custom font (Hash)",
size_enum: 0, # equivalent to size_px: 22
alignment_enum: 1, # equivalent to anchor_x: 0.5
vertical_alignment_enum: 2, # equivalent to anchor_y: 1
r: 125,
g: 0,
b: 200,
a: 255,
font: "manaspc.ttf" }
# Primitives can hold anything, and can be given a label in the following forms
args.outputs.primitives << { x: 690 + 150,
y: 330 - 80,
text: "Custom font (.primitives Hash)",
size_enum: 0,
alignment_enum: 1,
r: 125,
g: 0,
b: 200,
a: 255,
font: "manaspc.ttf" }
end
Labels Text Wrapping - main.rb link
# ./samples/01_rendering_basics/01_labels_text_wrapping/app/main.rb
def tick args
# create a really long string
args.state.really_long_string = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. In vulputate viverra metus et vehicula. Aenean quis accumsan dolor. Nulla tempus, ex et lacinia elementum, nisi felis ullamcorper sapien, sed sagittis sem justo eu lectus. Etiam ut vehicula lorem, nec placerat ligula. Duis varius ultrices magna non sagittis. Aliquam et sem vel risus viverra hendrerit. Maecenas dapibus congue lorem, a blandit mauris feugiat sit amet."
args.state.really_long_string += "\n"
args.state.really_long_string += "Sed quis metus lacinia mi dapibus fermentum nec id nunc. Donec tincidunt ante a sem bibendum, eget ultricies ex mollis. Quisque venenatis erat quis pretium bibendum. Pellentesque vel laoreet nibh. Cras gravida nisi nec elit pulvinar, in feugiat leo blandit. Quisque sodales quam sed congue consequat. Vivamus placerat risus vitae ex feugiat viverra. In lectus arcu, pellentesque vel ipsum ac, dictum finibus enim. Quisque consequat leo in urna dignissim, eu tristique ipsum accumsan. In eros sem, iaculis ac rhoncus eu, laoreet vitae ipsum. In sodales, ante eu tempus vehicula, mi nulla luctus turpis, eu egestas leo sapien et mi."
# length of characters on line
max_character_length = 80
# line height
line_height = 25
long_string = args.state.really_long_string
# API: args.string.wrapped_lines string, max_character_length
long_strings_split = args.string.wrapped_lines long_string, max_character_length
# render a label for each line and offset by the line_height
args.outputs.labels << long_strings_split.map_with_index do |s, i|
{
x: 60,
y: 60.from_top - (i * line_height),
text: s
}
end
end
Lines - main.rb link
# ./samples/01_rendering_basics/02_lines/app/main.rb
=begin
APIs listing that haven't been encountered in a previous sample apps:
- args.outputs.lines: An array. Values in this array generate lines on
the screen.
- args.state.tick_count: This property contains an integer value that
represents the current frame. GTK renders at 60 FPS. A value of 0
for args.state.tick_count represents the initial load of the game.
=end
# The parameters required for lines are:
# 1. The initial point (x, y)
# 2. The end point (x2, y2)
# 3. The rgba values for the color and transparency (r, g, b, a)
# An example of creating a line would be:
# args.outputs.lines << [100, 100, 300, 300, 255, 0, 255, 255]
# This would create a line from (100, 100) to (300, 300)
# The RGB code (255, 0, 255) would determine its color, a purple
# It would have an Alpha value of 255, making it completely opaque
def tick args
tick_instructions args, "Sample app shows how to create lines."
args.outputs.labels << [480, 620, "Lines (x, y, x2, y2, r, g, b, a)"]
# Some simple lines
args.outputs.lines << [380, 450, 675, 450]
args.outputs.lines << [380, 410, 875, 410]
# These examples utilize args.state.tick_count to change the length of the lines over time
# args.state.tick_count is the ticks that have occurred in the game
# This is accomplished by making either the starting or ending point based on the args.state.tick_count
args.outputs.lines << [380, 370, 875, 370, args.state.tick_count % 255, 0, 0, 255]
args.outputs.lines << [380, 330 - args.state.tick_count % 25, 875, 330, 0, 0, 0, 255]
args.outputs.lines << [380 + args.state.tick_count % 400, 290, 875, 290, 0, 0, 0, 255]
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Solids Borders - main.rb link
# ./samples/01_rendering_basics/03_solids_borders/app/main.rb
=begin
APIs listing that haven't been encountered in a previous sample apps:
- args.outputs.solids: An array. Values in this array generate
solid/filled rectangles on the screen.
=end
# Rects are outputted in DragonRuby as rectangles
# If filled in, they are solids
# If hollow, they are borders
# Solids are added to args.outputs.solids
# Borders are added to args.outputs.borders
# The parameters required for rects are:
# 1. The upper right corner (x, y)
# 2. The width (w)
# 3. The height (h)
# 4. The rgba values for the color and transparency (r, g, b, a)
# Here is an example of a rect definition:
# [100, 100, 400, 500, 0, 255, 0, 180]
# The example would create a rect from (100, 100)
# Extending 400 pixels across the x axis
# and 500 pixels across the y axis
# The rect would be green (0, 255, 0)
# and mostly opaque with some transparency (180)
# Whether the rect would be filled or not depends on if
# it is added to args.outputs.solids or args.outputs.borders
def tick args
tick_instructions args, "Sample app shows how to create solid squares."
args.outputs.labels << [460, 600, "Solids (x, y, w, h, r, g, b, a)"]
args.outputs.solids << [470, 520, 50, 50]
args.outputs.solids << [530, 520, 50, 50, 0, 0, 0]
args.outputs.solids << [590, 520, 50, 50, 255, 0, 0]
args.outputs.solids << [650, 520, 50, 50, 255, 0, 0, 128]
args.outputs.solids << [710, 520, 50, 50, 0, 0, 0, 128 + args.state.tick_count % 128]
args.outputs.labels << [460, 400, "Borders (x, y, w, h, r, g, b, a)"]
args.outputs.borders << [470, 320, 50, 50]
args.outputs.borders << [530, 320, 50, 50, 0, 0, 0]
args.outputs.borders << [590, 320, 50, 50, 255, 0, 0]
args.outputs.borders << [650, 320, 50, 50, 255, 0, 0, 128]
args.outputs.borders << [710, 320, 50, 50, 0, 0, 0, 128 + args.state.tick_count % 128]
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Sprites - main.rb link
# ./samples/01_rendering_basics/04_sprites/app/main.rb
=begin
APIs listing that haven't been encountered in a previous sample apps:
- args.outputs.sprites: An array. Values in this array generate
sprites on the screen. The location of the sprite is assumed to
be under the mygame/ directory (the exception being dragonruby.png).
=end
# For all other display outputs, Sprites are your solution
# Sprites import images and display them with a certain rectangular area
# The image can be of any usual format and should be located within the folder,
# similar to additional fonts.
# Sprites have the following parameters
# Rectangular area (x, y, width, height)
# The image (path)
# Rotation (angle)
# Alpha (a)
def tick args
tick_instructions args, "Sample app shows how to render a sprite. Set its alpha, and rotate it."
args.outputs.labels << [460, 600, "Sprites (x, y, w, h, path, angle, a)"]
args.outputs.sprites << [460, 470, 128, 101, 'dragonruby.png']
args.outputs.sprites << [610, 470, 128, 101, 'dragonruby.png', args.state.tick_count % 360]
args.outputs.sprites << [760, 470, 128, 101, 'dragonruby.png', 0, args.state.tick_count % 255]
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Sounds - main.rb link
# ./samples/01_rendering_basics/05_sounds/app/main.rb
=begin
APIs Listing that haven't been encountered in previous sample apps:
- sample: Chooses random element from array.
In this sample app, the target note is set by taking a sample from the collection
of available notes.
Reminders:
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
=end
# This sample app allows users to test their musical skills by matching the piano sound that plays in each
# level to the correct note.
# Runs all the methods necessary for the game to function properly.
def tick args
args.outputs.labels << [640, 360, "Click anywhere to play a random sound.", 0, 1]
args.state.notes ||= [:C3, :D3, :E3, :F3, :G3, :A3, :B3, :C4]
if args.inputs.mouse.click
# Play a sound by adding a string to args.outputs.sounds
args.outputs.sounds << "sounds/#{args.state.notes.sample}.wav" # sound of target note is output
end
end
Input Basics link
Keyboard - main.rb link
# ./samples/02_input_basics/01_keyboard/app/main.rb
=begin
APIs listing that haven't been encountered in a previous sample apps:
- args.inputs.keyboard.key_up.KEY: The value of the properties will be set
to the frame that the key_up event occurred (the frame correlates
to args.state.tick_count). Otherwise the value will be nil. For a
full listing of keys, take a look at mygame/documentation/06-keyboard.md.
- args.state.PROPERTY: The state property on args is a dynamic
structure. You can define ANY property here with ANY type of
arbitrary nesting. Properties defined on args.state will be retained
across frames. If you attempt access a property that doesn't exist
on args.state, it will simply return nil (no exception will be thrown).
=end
# Along with outputs, inputs are also an essential part of video game development
# DragonRuby can take input from keyboards, mouse, and controllers.
# This sample app will cover keyboard input.
# args.inputs.keyboard.key_up.a will check to see if the a key has been pressed
# This will work with the other keys as well
def tick args
tick_instructions args, "Sample app shows how keyboard events are registered and accessed.", 360
args.outputs.labels << { x: 460, y: row_to_px(args, 0), text: "Current game time: #{args.state.tick_count}", size_enum: -1 }
args.outputs.labels << { x: 460, y: row_to_px(args, 2), text: "Keyboard input: args.inputs.keyboard.key_up.h", size_enum: -1 }
args.outputs.labels << { x: 460, y: row_to_px(args, 3), text: "Press \"h\" on the keyboard.", size_enum: -1 }
# Input on a specifc key can be found through args.inputs.keyboard.key_up followed by the key
if args.inputs.keyboard.key_up.h
args.state.h_pressed_at = args.state.tick_count
end
# This code simplifies to if args.state.h_pressed_at has not been initialized, set it to false
args.state.h_pressed_at ||= false
if args.state.h_pressed_at
args.outputs.labels << { x: 460, y: row_to_px(args, 4), text: "\"h\" was pressed at time: #{args.state.h_pressed_at}", size_enum: -1 }
else
args.outputs.labels << { x: 460, y: row_to_px(args, 4), text: "\"h\" has never been pressed.", size_enum: -1 }
end
tick_help_text args
end
def row_to_px args, row_number, y_offset = 20
# This takes a row_number and converts it to pixels DragonRuby understands.
# Row 0 starts 5 units below the top of the grid
# Each row afterward is 20 units lower
args.grid.top - 5 - (y_offset * row_number)
end
# Don't worry about understanding the code within this method just yet.
# This method shows you the help text within the game.
def tick_help_text args
return unless args.state.h_pressed_at
args.state.key_value_history ||= {}
args.state.key_down_value_history ||= {}
args.state.key_held_value_history ||= {}
args.state.key_up_value_history ||= {}
if (args.inputs.keyboard.key_down.truthy_keys.length > 0 ||
args.inputs.keyboard.key_held.truthy_keys.length > 0 ||
args.inputs.keyboard.key_up.truthy_keys.length > 0)
args.state.help_available = true
args.state.no_activity_debounce = nil
else
args.state.no_activity_debounce ||= 5.seconds
args.state.no_activity_debounce -= 1
if args.state.no_activity_debounce <= 0
args.state.help_available = false
args.state.key_value_history = {}
args.state.key_down_value_history = {}
args.state.key_held_value_history = {}
args.state.key_up_value_history = {}
end
end
args.outputs.labels << { x: 10, y: row_to_px(args, 6), text: "This is the api for the keys you've pressed:", size_enum: -1, r: 180 }
if !args.state.help_available
args.outputs.labels << [10, row_to_px(args, 7), "Press a key and I'll show code to access the key and what value will be returned if you used the code."]
return
end
args.outputs.labels << { x: 10 , y: row_to_px(args, 7), text: "args.inputs.keyboard", size_enum: -2 }
args.outputs.labels << { x: 330, y: row_to_px(args, 7), text: "args.inputs.keyboard.key_down", size_enum: -2 }
args.outputs.labels << { x: 650, y: row_to_px(args, 7), text: "args.inputs.keyboard.key_held", size_enum: -2 }
args.outputs.labels << { x: 990, y: row_to_px(args, 7), text: "args.inputs.keyboard.key_up", size_enum: -2 }
fill_history args, :key_value_history, :down_or_held, nil
fill_history args, :key_down_value_history, :down, :key_down
fill_history args, :key_held_value_history, :held, :key_held
fill_history args, :key_up_value_history, :up, :key_up
render_help_labels args, :key_value_history, :down_or_held, nil, 10
render_help_labels args, :key_down_value_history, :down, :key_down, 330
render_help_labels args, :key_held_value_history, :held, :key_held, 650
render_help_labels args, :key_up_value_history, :up, :key_up, 990
end
def fill_history args, history_key, state_key, keyboard_method
fill_single_history args, history_key, state_key, keyboard_method, :raw_key
fill_single_history args, history_key, state_key, keyboard_method, :char
args.inputs.keyboard.keys[state_key].each do |key_name|
fill_single_history args, history_key, state_key, keyboard_method, key_name
end
end
def fill_single_history args, history_key, state_key, keyboard_method, key_name
current_value = args.inputs.keyboard.send(key_name)
if keyboard_method
current_value = args.inputs.keyboard.send(keyboard_method).send(key_name)
end
args.state.as_hash[history_key][key_name] ||= []
args.state.as_hash[history_key][key_name] << current_value
args.state.as_hash[history_key][key_name] = args.state.as_hash[history_key][key_name].reverse.uniq.take(3).reverse
end
def render_help_labels args, history_key, state_key, keyboard_method, x
idx = 8
args.outputs.labels << args.state
.as_hash[history_key]
.keys
.reverse
.map
.with_index do |k, i|
v = args.state.as_hash[history_key][k]
current_value = args.inputs.keyboard.send(k)
if keyboard_method
current_value = args.inputs.keyboard.send(keyboard_method).send(k)
end
idx += 2
[
{ x: x, y: row_to_px(args, idx + 0, 16), text: " .#{k} is #{current_value || "nil"}", size_enum: -2 },
{ x: x, y: row_to_px(args, idx + 1, 16), text: " was #{v}", size_enum: -2 }
]
end
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << { x: 0, y: y - 50, w: 1280, h: 60 }.solid!
args.outputs.debug << { x: 640, y: y, text: text,
size_enum: 1, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
args.outputs.debug << { x: 640, y: y - 25, text: "(click to dismiss instructions)",
size_enum: -2, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
end
Moving A Sprite - main.rb link
# ./samples/02_input_basics/01_moving_a_sprite/app/main.rb
def tick args
# create a player and set default values
# for the player's x, y, w (width), and h (height)
args.state.player.x ||= 100
args.state.player.y ||= 100
args.state.player.w ||= 50
args.state.player.h ||= 50
# render the player to the screen
args.outputs.sprites << { x: args.state.player.x,
y: args.state.player.y,
w: args.state.player.w,
h: args.state.player.h,
path: 'sprites/square/green.png' }
# move the player around using the keyboard
if args.inputs.up
args.state.player.y += 10
elsif args.inputs.down
args.state.player.y -= 10
end
if args.inputs.left
args.state.player.x -= 10
elsif args.inputs.right
args.state.player.x += 10
end
end
$gtk.reset
Mouse - main.rb link
# ./samples/02_input_basics/02_mouse/app/main.rb
=begin
APIs that haven't been encountered in a previous sample apps:
- args.inputs.mouse.click: This property will be set if the mouse was clicked.
- args.inputs.mouse.click.point.(x|y): The x and y location of the mouse.
- args.inputs.mouse.click.point.created_at: The frame the mouse click occurred in.
- args.inputs.mouse.click.point.created_at_elapsed: How many frames have passed
since the click event.
Reminder:
- args.state.PROPERTY: The state property on args is a dynamic
structure. You can define ANY property here with ANY type of
arbitrary nesting. Properties defined on args.state will be retained
across frames. If you attempt access a property that doesn't exist
on args.state, it will simply return nil (no exception will be thrown).
=end
# This code demonstrates DragonRuby mouse input
# To see if the a mouse click occurred
# Use args.inputs.mouse.click
# Which returns a boolean
# To see where a mouse click occurred
# Use args.inputs.mouse.click.point.x AND
# args.inputs.mouse.click.point.y
# To see which frame the click occurred
# Use args.inputs.mouse.click.created_at
# To see how many frames its been since the click occurred
# Use args.inputs.mouse.click.created_at_elapsed
# Saving the click in args.state can be quite useful
def tick args
tick_instructions args, "Sample app shows how mouse events are registered and how to measure elapsed time."
x = 460
args.outputs.labels << small_label(args, x, 11, "Mouse input: args.inputs.mouse")
if args.inputs.mouse.click
args.state.last_mouse_click = args.inputs.mouse.click
end
if args.state.last_mouse_click
click = args.state.last_mouse_click
args.outputs.labels << small_label(args, x, 12, "Mouse click happened at: #{click.created_at}")
args.outputs.labels << small_label(args, x, 13, "Mouse clicked #{click.created_at_elapsed} ticks ago")
args.outputs.labels << small_label(args, x, 14, "Mouse click location: #{click.point.x}, #{click.point.y}")
else
args.outputs.labels << small_label(args, x, 12, "Mouse click has not occurred yet.")
args.outputs.labels << small_label(args, x, 13, "Please click mouse.")
end
end
def small_label args, x, row, message
# This method effectively combines the row_to_px
# It changes the given row value to a DragonRuby pixel value
# and adds the customization parameters
{ x: x, y: row_to_px(args, row), text: message, alignment_enum: -2 }
end
def row_to_px args, row_number
args.grid.top.shift_down(5).shift_down(20 * row_number)
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << { x: 0, y: y - 50, w: 1280, h: 60 }.solid!
args.outputs.debug << { x: 640, y: y, text: text, size_enum: 1, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
args.outputs.debug << { x: 640, y: y - 25, text: "(click to dismiss instructions)", size_enum: -2, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
end
Mouse Point To Rect - main.rb link
# ./samples/02_input_basics/03_mouse_point_to_rect/app/main.rb
=begin
APIs that haven't been encountered in a previous sample apps:
- args.outputus.borders: An array. Values in this array will be rendered as
unfilled rectangles on the screen.
- ARRAY#inside_rect?: An array with at least two values is considered a point. An array
with at least four values is considered a rect. The inside_rect? function returns true
or false depending on if the point is inside the rect.
```
# Point: x: 100, y: 100
# Rect: x: 0, y: 0, w: 500, h: 500
# Result: true
[100, 100].inside_rect? [0, 0, 500, 500]
```
```
# Point: x: 100, y: 100
# Rect: x: 300, y: 300, w: 100, h: 100
# Result: false
[100, 100].inside_rect? [300, 300, 100, 100]
```
- args.inputs.mouse.click.point.created_at: The frame the mouse click occurred in.
- args.inputs.mouse.click.point.created_at_elapsed: How many frames have passed
since the click event.
=end
# To determine whether a point is in a rect
# Use point.inside_rect? rect
# This is useful to determine if a click occurred in a rect
def tick args
tick_instructions args, "Sample app shows how to determing if a click happened inside a rectangle."
x = 460
args.outputs.labels << small_label(args, x, 15, "Click inside the blue box maybe ---->")
box = { x: 785, y: 370, w: 50, h: 50, r: 0, g: 0, b: 170 }
args.outputs.borders << box
# Saves the most recent click into args.state
# Unlike the other components of args,
# args.state does not reset every tick.
if args.inputs.mouse.click
args.state.last_mouse_click = args.inputs.mouse.click
end
if args.state.last_mouse_click
if args.state.last_mouse_click.point.inside_rect? box
args.outputs.labels << small_label(args, x, 16, "Mouse click happened *inside* the box.")
else
args.outputs.labels << small_label(args, x, 16, "Mouse click happened *outside* the box.")
end
else
args.outputs.labels << small_label(args, x, 16, "Mouse click has not occurred yet.")
end
end
def small_label args, x, row, message
{ x: x, y: row_to_px(args, row), text: message, size_enum: -2 }
end
def row_to_px args, row_number
args.grid.top.shift_down(5).shift_down(20 * row_number)
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << { x: 0, y: y - 50, w: 1280, h: 60 }.solid!
args.outputs.debug << { x: 640, y: y, text: text, size_enum: 1, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
args.outputs.debug << { x: 640, y: y - 25, text: "(click to dismiss instructions)", size_enum: -2, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
end
Mouse Drag And Drop - main.rb link
# ./samples/02_input_basics/04_mouse_drag_and_drop/app/main.rb
def tick args
# create 10 random squares on the screen
if !args.state.squares
# the squares will be contained in lookup/Hash so that we can access via their id
args.state.squares = {}
10.times_with_index do |id|
# for each square, store it in the hash with
# the id (we're just using the index 0-9 as the index)
args.state.squares[id] = {
id: id,
x: 100 + (rand * 1080),
y: 100 + (520 * rand),
w: 100,
h: 100,
path: "sprites/square/blue.png"
}
end
end
# two key variables are set here
# - square_reference: this represents the square that is currently being dragged
# - square_under_mouse: this represents the square that the mouse is currently being hovered over
if args.state.currently_dragging_square_id
# if the currently_dragging_square_id is set, then set the "square_under_mouse" to
# the same square as square_reference
square_reference = args.state.squares[args.state.currently_dragging_square_id]
square_under_mouse = square_reference
else
# if currently_dragging_square_id isn't set, then see if there is a square that
# the mouse is currently hovering over (the square reference will be nil since
# we haven't selected a drag target yet)
square_under_mouse = args.geometry.find_intersect_rect args.inputs.mouse, args.state.squares.values
square_reference = nil
end
# if a click occurs, and there is a square under the mouse
if args.inputs.mouse.click && square_under_mouse
# capture the id of the square that the mouse is hovering over
args.state.currently_dragging_square_id = square_under_mouse.id
# also capture where in the square the mouse was clicked so that
# the movement of the square will smoothly transition with the mouse's
# location
args.state.mouse_point_inside_square = {
x: args.inputs.mouse.x - square_under_mouse.x,
y: args.inputs.mouse.y - square_under_mouse.y,
}
elsif args.inputs.mouse.held && args.state.currently_dragging_square_id
# if the mouse is currently being held and the currently_dragging_square_id was set,
# then update the x and y location of the referenced square (taking into consideration the
# relative position of the mouse when the square was clicked)
square_reference.x = args.inputs.mouse.x - args.state.mouse_point_inside_square.x
square_reference.y = args.inputs.mouse.y - args.state.mouse_point_inside_square.y
elsif args.inputs.mouse.up
# if the mouse is released, then clear out the currently_dragging_square_id
args.state.currently_dragging_square_id = nil
end
# render all the squares on the screen
args.outputs.sprites << args.state.squares.values
# if there was a square under the mouse, add an "overlay"
if square_under_mouse
args.outputs.sprites << square_under_mouse.merge(path: "sprites/square/red.png")
end
end
Mouse Rect To Rect - main.rb link
# ./samples/02_input_basics/04_mouse_rect_to_rect/app/main.rb
=begin
APIs that haven't been encountered in a previous sample apps:
- args.outputs.borders: An array. Values in this array will be rendered as
unfilled rectangles on the screen.
- ARRAY#intersect_rect?: An array with at least four values is
considered a rect. The intersect_rect? function returns true
or false depending on if the two rectangles intersect.
```
# Rect One: x: 100, y: 100, w: 100, h: 100
# Rect Two: x: 0, y: 0, w: 500, h: 500
# Result: true
[100, 100, 100, 100].intersect_rect? [0, 0, 500, 500]
```
```
# Rect One: x: 100, y: 100, w: 10, h: 10
# Rect Two: x: 500, y: 500, w: 10, h: 10
# Result: false
[100, 100, 10, 10].intersect_rect? [500, 500, 10, 10]
```
=end
# Similarly, whether rects intersect can be found through
# rect1.intersect_rect? rect2
def tick args
tick_instructions args, "Sample app shows how to determine if two rectangles intersect."
x = 460
args.outputs.labels << small_label(args, x, 3, "Click anywhere on the screen")
# red_box = [460, 250, 355, 90, 170, 0, 0]
# args.outputs.borders << red_box
# args.state.box_collision_one and args.state.box_collision_two
# Are given values of a solid when they should be rendered
# They are stored in game so that they do not get reset every tick
if args.inputs.mouse.click
if !args.state.box_collision_one
args.state.box_collision_one = { x: args.inputs.mouse.click.point.x - 25,
y: args.inputs.mouse.click.point.y - 25,
w: 125, h: 125,
r: 180, g: 0, b: 0, a: 180 }
elsif !args.state.box_collision_two
args.state.box_collision_two = { x: args.inputs.mouse.click.point.x - 25,
y: args.inputs.mouse.click.point.y - 25,
w: 125, h: 125,
r: 0, g: 0, b: 180, a: 180 }
else
args.state.box_collision_one = nil
args.state.box_collision_two = nil
end
end
if args.state.box_collision_one
args.outputs.solids << args.state.box_collision_one
end
if args.state.box_collision_two
args.outputs.solids << args.state.box_collision_two
end
if args.state.box_collision_one && args.state.box_collision_two
if args.state.box_collision_one.intersect_rect? args.state.box_collision_two
args.outputs.labels << small_label(args, x, 4, 'The boxes intersect.')
else
args.outputs.labels << small_label(args, x, 4, 'The boxes do not intersect.')
end
else
args.outputs.labels << small_label(args, x, 4, '--')
end
end
def small_label args, x, row, message
{ x: x, y: row_to_px(args, row), text: message, size_enum: -2 }
end
def row_to_px args, row_number
args.grid.top - 5 - (20 * row_number)
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Controller - main.rb link
# ./samples/02_input_basics/05_controller/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- args.current_controller.key_held.KEY: Will check to see if a specific key
is being held down on the controller.
If there is more than one controller being used, they can be differentiated by
using names like controller_one and controller_two.
For a full listing of buttons, take a look at mygame/documentation/08-controllers.md.
Reminder:
- args.state.PROPERTY: The state property on args is a dynamic
structure. You can define ANY property here with ANY type of
arbitrary nesting. Properties defined on args.state will be retained
across frames. If you attempt to access a property that doesn't exist
on args.state, it will simply return nil (no exception will be thrown).
In this sample app, args.state.BUTTONS is an array that stores the buttons of the controller.
The parameters of a button are:
1. the position (x, y)
2. the input key held on the controller
3. the text or name of the button
=end
# This sample app provides a visual demonstration of a standard controller, including
# the placement and function of all buttons.
class ControllerDemo
attr_accessor :inputs, :state, :outputs
# Calls the methods necessary for the app to run successfully.
def tick
process_inputs
render
end
# Starts with an empty collection of buttons.
# Adds buttons that are on the controller to the collection.
def process_inputs
state.target ||= :controller_one
state.buttons = []
if inputs.keyboard.key_down.tab
if state.target == :controller_one
state.target = :controller_two
elsif state.target == :controller_two
state.target = :controller_three
elsif state.target == :controller_three
state.target = :controller_four
elsif state.target == :controller_four
state.target = :controller_one
end
end
state.buttons << { x: 100, y: 500, active: current_controller.key_held.l1, text: "L1"}
state.buttons << { x: 100, y: 600, active: current_controller.key_held.l2, text: "L2"}
state.buttons << { x: 1100, y: 500, active: current_controller.key_held.r1, text: "R1"}
state.buttons << { x: 1100, y: 600, active: current_controller.key_held.r2, text: "R2"}
state.buttons << { x: 540, y: 450, active: current_controller.key_held.select, text: "Select"}
state.buttons << { x: 660, y: 450, active: current_controller.key_held.start, text: "Start"}
state.buttons << { x: 200, y: 300, active: current_controller.key_held.left, text: "Left"}
state.buttons << { x: 300, y: 400, active: current_controller.key_held.up, text: "Up"}
state.buttons << { x: 400, y: 300, active: current_controller.key_held.right, text: "Right"}
state.buttons << { x: 300, y: 200, active: current_controller.key_held.down, text: "Down"}
state.buttons << { x: 800, y: 300, active: current_controller.key_held.x, text: "X"}
state.buttons << { x: 900, y: 400, active: current_controller.key_held.y, text: "Y"}
state.buttons << { x: 1000, y: 300, active: current_controller.key_held.a, text: "A"}
state.buttons << { x: 900, y: 200, active: current_controller.key_held.b, text: "B"}
state.buttons << { x: 450 + current_controller.left_analog_x_perc * 100,
y: 100 + current_controller.left_analog_y_perc * 100,
active: current_controller.key_held.l3,
text: "L3" }
state.buttons << { x: 750 + current_controller.right_analog_x_perc * 100,
y: 100 + current_controller.right_analog_y_perc * 100,
active: current_controller.key_held.r3,
text: "R3" }
end
# Gives each button a square shape.
# If the button is being pressed or held (which means it is considered active),
# the square is filled in. Otherwise, the button simply has a border.
def render
state.buttons.each do |b|
rect = { x: b.x, y: b.y, w: 75, h: 75 }
if b.active # if button is pressed
outputs.solids << rect # rect is output as solid (filled in)
else
outputs.borders << rect # otherwise, output as border
end
# Outputs the text of each button using labels.
outputs.labels << { x: b.x, y: b.y + 95, text: b.text } # add 95 to place label above button
end
outputs.labels << { x: 10, y: 60, text: "Left Analog x: #{current_controller.left_analog_x_raw} (#{current_controller.left_analog_x_perc * 100}%)" }
outputs.labels << { x: 10, y: 30, text: "Left Analog y: #{current_controller.left_analog_y_raw} (#{current_controller.left_analog_y_perc * 100}%)" }
outputs.labels << { x: 1270, y: 60, text: "Right Analog x: #{current_controller.right_analog_x_raw} (#{current_controller.right_analog_x_perc * 100}%)", alignment_enum: 2 }
outputs.labels << { x: 1270, y: 30, text: "Right Analog y: #{current_controller.right_analog_y_raw} (#{current_controller.right_analog_y_perc * 100}%)" , alignment_enum: 2 }
outputs.labels << { x: 640, y: 60, text: "Target: #{state.target} (press tab to go to next controller)", alignment_enum: 1 }
outputs.labels << { x: 640, y: 30, text: "Connected: #{current_controller.connected}", alignment_enum: 1 }
end
def current_controller
if state.target == :controller_one
return inputs.controller_one
elsif state.target == :controller_two
return inputs.controller_two
elsif state.target == :controller_three
return inputs.controller_three
elsif state.target == :controller_four
return inputs.controller_four
end
end
end
$controller_demo = ControllerDemo.new
def tick args
tick_instructions args, "Sample app shows how controller input is handled. You'll need to connect a USB controller."
$controller_demo.inputs = args.inputs
$controller_demo.state = args.state
$controller_demo.outputs = args.outputs
$controller_demo.tick
end
# Resets the app.
def r
$gtk.reset
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Touch - main.rb link
# ./samples/02_input_basics/06_touch/app/main.rb
def tick args
args.outputs.background_color = [ 0, 0, 0 ]
args.outputs.primitives << [640, 700, "Touch your screen.", 5, 1, 255, 255, 255].label
# If you don't want to get fancy, you can just look for finger_one
# (and _two, if you like), which are assigned in the order new touches hit
# the screen. If not nil, they are touching right now, and are just
# references to specific items in the args.input.touch hash.
# If finger_one lifts off, it will become nil, but finger_two, if it was
# touching, remains until it also lifts off. When all fingers lift off, the
# the next new touch will be finger_one again, but until then, new touches
# don't fill in earlier slots.
if !args.inputs.finger_one.nil?
args.outputs.primitives << { x: 640, y: 650, text: "Finger #1 is touching at (#{args.inputs.finger_one.x}, #{args.inputs.finger_one.y}).",
size_enum: 5, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
end
if !args.inputs.finger_two.nil?
args.outputs.primitives << { x: 640, y: 600, text: "Finger #2 is touching at (#{args.inputs.finger_two.x}, #{args.inputs.finger_two.y}).",
size_enum: 5, alignment_enum: 1, r: 255, g: 255, b: 255 }.label!
end
# Here's the more flexible interface: this will report as many simultaneous
# touches as the system can handle, but it's a little more effort to track
# them. Each item in the args.input.touch hash has a unique key (an
# incrementing integer) that exists until the finger lifts off. You can
# tell which order the touches happened globally by the key value, or
# by the touch[id].touch_order field, which resets to zero each time all
# touches have lifted.
args.state.colors ||= [
0xFF0000, 0x00FF00, 0x1010FF, 0xFFFF00, 0xFF00FF, 0x00FFFF, 0xFFFFFF
]
size = 100
args.inputs.touch.each { |k,v|
color = args.state.colors[v.touch_order % 7]
r = (color & 0xFF0000) >> 16
g = (color & 0x00FF00) >> 8
b = (color & 0x0000FF)
args.outputs.primitives << { x: v.x - (size / 2), y: v.y + (size / 2), w: size, h: size, r: r, g: g, b: b, a: 255 }.solid!
args.outputs.primitives << { x: v.x, y: v.y + size, text: k.to_s, alignment_enum: 1 }.label!
}
end
Managing Scenes - main.rb link
# ./samples/02_input_basics/07_managing_scenes/app/main.rb
def tick args
# initialize the scene to scene 1
args.state.current_scene ||= :title_scene
# capture the current scene to verify it didn't change through
# the duration of tick
current_scene = args.state.current_scene
# tick whichever scene is current
case current_scene
when :title_scene
tick_title_scene args
when :game_scene
tick_game_scene args
when :game_over_scene
tick_game_over_scene args
end
# make sure that the current_scene flag wasn't set mid tick
if args.state.current_scene != current_scene
raise "Scene was changed incorrectly. Set args.state.next_scene to change scenes."
end
# if next scene was set/requested, then transition the current scene to the next scene
if args.state.next_scene
args.state.current_scene = args.state.next_scene
args.state.next_scene = nil
end
end
def tick_title_scene args
args.outputs.labels << { x: 640,
y: 360,
text: "Title Scene (click to go to game)",
alignment_enum: 1 }
if args.inputs.mouse.click
args.state.next_scene = :game_scene
end
end
def tick_game_scene args
args.outputs.labels << { x: 640,
y: 360,
text: "Game Scene (click to go to game over)",
alignment_enum: 1 }
if args.inputs.mouse.click
args.state.next_scene = :game_over_scene
end
end
def tick_game_over_scene args
args.outputs.labels << { x: 640,
y: 360,
text: "Game Over Scene (click to go to title)",
alignment_enum: 1 }
if args.inputs.mouse.click
args.state.next_scene = :title_scene
end
end
Rendering Sprites link
Animation Using Separate Pngs - main.rb link
# ./samples/03_rendering_sprites/01_animation_using_separate_pngs/app/main.rb
=begin
Reminders:
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
In this sample app, we're using string interpolation to iterate through images in the
sprites folder using their image path names.
- args.outputs.sprites: An array. Values in this array generate sprites on the screen.
The parameters are [X, Y, WIDTH, HEIGHT, IMAGE PATH]
For more information about sprites, go to mygame/documentation/05-sprites.md.
- args.outputs.labels: An array. Values in the array generate labels on the screen.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- args.inputs.keyboard.key_down.KEY: Determines if a key is in the down state, or pressed.
Stores the frame that key was pressed on.
For more information about the keyboard, go to mygame/documentation/06-keyboard.md.
=end
# This sample app demonstrates how sprite animations work.
# There are two sprites that animate forever and one sprite
# that *only* animates when you press the "f" key on the keyboard.
# This is the entry point to your game. The `tick` method
# executes at 60 frames per second. There are two methods
# in this tick "entry point": `looping_animation`, and the
# second method is `one_time_animation`.
def tick args
# uncomment the line below to see animation play out in slow motion
# args.gtk.slowmo! 6
looping_animation args
one_time_animation args
end
# This function shows how to animate a sprite that loops forever.
def looping_animation args
# Here we define a few local variables that will be sent
# into the magic function that gives us the correct sprite image
# over time. There are four things we need in order to figure
# out which sprite to show.
# 1. When to start the animation.
start_looping_at = 0
# 2. The number of pngs that represent the full animation.
number_of_sprites = 6
# 3. How long to show each png.
number_of_frames_to_show_each_sprite = 4
# 4. Whether the animation should loop once, or forever.
does_sprite_loop = true
# With the variables defined above, we can get a number
# which represents the sprite to show by calling the `frame_index` function.
# In this case the number will be between 0, and 5 (you can see the sprites
# in the ./sprites directory).
sprite_index = start_looping_at.frame_index number_of_sprites,
number_of_frames_to_show_each_sprite,
does_sprite_loop
# Now that we have `sprite_index, we can present the correct file.
args.outputs.sprites << { x: 100, y: 100, w: 100, h: 100, path: "sprites/dragon_fly_#{sprite_index}.png" }
# Try changing the numbers below to see how the animation changes:
args.outputs.sprites << { x: 100, y: 200, w: 100, h: 100, path: "sprites/dragon_fly_#{0.frame_index 6, 4, true}.png" }
end
# This function shows how to animate a sprite that executes
# only once when the "f" key is pressed.
def one_time_animation args
# This is just a label the shows instructions within the game.
args.outputs.labels << { x: 220, y: 350, text: "(press f to animate)" }
# If "f" is pressed on the keyboard...
if args.inputs.keyboard.key_down.f
# Print the frame that "f" was pressed on.
puts "Hello from main.rb! The \"f\" key was in the down state on frame: #{args.state.tick_count}"
# And MOST IMPORTANTLY set the point it time to start the animation,
# equal to "now" which is represented as args.state.tick_count.
# Also IMPORTANT, you'll notice that the value of when to start looping
# is stored in `args.state`. This construct's values are retained across
# executions of the `tick` method.
args.state.start_looping_at = args.state.tick_count
end
# These are the same local variables that were defined
# for the `looping_animation` function.
number_of_sprites = 6
number_of_frames_to_show_each_sprite = 4
# Except this sprite does not loop again. If the animation time has passed,
# then the frame_index function returns nil.
does_sprite_loop = false
if args.state.start_looping_at
sprite_index = args.state
.start_looping_at
.frame_index number_of_sprites,
number_of_frames_to_show_each_sprite,
does_sprite_loop
end
# This line sets the frame index to zero, if
# the animation duration has passed (frame_index returned nil).
# Remeber: we are not looping forever here.
sprite_index ||= 0
# Present the sprite.
args.outputs.sprites << { x: 100, y: 300, w: 100, h: 100, path: "sprites/dragon_fly_#{sprite_index}.png" }
tick_instructions args, "Sample app shows how to use Numeric#frame_index and string interpolation to animate a sprite over time."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Animation Using Sprite Sheet - main.rb link
# ./samples/03_rendering_sprites/02_animation_using_sprite_sheet/app/main.rb
def tick args
args.state.player.x ||= 100
args.state.player.y ||= 100
args.state.player.w ||= 64
args.state.player.h ||= 64
args.state.player.direction ||= 1
args.state.player.is_moving = false
# get the keyboard input and set player properties
if args.inputs.keyboard.right
args.state.player.x += 3
args.state.player.direction = 1
args.state.player.started_running_at ||= args.state.tick_count
elsif args.inputs.keyboard.left
args.state.player.x -= 3
args.state.player.direction = -1
args.state.player.started_running_at ||= args.state.tick_count
end
if args.inputs.keyboard.up
args.state.player.y += 1
args.state.player.started_running_at ||= args.state.tick_count
elsif args.inputs.keyboard.down
args.state.player.y -= 1
args.state.player.started_running_at ||= args.state.tick_count
end
# if no arrow keys are being pressed, set the player as not moving
if !args.inputs.keyboard.directional_vector
args.state.player.started_running_at = nil
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
# render player as standing or running
if args.state.player.started_running_at
args.outputs.sprites << running_sprite(args)
else
args.outputs.sprites << standing_sprite(args)
end
args.outputs.labels << [30, 700, "Use arrow keys to move around."]
end
def standing_sprite args
{
x: args.state.player.x,
y: args.state.player.y,
w: args.state.player.w,
h: args.state.player.h,
path: "sprites/horizontal-stand.png",
flip_horizontally: args.state.player.direction > 0
}
end
def running_sprite args
if !args.state.player.started_running_at
tile_index = 0
else
how_many_frames_in_sprite_sheet = 6
how_many_ticks_to_hold_each_frame = 3
should_the_index_repeat = true
tile_index = args.state
.player
.started_running_at
.frame_index(how_many_frames_in_sprite_sheet,
how_many_ticks_to_hold_each_frame,
should_the_index_repeat)
end
{
x: args.state.player.x,
y: args.state.player.y,
w: args.state.player.w,
h: args.state.player.h,
path: 'sprites/horizontal-run.png',
tile_x: 0 + (tile_index * args.state.player.w),
tile_y: 0,
tile_w: args.state.player.w,
tile_h: args.state.player.h,
flip_horizontally: args.state.player.direction > 0,
}
end
Animation States - main.rb link
# ./samples/03_rendering_sprites/03_animation_states/app/main.rb
class Game
attr_gtk
def defaults
state.show_debug_layer = true if state.tick_count == 0
player.tile_size = 64
player.speed = 3
player.slash_frames = 15
player.x ||= 50
player.y ||= 400
player.dir_x ||= 1
player.dir_y ||= -1
player.is_moving ||= false
state.watch_list ||= {}
state.enemies ||= []
end
def add_enemy
state.enemies << {
x: 1200 * rand,
y: 600 * rand,
w: 64,
h: 64,
anchor_x: 0.5,
anchor_y: 0.5,
path: 'sprites/enemy.png'
}
end
def sprite_horizontal_run
tile_index = 0.frame_index(6, 3, true)
tile_index = 0 if !player.is_moving
{
x: player.x,
y: player.y,
w: player.tile_size,
h: player.tile_size,
anchor_x: 0.5,
anchor_y: 0.5,
path: 'sprites/horizontal-run.png',
tile_x: 0 + (tile_index * player.tile_size),
tile_y: 0,
tile_w: player.tile_size,
tile_h: player.tile_size,
flip_horizontally: player.dir_x > 0,
# a: 40
}
end
def sprite_horizontal_stand
{
x: player.x,
y: player.y,
w: player.tile_size,
h: player.tile_size,
anchor_x: 0.5,
anchor_y: 0.5,
path: 'sprites/horizontal-stand.png',
flip_horizontally: player.dir_x > 0,
# a: 40
}
end
def sprite_horizontal_slash
tile_index = player.slash_at.frame_index(5, player.slash_frames.idiv(5), false) || 0
{
x: player.x + player.dir_x.sign * 9.25,
y: player.y + 9.25,
w: 165,
h: 165,
anchor_x: 0.5,
anchor_y: 0.5,
path: 'sprites/horizontal-slash.png',
tile_x: 0 + (tile_index * 128),
tile_y: 0,
tile_w: 128,
tile_h: 128,
flip_horizontally: player.dir_x > 0
}
end
def render_player
if player.slash_at
outputs.sprites << sprite_horizontal_slash
elsif player.is_moving
outputs.sprites << sprite_horizontal_run
else
outputs.sprites << sprite_horizontal_stand
end
end
def render_enemies
outputs.borders << state.enemies
end
def render_debug_layer
return if !state.show_debug_layer
outputs.labels << state.watch_list.map.with_index do |(k, v), i|
[30, 710 - i * 28, "#{k}: #{v || "(nil)"}"]
end
outputs.borders << player.slash_collision_rect
end
def slash_initiate?
# buffalo usb controller has a button and b button swapped lol
inputs.controller_one.key_down.a || inputs.keyboard.key_down.j
end
def input
# player movement
if slash_complete? && (vector = inputs.directional_vector)
player.x += vector.x * player.speed
player.y += vector.y * player.speed
end
player.slash_at = slash_initiate? if slash_initiate?
end
def calc_movement
# movement
if vector = inputs.directional_vector
state.debug_label = vector
player.dir_x = vector.x if vector.x != 0
player.dir_y = vector.y if vector.y != 0
player.is_moving = true
else
state.debug_label = vector
player.is_moving = false
end
end
def calc_slash
player.slash_collision_rect = {
x: player.x + player.dir_x.sign * 52,
y: player.y,
w: 40,
h: 20,
anchor_x: 0.5,
anchor_y: 0.5,
path: "sprites/debug-slash.png"
}
# recalc sword's slash state
player.slash_at = nil if slash_complete?
# determine collision if the sword is at it's point of damaging
return unless slash_can_damage?
state.enemies.reject! { |e| e.intersect_rect? player.slash_collision_rect }
end
def slash_complete?
!player.slash_at || player.slash_at.elapsed?(player.slash_frames)
end
def slash_can_damage?
# damage occurs half way into the slash animation
return false if slash_complete?
return false if (player.slash_at + player.slash_frames.idiv(2)) != state.tick_count
return true
end
def calc
# generate an enemy if there aren't any on the screen
add_enemy if state.enemies.length == 0
calc_movement
calc_slash
end
# source is at http://github.com/amirrajan/dragonruby-link-to-the-past
def tick
defaults
render_enemies
render_player
outputs.labels << [30, 30, "Gamepad: D-Pad to move. B button to attack."]
outputs.labels << [30, 52, "Keyboard: WASD/Arrow keys to move. J to attack."]
render_debug_layer
input
calc
end
def player
state.player
end
end
$game = Game.new
def tick args
$game.args = args
$game.tick
end
$gtk.reset
Animation States Advanced - main.rb link
# ./samples/03_rendering_sprites/03_animation_states_advanced/app/main.rb
class Game
attr_gtk
def request_action name, at: nil
at ||= state.tick_count
state.player.requested_action = name
state.player.requested_action_at = at
end
def defaults
state.player.x ||= 64
state.player.y ||= 0
state.player.dx ||= 0
state.player.dy ||= 0
state.player.action ||= :standing
state.player.action_at ||= 0
state.player.next_action_queue ||= {}
state.player.facing ||= 1
state.player.jump_at ||= 0
state.player.jump_count ||= 0
state.player.max_speed ||= 1.0
state.sabre.x ||= state.player.x
state.sabre.y ||= state.player.y
state.actions_lookup ||= new_actions_lookup
end
def render
outputs.background_color = [32, 32, 32]
outputs[:scene].transient!
outputs[:scene].w = 128
outputs[:scene].h = 128
outputs[:scene].borders << { x: 0, y: 0, w: 128, h: 128, r: 255, g: 255, b: 255 }
render_player
render_sabre
args.outputs.sprites << { x: 320, y: 0, w: 640, h: 640, path: :scene }
args.outputs.labels << { x: 10, y: 100, text: "Controls:", r: 255, g: 255, b: 255, size_enum: -1 }
args.outputs.labels << { x: 10, y: 80, text: "Move: left/right", r: 255, g: 255, b: 255, size_enum: -1 }
args.outputs.labels << { x: 10, y: 60, text: "Jump: space | up | right click", r: 255, g: 255, b: 255, size_enum: -1 }
args.outputs.labels << { x: 10, y: 40, text: "Attack: f | j | left click", r: 255, g: 255, b: 255, size_enum: -1 }
end
def render_sabre
return if !state.sabre.is_active
sabre_index = 0.frame_index count: 4,
hold_for: 2,
repeat: true
offset = 0
offset = -8 if state.player.facing == -1
outputs[:scene].sprites << { x: state.sabre.x + offset,
y: state.sabre.y, w: 16, h: 16, path: "sprites/sabre-throw/#{sabre_index}.png" }
end
def new_actions_lookup
r = {
slash_0: {
frame_count: 6,
interrupt_count: 4,
path: "sprites/kenobi/slash-0/:index.png"
},
slash_1: {
frame_count: 6,
interrupt_count: 4,
path: "sprites/kenobi/slash-1/:index.png"
},
throw_0: {
frame_count: 8,
throw_frame: 2,
catch_frame: 6,
path: "sprites/kenobi/slash-2/:index.png"
},
throw_1: {
frame_count: 9,
throw_frame: 2,
catch_frame: 7,
path: "sprites/kenobi/slash-3/:index.png"
},
throw_2: {
frame_count: 9,
throw_frame: 2,
catch_frame: 7,
path: "sprites/kenobi/slash-4/:index.png"
},
slash_5: {
frame_count: 11,
path: "sprites/kenobi/slash-5/:index.png"
},
slash_6: {
frame_count: 8,
interrupt_count: 6,
path: "sprites/kenobi/slash-6/:index.png"
}
}
r.each.with_index do |(k, v), i|
v.name ||= k
v.index ||= i
v.hold_for ||= 5
v.duration ||= v.frame_count * v.hold_for
v.last_index ||= v.frame_count - 1
v.interrupt_count ||= v.frame_count
v.interrupt_duration ||= v.interrupt_count * v.hold_for
v.repeat ||= false
v.next_action ||= r[r.keys[i + 1]]
end
r
end
def render_player
flip_horizontally = if state.player.facing == -1
true
else
false
end
player_sprite = { x: state.player.x + 1 - 8,
y: state.player.y,
w: 16,
h: 16,
flip_horizontally: flip_horizontally }
if state.player.action == :standing
if state.player.y != 0
if state.player.jump_count <= 1
outputs[:scene].sprites << { **player_sprite, path: "sprites/kenobi/jumping.png" }
else
index = state.player.jump_at.frame_index count: 8, hold_for: 5, repeat: false
index ||= 7
outputs[:scene].sprites << { **player_sprite, path: "sprites/kenobi/second-jump/#{index}.png" }
end
elsif state.player.dx != 0
index = state.player.action_at.frame_index count: 4, hold_for: 5, repeat: true
outputs[:scene].sprites << { **player_sprite, path: "sprites/kenobi/run/#{index}.png" }
else
outputs[:scene].sprites << { **player_sprite, path: 'sprites/kenobi/standing.png'}
end
else
v = state.actions_lookup[state.player.action]
slash_frame_index = state.player.action_at.frame_index count: v.frame_count,
hold_for: v.hold_for,
repeat: v.repeat
slash_frame_index ||= v.last_index
slash_path = v.path.sub ":index", slash_frame_index.to_s
outputs[:scene].sprites << { **player_sprite, path: slash_path }
end
end
def calc_input
if state.player.next_action_queue.length > 2
raise "Code in calc assums that key length of state.player.next_action_queue will never be greater than 2."
end
if inputs.controller_one.key_down.a ||
inputs.mouse.button_left ||
inputs.keyboard.key_down.j ||
inputs.keyboard.key_down.f
request_action :attack
end
should_update_facing = false
if state.player.action == :standing
should_update_facing = true
else
key_0 = state.player.next_action_queue.keys[0]
key_1 = state.player.next_action_queue.keys[1]
if state.tick_count == key_0
should_update_facing = true
elsif state.tick_count == key_1
should_update_facing = true
elsif key_0 && key_1 && state.tick_count.between?(key_0, key_1)
should_update_facing = true
end
end
if should_update_facing && inputs.left_right.sign != state.player.facing.sign
state.player.dx = 0
if inputs.left
state.player.facing = -1
elsif inputs.right
state.player.facing = 1
end
state.player.dx += 0.1 * inputs.left_right
end
if state.player.action == :standing
state.player.dx += 0.1 * inputs.left_right
if state.player.dx.abs > state.player.max_speed
state.player.dx = state.player.max_speed * state.player.dx.sign
end
end
was_jump_requested = inputs.keyboard.key_down.up ||
inputs.keyboard.key_down.w ||
inputs.mouse.button_right ||
inputs.controller_one.key_down.up ||
inputs.controller_one.key_down.b ||
inputs.keyboard.key_down.space
can_jump = state.player.jump_at.elapsed_time > 20
if state.player.jump_count <= 1
can_jump = state.player.jump_at.elapsed_time > 10
end
if was_jump_requested && can_jump
if state.player.action == :slash_6
state.player.action = :standing
end
state.player.dy = 1
state.player.jump_count += 1
state.player.jump_at = state.tick_count
end
end
def calc
calc_input
calc_requested_action
calc_next_action
calc_sabre
calc_player_movement
if state.player.y <= 0 && state.player.dy < 0
state.player.y = 0
state.player.dy = 0
state.player.jump_at = 0
state.player.jump_count = 0
end
end
def calc_player_movement
state.player.x += state.player.dx
state.player.y += state.player.dy
state.player.dy -= 0.05
if state.player.y <= 0
state.player.y = 0
state.player.dy = 0
state.player.jump_at = 0
state.player.jump_count = 0
end
if state.player.dx.abs < 0.09
state.player.dx = 0
end
state.player.x = 8 if state.player.x < 8
state.player.x = 120 if state.player.x > 120
end
def calc_requested_action
return if !state.player.requested_action
return if state.player.requested_action_at > state.tick_count
player_action = state.player.action
player_action_at = state.player.action_at
# first attack
if state.player.requested_action == :attack
if player_action == :standing
state.player.next_action_queue.clear
state.player.next_action_queue[state.tick_count] = :slash_0
state.player.next_action_queue[state.tick_count + state.actions_lookup.slash_0.duration] = :standing
else
current_action = state.actions_lookup[state.player.action]
state.player.next_action_queue.clear
queue_at = player_action_at + current_action.interrupt_duration
queue_at = state.tick_count if queue_at < state.tick_count
next_action = current_action.next_action
next_action ||= { name: :standing,
duration: 4 }
if next_action
state.player.next_action_queue[queue_at] = next_action.name
state.player.next_action_queue[player_action_at +
current_action.interrupt_duration +
next_action.duration] = :standing
end
end
end
state.player.requested_action = nil
state.player.requested_action_at = nil
end
def calc_sabre
can_throw_sabre = true
sabre_throws = [:throw_0, :throw_1, :throw_2]
if !sabre_throws.include? state.player.action
state.sabre.facing = nil
state.sabre.is_active = false
return
end
current_action = state.actions_lookup[state.player.action]
throw_at = state.player.action_at + (current_action.throw_frame) * 5
catch_at = state.player.action_at + (current_action.catch_frame) * 5
if !state.tick_count.between? throw_at, catch_at
state.sabre.facing = nil
state.sabre.is_active = false
return
end
state.sabre.facing ||= state.player.facing
state.sabre.is_active = true
spline = [
[ 0, 0.25, 0.75, 1.0],
[1.0, 0.75, 0.25, 0]
]
throw_duration = catch_at - throw_at
current_progress = args.easing.ease_spline throw_at,
state.tick_count,
throw_duration,
spline
farthest_sabre_x = 32
state.sabre.y = state.player.y
state.sabre.x = state.player.x + farthest_sabre_x * current_progress * state.sabre.facing
end
def calc_next_action
return if !state.player.next_action_queue[state.tick_count]
state.player.previous_action = state.player.action
state.player.previous_action_at = state.player.action_at
state.player.previous_action_ended_at = state.tick_count
state.player.action = state.player.next_action_queue[state.tick_count]
state.player.action_at = state.tick_count
is_air_born = state.player.y != 0
if state.player.action == :slash_0
state.player.dy = 0 if state.player.dy > 0
if is_air_born
state.player.dy = 0.5
else
state.player.dx += 0.25 * state.player.facing
end
elsif state.player.action == :slash_1
state.player.dy = 0 if state.player.dy > 0
if is_air_born
state.player.dy = 0.5
else
state.player.dx += 0.25 * state.player.facing
end
elsif state.player.action == :throw_0
if is_air_born
state.player.dy = 1.0
end
state.player.dx += 0.5 * state.player.facing
elsif state.player.action == :throw_1
if is_air_born
state.player.dy = 1.0
end
state.player.dx += 0.5 * state.player.facing
elsif state.player.action == :throw_2
if is_air_born
state.player.dy = 1.0
end
state.player.dx += 0.5 * state.player.facing
elsif state.player.action == :slash_5
state.player.dy = 0 if state.player.dy < 0
if is_air_born
state.player.dy += 1.0
else
state.player.dy += 1.0
end
state.player.dx += 1.0 * state.player.facing
elsif state.player.action == :slash_6
state.player.dy = 0 if state.player.dy > 0
if is_air_born
state.player.dy = -0.5
end
state.player.dx += 0.5 * state.player.facing
end
end
def tick
defaults
calc
render
end
end
$game = Game.new
def tick args
$game.args = args
$game.tick
end
$gtk.reset
Animation States Advanced - Metadata - ios_metadata.txt link
# ./samples/03_rendering_sprites/03_animation_states_advanced/metadata/ios_metadata.txt
teamid=L7H57V9CRD
appid=com.scratchworkdevelopment.1bitanimate
appname=1-Bit Animate
version=1.0
devcert=iPhone Developer: Amirali Rajan (P2B6225J87)
prodcert=
Animation States Intermediate - main.rb link
# ./samples/03_rendering_sprites/03_animation_states_intermediate/app/main.rb
def tick args
defaults args
input args
calc args
render args
end
def defaults args
# uncomment the line below to slow the game down by a factor of 4 -> 15 fps (for debugging)
# args.gtk.slowmo! 4
args.state.player ||= {
x: 144, # render x of the player
y: 32, # render y of the player
w: 144 * 2, # render width of the player
h: 72 * 2, # render height of the player
dx: 0, # velocity x of the player
action: :standing, # current action/status of the player
action_at: 0, # frame that the action occurred
previous_direction: 1, # direction the player was facing last frame
direction: 1, # direction the player is facing this frame
launch_speed: 4, # speed the player moves when they start running
run_acceleration: 1, # how much the player accelerates when running
run_top_speed: 8, # the top speed the player can run
friction: 0.9, # how much the player slows down when have stopped attempting to run
anchor_x: 0.5, # render anchor x of the player
anchor_y: 0 # render anchor y of the player
}
end
def input args
# if the directional has been pressed on the input device
if args.inputs.left_right != 0
# determine if the player is currently running or not,
# if they aren't, set their dx to their launch speed
# otherwise, add the run acceleration to their dx
if args.state.player.action != :running
args.state.player.dx = args.state.player.launch_speed * args.inputs.left_right.sign
else
args.state.player.dx += args.inputs.left_right * args.state.player.run_acceleration
end
# capture the direction the player is facing and the previous direction
args.state.player.previous_direction = args.state.player.direction
args.state.player.direction = args.inputs.left_right.sign
end
end
def calc args
# clamp the player's dx to the top speed
args.state.player.dx = args.state.player.dx.clamp(-args.state.player.run_top_speed, args.state.player.run_top_speed)
# move the player by their dx
args.state.player.x += args.state.player.dx
# capture the player's hitbox
player_hitbox = hitbox args.state.player
# check boundary collisions and stop the player if they are colliding with the ednges of the screen
if (player_hitbox.x - player_hitbox.w / 2) < 0
args.state.player.x = player_hitbox.w / 2
args.state.player.dx = 0
# if the player is not standing, set them to standing and capture the frame
if args.state.player.action != :standing
args.state.player.action = :standing
args.state.player.action_at = args.state.tick_count
end
elsif (player_hitbox.x + player_hitbox.w / 2) > 1280
args.state.player.x = 1280 - player_hitbox.w / 2
args.state.player.dx = 0
# if the player is not standing, set them to standing and capture the frame
if args.state.player.action != :standing
args.state.player.action = :standing
args.state.player.action_at = args.state.tick_count
end
end
# if the player's dx is not 0, they are running. update their action and capture the frame if needed
if args.state.player.dx.abs > 0
if args.state.player.action != :running || args.state.player.direction != args.state.player.previous_direction
args.state.player.action = :running
args.state.player.action_at = args.state.tick_count
end
elsif args.inputs.left_right == 0
# if the player's dx is 0 and they are not currently trying to run (left_right == 0), set them to standing and capture the frame
if args.state.player.action != :standing
args.state.player.action = :standing
args.state.player.action_at = args.state.tick_count
end
end
# if the player is not trying to run (left_right == 0), slow them down by the friction amount
if args.inputs.left_right == 0
args.state.player.dx *= args.state.player.friction
# if the player's dx is less than 1, set it to 0
if args.state.player.dx.abs < 1
args.state.player.dx = 0
end
end
end
def render args
# determine if the player should be flipped horizontally
flip_horizontally = args.state.player.direction == -1
# determine the path to the sprite to render, the idle sprite is used if action == :standing
path = "sprites/link-idle.png"
# if the player is running, determine the frame to render
if args.state.player.action == :running
# the sprite animation's first 3 frames represent the launch of the run, so we skip them on the animation loop
# by setting the repeat_index to 3 (the 4th frame)
frame_index = args.state.player.action_at.frame_index(count: 9, hold_for: 8, repeat: true, repeat_index: 3)
path = "sprites/link-run-#{frame_index}.png"
args.outputs.labels << { x: args.state.player.x - 144, y: args.state.player.y + 230, text: "action: #{args.state.player.action}" }
args.outputs.labels << { x: args.state.player.x - 144, y: args.state.player.y + 200, text: "action_at: #{args.state.player.action_at}" }
args.outputs.labels << { x: args.state.player.x - 144, y: args.state.player.y + 170, text: "frame_index: #{frame_index}" }
else
args.outputs.labels << { x: args.state.player.x - 144, y: args.state.player.y + 230, text: "action: #{args.state.player.action}" }
args.outputs.labels << { x: args.state.player.x - 144, y: args.state.player.y + 200, text: "action_at: #{args.state.player.action_at}" }
args.outputs.labels << { x: args.state.player.x - 144, y: args.state.player.y + 170, text: "frame_index: n/a" }
end
# render the player's hitbox and sprite (the hitbox is used to determine boundary collision)
args.outputs.borders << hitbox(args.state.player)
args.outputs.borders << args.state.player
# render the player's sprite
args.outputs.sprites << args.state.player.merge(path: path, flip_horizontally: flip_horizontally)
end
def hitbox entity
{
x: entity.x,
y: entity.y + 5,
w: 64,
h: 96,
anchor_x: 0.5,
anchor_y: 0
}
end
$gtk.reset
Color And Rotation - main.rb link
# ./samples/03_rendering_sprites/04_color_and_rotation/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- merge: Returns a hash containing the contents of two original hashes.
Merge does not allow duplicate keys, so the value of a repeated key
will be overwritten.
For example, if we had two hashes
h1 = { "a" => 1, "b" => 2}
h2 = { "b" => 3, "c" => 3}
and we called the command
h1.merge(h2)
the result would the following hash
{ "a" => 1, "b" => 3, "c" => 3}.
Reminders:
- Hashes: Collection of unique keys and their corresponding values. The value can be found
using their keys.
In this sample app, we're using a hash to create a sprite.
- args.outputs.sprites: An array. The values generate a sprite.
The parameters are [X, Y, WIDTH, HEIGHT, PATH, ANGLE, ALPHA, RED, GREEN, BLUE]
Before continuing with this sample app, it is HIGHLY recommended that you look
at mygame/documentation/05-sprites.md.
- args.inputs.keyboard.key_held.KEY: Determines if a key is being pressed.
For more information about the keyboard, go to mygame/documentation/06-keyboard.md.
- args.inputs.controller_one: Takes input from the controller based on what key is pressed.
For more information about the controller, go to mygame/documentation/08-controllers.md.
- num1.lesser(num2): Finds the lower value of the given options.
=end
# This sample app shows a car moving across the screen. It loops back around if it exceeds the dimensions of the screen,
# and also can be moved in different directions through keyboard input from the user.
# Calls the methods necessary for the game to run successfully.
def tick args
default args
render args.grid, args.outputs, args.state
calc args.state
process_inputs args
end
# Sets default values for the car sprite
# Initialization ||= only happens in the first frame
def default args
args.state.sprite.width = 19
args.state.sprite.height = 10
args.state.sprite.scale = 4
args.state.max_speed = 5
args.state.x ||= 100
args.state.y ||= 100
args.state.speed ||= 1
args.state.angle ||= 0
end
# Outputs sprite onto screen
def render grid, outputs, state
outputs.background_color = [70, 70, 70]
outputs.sprites << { **destination_rect(state), # sets first four parameters of car sprite
path: 'sprites/86.png', # image path of car
angle: state.angle,
a: opacity, # alpha
**saturation,
**source_rect(state), # sprite sub division/tile (source x, y, w, h)
flip_horizontally: false,
flip_vertically: false, # don't flip sprites
**rotation_anchor }
end
# Calls the calc_pos and calc_wrap methods.
def calc state
calc_pos state
calc_wrap state
end
# Changes sprite's position on screen
# Vectors have magnitude and direction, so the incremented x and y values give the car direction
def calc_pos state
state.x += state.angle.vector_x * state.speed # increments x by product of angle's x vector and speed
state.y += state.angle.vector_y * state.speed # increments y by product of angle's y vector and speed
state.speed *= 1.1 # scales speed up
state.speed = state.speed.lesser(state.max_speed) # speed is either current speed or max speed, whichever has a lesser value (ensures that the car doesn't go too fast or exceed the max speed)
end
# The screen's dimensions are 1280x720. If the car goes out of scope,
# it loops back around on the screen.
def calc_wrap state
# car returns to left side of screen if it disappears on right side of screen
# sprite.width refers to tile's size, which is multipled by scale (4) to make it bigger
state.x = -state.sprite.width * state.sprite.scale if state.x - 20 > 1280
# car wraps around to right side of screen if it disappears on the left side
state.x = 1280 if state.x + state.sprite.width * state.sprite.scale + 20 < 0
# car wraps around to bottom of screen if it disappears at the top of the screen
# if you subtract 520 pixels instead of 20 pixels, the car takes longer to reappear (try it!)
state.y = 0 if state.y - 20 > 720 # if 20 pixels less than car's y position is greater than vertical scope
# car wraps around to top of screen if it disappears at the bottom of the screen
state.y = 720 if state.y + state.sprite.height * state.sprite.scale + 20 < 0
end
# Changes angle of sprite based on user input from keyboard or controller
def process_inputs args
# NOTE: increasing the angle doesn't mean that the car will continue to go
# in a specific direction. The angle is increasing, which means that if the
# left key was kept in the "down" state, the change in the angle would cause
# the car to go in a counter-clockwise direction and form a circle (360 degrees)
if args.inputs.keyboard.key_held.left # if left key is pressed
args.state.angle += 2 # car's angle is incremented by 2
# The same applies to decreasing the angle. If the right key was kept in the
# "down" state, the decreasing angle would cause the car to go in a clockwise
# direction and form a circle (360 degrees)
elsif args.inputs.keyboard.key_held.right # if right key is pressed
args.state.angle -= 2 # car's angle is decremented by 2
# Input from a controller can also change the angle of the car
elsif args.inputs.controller_one.left_analog_x_perc != 0
args.state.angle += 2 * args.inputs.controller_one.left_analog_x_perc * -1
end
end
# A sprite's center of rotation can be altered
# Increasing either of these numbers would dramatically increase the
# car's drift when it turns!
def rotation_anchor
{ angle_anchor_x: 0.7, angle_anchor_y: 0.5 }
end
# Sets opacity value of sprite to 255 so that it is not transparent at all
# Change it to 0 and you won't be able to see the car sprite on the screen
def opacity
255
end
# Sets the color of the sprite to white.
def saturation
{ r: 255, g: 255, b: 255 }
end
# Sets definition of destination_rect (used to define the car sprite)
def destination_rect state
{ x: state.x,
y: state.y,
w: state.sprite.width * state.sprite.scale, # multiplies by 4 to set size
h: state.sprite.height * state.sprite.scale }
end
# Portion of a sprite (a tile)
# Sub division of sprite is denoted as a rectangle directly related to original size of .png
# Tile is located at bottom left corner within a 19x10 pixel rectangle (based on sprite.width, sprite.height)
def source_rect state
{ source_x: 0,
source_y: 0,
source_w: state.sprite.width,
source_h: state.sprite.height }
end
Physics And Collisions link
Simple - main.rb link
# ./samples/04_physics_and_collisions/01_simple/app/main.rb
=begin
Reminders:
- ARRAY#intersect_rect?: Returns true or false depending on if the two rectangles intersect.
- args.outputs.solids: An array. The values generate a solid.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE]
=end
# This sample app shows collisions between two boxes.
# Runs methods needed for game to run properly.
def tick args
tick_instructions args, "Sample app shows how to move a square over time and determine collision."
defaults args
render args
calc args
end
# Sets default values.
def defaults args
# These values represent the moving box.
args.state.moving_box_speed = 10
args.state.moving_box_size = 100
args.state.moving_box_dx ||= 1
args.state.moving_box_dy ||= 1
args.state.moving_box ||= [0, 0, args.state.moving_box_size, args.state.moving_box_size] # moving_box_size is set as the width and height
# These values represent the center box.
args.state.center_box ||= [540, 260, 200, 200, 180]
args.state.center_box_collision ||= false # initially no collision
end
def render args
# If the game state denotes that a collision has occured,
# render a solid square, otherwise render a border instead.
if args.state.center_box_collision
args.outputs.solids << args.state.center_box
else
args.outputs.borders << args.state.center_box
end
# Then render the moving box.
args.outputs.solids << args.state.moving_box
end
# Generally in a pipeline for a game engine, you have rendering,
# game simulation (calculation), and input processing.
# This fuction represents the game simulation.
def calc args
position_moving_box args
determine_collision_center_box args
end
# Changes the position of the moving box on the screen by multiplying the change in x (dx) and change in y (dy) by the speed,
# and adding it to the current position.
# dx and dy are positive if the box is moving right and up, respectively
# dx and dy are negative if the box is moving left and down, respectively
def position_moving_box args
args.state.moving_box.x += args.state.moving_box_dx * args.state.moving_box_speed
args.state.moving_box.y += args.state.moving_box_dy * args.state.moving_box_speed
# 1280x720 are the virtual pixels you work with (essentially 720p).
screen_width = 1280
screen_height = 720
# Position of the box is denoted by the bottom left hand corner, in
# that case, we have to subtract the width of the box so that it stays
# in the scene (you can try deleting the subtraction to see how it
# impacts the box's movement).
if args.state.moving_box.x > screen_width - args.state.moving_box_size
args.state.moving_box_dx = -1 # moves left
elsif args.state.moving_box.x < 0
args.state.moving_box_dx = 1 # moves right
end
# Here, we're making sure the moving box remains within the vertical scope of the screen
if args.state.moving_box.y > screen_height - args.state.moving_box_size # if the box moves too high
args.state.moving_box_dy = -1 # moves down
elsif args.state.moving_box.y < 0 # if the box moves too low
args.state.moving_box_dy = 1 # moves up
end
end
def determine_collision_center_box args
# Collision is handled by the engine. You simply have to call the
# `intersect_rect?` function.
if args.state.moving_box.intersect_rect? args.state.center_box # if the two boxes intersect
args.state.center_box_collision = true # then a collision happened
else
args.state.center_box_collision = false # otherwise, no collision happened
end
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Simple Aabb Collision - main.rb link
# ./samples/04_physics_and_collisions/01_simple_aabb_collision/app/main.rb
def tick args
# define terrain of 32x32 sized squares
args.state.terrain ||= [
{ x: 640, y: 360, w: 32, h: 32, path: 'sprites/square/blue.png' },
{ x: 640, y: 360 - 32, w: 32, h: 32, path: 'sprites/square/blue.png' },
{ x: 640, y: 360 - 32 * 2, w: 32, h: 32, path: 'sprites/square/blue.png' },
{ x: 640 + 32, y: 360 - 32 * 2, w: 32, h: 32, path: 'sprites/square/blue.png' },
{ x: 640 + 32 * 2, y: 360 - 32 * 2, w: 32, h: 32, path: 'sprites/square/blue.png' },
]
# define player
args.state.player ||= {
x: 600,
y: 360,
w: 32,
h: 32,
dx: 0,
dy: 0,
path: 'sprites/square/red.png'
}
# render terrain and player
args.outputs.sprites << args.state.terrain
args.outputs.sprites << args.state.player
# set dx and dy based on inputs
args.state.player.dx = args.inputs.left_right * 2
args.state.player.dy = args.inputs.up_down * 2
# check for collisions on the x and y axis independently
# increment the player's position by dx
args.state.player.x += args.state.player.dx
# check for collision on the x axis first
collision = args.state.terrain.find { |t| t.intersect_rect? args.state.player }
# if there is a collision, move the player to the edge of the collision
# based on the direction of the player's movement and set the player's
# dx to 0
if collision
if args.state.player.dx > 0
args.state.player.x = collision.x - args.state.player.w
elsif args.state.player.dx < 0
args.state.player.x = collision.x + collision.w
end
args.state.player.dx = 0
end
# increment the player's position by dy
args.state.player.y += args.state.player.dy
# check for collision on the y axis next
collision = args.state.terrain.find { |t| t.intersect_rect? args.state.player }
# if there is a collision, move the player to the edge of the collision
# based on the direction of the player's movement and set the player's
# dy to 0
if collision
if args.state.player.dy > 0
args.state.player.y = collision.y - args.state.player.h
elsif args.state.player.dy < 0
args.state.player.y = collision.y + collision.h
end
args.state.player.dy = 0
end
end
Simple Aabb Collision With Map Editor - main.rb link
# ./samples/04_physics_and_collisions/01_simple_aabb_collision_with_map_editor/app/main.rb
# the sample app is an expansion of ./01_simple_aabb_collision
# but includes an in game map editor that saves map data to disk
def tick args
# if it's the first tick, read the terrain data from disk
# and create the player
if args.state.tick_count == 0
args.state.terrain = read_terrain_data args
args.state.player = {
x: 320,
y: 320,
w: 32,
h: 32,
dx: 0,
dy: 0,
path: 'sprites/square/red.png'
}
end
# tick the game (where input and aabb collision is processed)
tick_game args
# tick the map editor
tick_map_editor args
end
def tick_game args
# render terrain and player
args.outputs.sprites << args.state.terrain
args.outputs.sprites << args.state.player
# set dx and dy based on inputs
args.state.player.dx = args.inputs.left_right * 2
args.state.player.dy = args.inputs.up_down * 2
# check for collisions on the x and y axis independently
# increment the player's position by dx
args.state.player.x += args.state.player.dx
# check for collision on the x axis first
collision = args.state.terrain.find { |t| t.intersect_rect? args.state.player }
# if there is a collision, move the player to the edge of the collision
# based on the direction of the player's movement and set the player's
# dx to 0
if collision
if args.state.player.dx > 0
args.state.player.x = collision.x - args.state.player.w
elsif args.state.player.dx < 0
args.state.player.x = collision.x + collision.w
end
args.state.player.dx = 0
end
# increment the player's position by dy
args.state.player.y += args.state.player.dy
# check for collision on the y axis next
collision = args.state.terrain.find { |t| t.intersect_rect? args.state.player }
# if there is a collision, move the player to the edge of the collision
# based on the direction of the player's movement and set the player's
# dy to 0
if collision
if args.state.player.dy > 0
args.state.player.y = collision.y - args.state.player.h
elsif args.state.player.dy < 0
args.state.player.y = collision.y + collision.h
end
args.state.player.dy = 0
end
end
def tick_map_editor args
# determine the location of the mouse, but
# aligned to the grid
grid_aligned_mouse_rect = {
x: args.inputs.mouse.x.idiv(32) * 32,
y: args.inputs.mouse.y.idiv(32) * 32,
w: 32,
h: 32
}
# determine if there's a tile at the grid aligned mouse location
existing_terrain = args.state.terrain.find { |t| t.intersect_rect? grid_aligned_mouse_rect }
# if there is, then render a red square to denote that
# the tile will be deleted
if existing_terrain
args.outputs.sprites << {
x: args.inputs.mouse.x.idiv(32) * 32,
y: args.inputs.mouse.y.idiv(32) * 32,
w: 32,
h: 32,
path: "sprites/square/red.png",
a: 128
}
else
# otherwise, render a blue square to denote that
# a tile will be added
args.outputs.sprites << {
x: args.inputs.mouse.x.idiv(32) * 32,
y: args.inputs.mouse.y.idiv(32) * 32,
w: 32,
h: 32,
path: "sprites/square/blue.png",
a: 128
}
end
# if the mouse is clicked, then add or remove a tile
if args.inputs.mouse.click
if existing_terrain
args.state.terrain.delete existing_terrain
else
args.state.terrain << { **grid_aligned_mouse_rect, path: "sprites/square/blue.png" }
end
# once the terrain state has been updated
# save the terrain data to disk
write_terrain_data args
end
end
def read_terrain_data args
# create the terrain data file if it doesn't exist
contents = args.gtk.read_file "data/terrain.txt"
if !contents
args.gtk.write_file "data/terrain.txt", ""
end
# read the terrain data from disk which is a csv
args.gtk.read_file('data/terrain.txt').split("\n").map do |line|
x, y, w, h = line.split(',').map(&:to_i)
{ x: x, y: y, w: w, h: h, path: 'sprites/square/blue.png' }
end
end
def write_terrain_data args
terrain_csv = args.state.terrain.map { |t| "#{t.x},#{t.y},#{t.w},#{t.h}" }.join "\n"
args.gtk.write_file 'data/terrain.txt', terrain_csv
end
Simple Aabb Collision With Map Editor - Data - terrain.txt link
# ./samples/04_physics_and_collisions/01_simple_aabb_collision_with_map_editor/data/terrain.txt
Moving Objects - main.rb link
# ./samples/04_physics_and_collisions/02_moving_objects/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- Hashes: Collection of unique keys and their corresponding values. The value can be found
using their keys.
For example, if we have a "numbers" hash that stores numbers in English as the
key and numbers in Spanish as the value, we'd have a hash that looks like this...
numbers = { "one" => "uno", "two" => "dos", "three" => "tres" }
and on it goes.
Now if we wanted to find the corresponding value of the "one" key, we could say
puts numbers["one"]
which would print "uno" to the console.
- num1.greater(num2): Returns the greater value.
For example, if we have the command
puts 4.greater(3)
the number 4 would be printed to the console since it has a greater value than 3.
Similar to lesser, which returns the lesser value.
- num1.lesser(num2): Finds the lower value of the given options.
For example, in the statement
a = 4.lesser(3)
3 has a lower value than 4, which means that the value of a would be set to 3,
but if the statement had been
a = 4.lesser(5)
4 has a lower value than 5, which means that the value of a would be set to 4.
- reject: Removes elements from a collection if they meet certain requirements.
For example, you can derive an array of odd numbers from an original array of
numbers 1 through 10 by rejecting all elements that are even (or divisible by 2).
- find_all: Finds all values that satisfy specific requirements.
For example, you can find all elements of a collection that are divisible by 2
or find all objects that have intersected with another object.
- abs: Returns the absolute value.
For example, the command
(-30).abs
would return 30 as a result.
- map: Ruby method used to transform data; used in arrays, hashes, and collections.
Can be used to perform an action on every element of a collection, such as multiplying
each element by 2 or declaring every element as a new entity.
Reminders:
- args.inputs.keyboard.KEY: Determines if a key has been pressed.
For more information about the keyboard, take a look at mygame/documentation/06-keyboard.md.
- ARRAY#intersect_rect?: Returns true or false depending on if the two rectangles intersect.
- args.outputs.solids: An array. The values generate a solid.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE]
For more information about solids, go to mygame/documentation/03-solids-and-borders.md.
=end
# Calls methods needed for game to run properly
def tick args
tick_instructions args, "Use LEFT and RIGHT arrow keys to move and SPACE to jump."
defaults args
render args
calc args
input args
end
# sets default values and creates empty collections
# initialization only happens in the first frame
def defaults args
fiddle args
args.state.enemy.hammers ||= []
args.state.enemy.hammer_queue ||= []
args.state.tick_count = args.state.tick_count
args.state.bridge_top = 128
args.state.player.x ||= 0 # initializes player's properties
args.state.player.y ||= args.state.bridge_top
args.state.player.w ||= 64
args.state.player.h ||= 64
args.state.player.dy ||= 0
args.state.player.dx ||= 0
args.state.enemy.x ||= 800 # initializes enemy's properties
args.state.enemy.y ||= 0
args.state.enemy.w ||= 128
args.state.enemy.h ||= 128
args.state.enemy.dy ||= 0
args.state.enemy.dx ||= 0
args.state.game_over_at ||= 0
end
# sets enemy, player, hammer values
def fiddle args
args.state.gravity = -0.3
args.state.enemy_jump_power = 10 # sets enemy values
args.state.enemy_jump_interval = 60
args.state.hammer_throw_interval = 40 # sets hammer values
args.state.hammer_launch_power_default = 5
args.state.hammer_launch_power_near = 2
args.state.hammer_launch_power_far = 7
args.state.hammer_upward_launch_power = 15
args.state.max_hammers_per_volley = 10
args.state.gap_between_hammers = 10
args.state.player_jump_power = 10 # sets player values
args.state.player_jump_power_duration = 10
args.state.player_max_run_speed = 10
args.state.player_speed_slowdown_rate = 0.9
args.state.player_acceleration = 1
args.state.hammer_size = 32
end
# outputs objects onto the screen
def render args
args.outputs.solids << 20.map_with_index do |i| # uses 20 squares to form bridge
# sets x by multiplying 64 to index to find pixel value (places all squares side by side)
# subtracts 64 from bridge_top because position is denoted by bottom left corner
[i * 64, args.state.bridge_top - 64, 64, 64]
end
args.outputs.solids << [args.state.x, args.state.y, args.state.w, args.state.h, 255, 0, 0]
args.outputs.solids << [args.state.player.x, args.state.player.y, args.state.player.w, args.state.player.h, 255, 0, 0] # outputs player onto screen (red box)
args.outputs.solids << [args.state.enemy.x, args.state.enemy.y, args.state.enemy.w, args.state.enemy.h, 0, 255, 0] # outputs enemy onto screen (green box)
args.outputs.solids << args.state.enemy.hammers # outputs enemy's hammers onto screen
end
# Performs calculations to move objects on the screen
def calc args
# Since velocity is the change in position, the change in x increases by dx. Same with y and dy.
args.state.player.x += args.state.player.dx
args.state.player.y += args.state.player.dy
# Since acceleration is the change in velocity, the change in y (dy) increases every frame
args.state.player.dy += args.state.gravity
# player's y position is either current y position or y position of top of
# bridge, whichever has a greater value
# ensures that the player never goes below the bridge
args.state.player.y = args.state.player.y.greater(args.state.bridge_top)
# player's x position is either the current x position or 0, whichever has a greater value
# ensures that the player doesn't go too far left (out of the screen's scope)
args.state.player.x = args.state.player.x.greater(0)
# player is not falling if it is located on the top of the bridge
args.state.player.falling = false if args.state.player.y == args.state.bridge_top
args.state.player.rect = [args.state.player.x, args.state.player.y, args.state.player.h, args.state.player.w] # sets definition for player
args.state.enemy.x += args.state.enemy.dx # velocity; change in x increases by dx
args.state.enemy.y += args.state.enemy.dy # same with y and dy
# ensures that the enemy never goes below the bridge
args.state.enemy.y = args.state.enemy.y.greater(args.state.bridge_top)
# ensures that the enemy never goes too far left (outside the screen's scope)
args.state.enemy.x = args.state.enemy.x.greater(0)
# objects that go up must come down because of gravity
args.state.enemy.dy += args.state.gravity
args.state.enemy.y = args.state.enemy.y.greater(args.state.bridge_top)
#sets definition of enemy
args.state.enemy.rect = [args.state.enemy.x, args.state.enemy.y, args.state.enemy.h, args.state.enemy.w]
if args.state.enemy.y == args.state.bridge_top # if enemy is located on the top of the bridge
args.state.enemy.dy = 0 # there is no change in y
end
# if 60 frames have passed and the enemy is not moving vertically
if args.state.tick_count.mod_zero?(args.state.enemy_jump_interval) && args.state.enemy.dy == 0
args.state.enemy.dy = args.state.enemy_jump_power # the enemy jumps up
end
# if 40 frames have passed or 5 frames have passed since the game ended
if args.state.tick_count.mod_zero?(args.state.hammer_throw_interval) || args.state.game_over_at.elapsed_time == 5
# rand will return a number greater than or equal to 0 and less than given variable's value (since max is excluded)
# that is why we're adding 1, to include the max possibility
volley_dx = (rand(args.state.hammer_launch_power_default) + 1) * -1 # horizontal movement (follow order of operations)
# if the horizontal distance between the player and enemy is less than 128 pixels
if (args.state.player.x - args.state.enemy.x).abs < 128
# the change in x won't be that great since the enemy and player are closer to each other
volley_dx = (rand(args.state.hammer_launch_power_near) + 1) * -1
end
# if the horizontal distance between the player and enemy is greater than 300 pixels
if (args.state.player.x - args.state.enemy.x).abs > 300
# change in x will be more drastic since player and enemy are so far apart
volley_dx = (rand(args.state.hammer_launch_power_far) + 1) * -1 # more drastic change
end
(rand(args.state.max_hammers_per_volley) + 1).map_with_index do |i|
args.state.enemy.hammer_queue << { # stores hammer values in a hash
x: args.state.enemy.x,
w: args.state.hammer_size,
h: args.state.hammer_size,
dx: volley_dx, # change in horizontal position
# multiplication operator takes precedence over addition operator
throw_at: args.state.tick_count + i * args.state.gap_between_hammers
}
end
end
# add elements from hammer_queue collection to the hammers collection by
# finding all hammers that were thrown before the current frame (have already been thrown)
args.state.enemy.hammers += args.state.enemy.hammer_queue.find_all do |h|
h[:throw_at] < args.state.tick_count
end
args.state.enemy.hammers.each do |h| # sets values for all hammers in collection
h[:y] ||= args.state.enemy.y + 130
h[:dy] ||= args.state.hammer_upward_launch_power
h[:dy] += args.state.gravity # acceleration is change in gravity
h[:x] += h[:dx] # incremented by change in position
h[:y] += h[:dy]
h[:rect] = [h[:x], h[:y], h[:w], h[:h]] # sets definition of hammer's rect
end
# reject hammers that have been thrown before current frame (have already been thrown)
args.state.enemy.hammer_queue = args.state.enemy.hammer_queue.reject do |h|
h[:throw_at] < args.state.tick_count
end
# any hammers with a y position less than 0 are rejected from the hammers collection
# since they have gone too far down (outside the scope's screen)
args.state.enemy.hammers = args.state.enemy.hammers.reject { |h| h[:y] < 0 }
# if there are any hammers that intersect with (or hit) the player,
# the reset_player method is called (so the game can start over)
if args.state.enemy.hammers.any? { |h| h[:rect].intersect_rect?(args.state.player.rect) }
reset_player args
end
# if the enemy's rect intersects with (or hits) the player,
# the reset_player method is called (so the game can start over)
if args.state.enemy.rect.intersect_rect? args.state.player.rect
reset_player args
end
end
# Resets the player by changing its properties back to the values they had at initialization
def reset_player args
args.state.player.x = 0
args.state.player.y = args.state.bridge_top
args.state.player.dy = 0
args.state.player.dx = 0
args.state.enemy.hammers.clear # empties hammer collection
args.state.enemy.hammer_queue.clear # empties hammer_queue
args.state.game_over_at = args.state.tick_count # game_over_at set to current frame (or passage of time)
end
# Processes input from the user to move the player
def input args
if args.inputs.keyboard.space # if the user presses the space bar
args.state.player.jumped_at ||= args.state.tick_count # jumped_at is set to current frame
# if the time that has passed since the jump is less than the player's jump duration and
# the player is not falling
if args.state.player.jumped_at.elapsed_time < args.state.player_jump_power_duration && !args.state.player.falling
args.state.player.dy = args.state.player_jump_power # change in y is set to power of player's jump
end
end
# if the space bar is in the "up" state (or not being pressed down)
if args.inputs.keyboard.key_up.space
args.state.player.jumped_at = nil # jumped_at is empty
args.state.player.falling = true # the player is falling
end
if args.inputs.keyboard.left # if left key is pressed
args.state.player.dx -= args.state.player_acceleration # dx decreases by acceleration (player goes left)
# dx is either set to current dx or the negative max run speed (which would be -10),
# whichever has a greater value
args.state.player.dx = args.state.player.dx.greater(-args.state.player_max_run_speed)
elsif args.inputs.keyboard.right # if right key is pressed
args.state.player.dx += args.state.player_acceleration # dx increases by acceleration (player goes right)
# dx is either set to current dx or max run speed (which would be 10),
# whichever has a lesser value
args.state.player.dx = args.state.player.dx.lesser(args.state.player_max_run_speed)
else
args.state.player.dx *= args.state.player_speed_slowdown_rate # dx is scaled down
end
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.space ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Entities - main.rb link
# ./samples/04_physics_and_collisions/03_entities/app/main.rb
=begin
Reminders:
- map: Ruby method used to transform data; used in arrays, hashes, and collections.
Can be used to perform an action on every element of a collection, such as multiplying
each element by 2 or declaring every element as a new entity.
- reject: Removes elements from a collection if they meet certain requirements.
For example, you can derive an array of odd numbers from an original array of
numbers 1 through 10 by rejecting all elements that are even (or divisible by 2).
- args.state.new_entity: Used when we want to create a new object, like a sprite or button.
In this sample app, new_entity is used to define the properties of enemies and bullets.
(Remember, you can use state to define ANY property and it will be retained across frames.)
- args.outputs.labels: An array. The values generate a label on the screen.
The parameters are [X, Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE]
- ARRAY#intersect_rect?: Returns true or false depending on if the two rectangles intersect.
- args.inputs.mouse.click.point.(x|y): The x and y location of the mouse.
=end
# This sample app shows enemies that contain an id value and the time they were created.
# These enemies can be removed by shooting at them with bullets.
# Calls all methods necessary for the game to function properly.
def tick args
tick_instructions args, "Sample app shows how to use args.state.new_entity along with collisions. CLICK to shoot a bullet."
defaults args
render args
calc args
process_inputs args
end
# Sets default values
# Enemies and bullets start off as empty collections
def defaults args
args.state.enemies ||= []
args.state.bullets ||= []
end
# Provides each enemy in enemies collection with rectangular border,
# as well as a label showing id and when they were created
def render args
# When you're calling a method that takes no arguments, you can use this & syntax on map.
# Numbers are being added to x and y in order to keep the text within the enemy's borders.
args.outputs.borders << args.state.enemies.map(&:rect)
args.outputs.labels << args.state.enemies.flat_map do |enemy|
[
[enemy.x + 4, enemy.y + 29, "id: #{enemy.entity_id}", -3, 0],
[enemy.x + 4, enemy.y + 17, "created_at: #{enemy.created_at}", -3, 0] # frame enemy was created
]
end
# Outputs bullets in bullets collection as rectangular solids
args.outputs.solids << args.state.bullets.map(&:rect)
end
# Calls all methods necessary for performing calculations
def calc args
add_new_enemies_if_needed args
move_bullets args
calculate_collisions args
remove_bullets_of_screen args
end
# Adds enemies to the enemies collection and sets their values
def add_new_enemies_if_needed args
return if args.state.enemies.length >= 10 # if 10 or more enemies, enemies are not added
return unless args.state.bullets.length == 0 # if user has not yet shot bullet, no enemies are added
args.state.enemies += (10 - args.state.enemies.length).map do # adds enemies so there are 10 total
args.state.new_entity(:enemy) do |e| # each enemy is declared as a new entity
e.x = 640 + 500 * rand # each enemy is given random position on screen
e.y = 600 * rand + 50
e.rect = [e.x, e.y, 130, 30] # sets definition for enemy's rect
end
end
end
# Moves bullets across screen
# Sets definition of the bullets
def move_bullets args
args.state.bullets.each do |bullet| # perform action on each bullet in collection
bullet.x += bullet.speed # increment x by speed (bullets fly horizontally across screen)
# By randomizing the value that increments bullet.y, the bullet does not fly straight up and out
# of the scope of the screen. Try removing what follows bullet.speed, or changing 0.25 to 1.25 to
# see what happens to the bullet's movement.
bullet.y += bullet.speed.*(0.25).randomize(:ratio, :sign)
bullet.rect = [bullet.x, bullet.y, bullet.size, bullet.size] # sets definition of bullet's rect
end
end
# Determines if a bullet hits an enemy
def calculate_collisions args
args.state.bullets.each do |bullet| # perform action on every bullet and enemy in collections
args.state.enemies.each do |enemy|
# if bullet has not exploded yet and the bullet hits an enemy
if !bullet.exploded && bullet.rect.intersect_rect?(enemy.rect)
bullet.exploded = true # bullet explodes
enemy.dead = true # enemy is killed
end
end
end
# All exploded bullets are rejected or removed from the bullets collection
# and any dead enemy is rejected from the enemies collection.
args.state.bullets = args.state.bullets.reject(&:exploded)
args.state.enemies = args.state.enemies.reject(&:dead)
end
# Bullets are rejected from bullets collection once their position exceeds the width of screen
def remove_bullets_of_screen args
args.state.bullets = args.state.bullets.reject { |bullet| bullet.x > 1280 } # screen width is 1280
end
# Calls fire_bullet method
def process_inputs args
fire_bullet args
end
# Once mouse is clicked by the user to fire a bullet, a new bullet is added to bullets collection
def fire_bullet args
return unless args.inputs.mouse.click # return unless mouse is clicked
args.state.bullets << args.state.new_entity(:bullet) do |bullet| # new bullet is declared a new entity
bullet.y = args.inputs.mouse.click.point.y # set to the y value of where the mouse was clicked
bullet.x = 0 # starts on the left side of the screen
bullet.size = 10
bullet.speed = 10 * rand + 2 # speed of a bullet is randomized
bullet.rect = [bullet.x, bullet.y, bullet.size, bullet.size] # definition is set
end
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.space ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Box Collision - main.rb link
# ./samples/04_physics_and_collisions/04_box_collision/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- first: Returns the first element of the array.
For example, if we have an array
numbers = [1, 2, 3, 4, 5]
and we call first by saying
numbers.first
the number 1 will be returned because it is the first element of the numbers array.
- num1.idiv(num2): Divides two numbers and returns an integer.
For example,
16.idiv(3) = 5, because 16 / 3 is 5.33333 returned as an integer.
16.idiv(4) = 4, because 16 / 4 is 4 and already has no decimal.
Reminders:
- find_all: Finds all values that satisfy specific requirements.
- ARRAY#intersect_rect?: An array with at least four values is
considered a rect. The intersect_rect? function returns true
or false depending on if the two rectangles intersect.
- reject: Removes elements from a collection if they meet certain requirements.
=end
# This sample app allows users to create tiles and place them anywhere on the screen as obstacles.
# The player can then move and maneuver around them.
class PoorManPlatformerPhysics
attr_accessor :grid, :inputs, :state, :outputs
# Calls all methods necessary for the app to run successfully.
def tick
defaults
render
calc
process_inputs
end
# Sets default values for variables.
# The ||= sign means that the variable will only be set to the value following the = sign if the value has
# not already been set before. Intialization happens only in the first frame.
def defaults
state.tile_size = 64
state.gravity = -0.2
state.previous_tile_size ||= state.tile_size
state.x ||= 0
state.y ||= 800
state.dy ||= 0
state.dx ||= 0
state.world ||= []
state.world_lookup ||= {}
state.world_collision_rects ||= []
end
# Outputs solids and borders of different colors for the world and collision_rects collections.
def render
# Sets a black background on the screen (Comment this line out and the background will become white.)
# Also note that black is the default color for when no color is assigned.
outputs.solids << grid.rect
# The position, size, and color (white) are set for borders given to the world collection.
# Try changing the color by assigning different numbers (between 0 and 255) to the last three parameters.
outputs.borders << state.world.map do |x, y|
[x * state.tile_size,
y * state.tile_size,
state.tile_size,
state.tile_size, 255, 255, 255]
end
# The top, bottom, and sides of the borders for collision_rects are different colors.
outputs.borders << state.world_collision_rects.map do |e|
[
[e[:top], 0, 170, 0], # top is a shade of green
[e[:bottom], 0, 100, 170], # bottom is a shade of greenish-blue
[e[:left_right], 170, 0, 0], # left and right are a shade of red
]
end
# Sets the position, size, and color (a shade of green) of the borders of only the player's
# box and outputs it. If you change the 180 to 0, the player's box will be black and you
# won't be able to see it (because it will match the black background).
outputs.borders << [state.x,
state.y,
state.tile_size,
state.tile_size, 0, 180, 0]
end
# Calls methods needed to perform calculations.
def calc
calc_world_lookup
calc_player
end
# Performs calculations on world_lookup and sets values.
def calc_world_lookup
# If the tile size isn't equal to the previous tile size,
# the previous tile size is set to the tile size,
# and world_lookup hash is set to empty.
if state.tile_size != state.previous_tile_size
state.previous_tile_size = state.tile_size
state.world_lookup = {} # empty hash
end
# return if the world_lookup hash has keys (or, in other words, is not empty)
# return unless the world collection has values inside of it (or is not empty)
return if state.world_lookup.keys.length > 0
return unless state.world.length > 0
# Starts with an empty hash for world_lookup.
# Searches through the world and finds the coordinates that exist.
state.world_lookup = {}
state.world.each { |x, y| state.world_lookup[[x, y]] = true }
# Assigns world_collision_rects for every sprite drawn.
state.world_collision_rects =
state.world_lookup
.keys
.map do |coord_x, coord_y|
s = state.tile_size
# multiply by tile size so the grid coordinates; sets pixel value
# don't forget that position is denoted by bottom left corner
# set x = coord_x or y = coord_y and see what happens!
x = s * coord_x
y = s * coord_y
{
# The values added to x, y, and s position the world_collision_rects so they all appear
# stacked (on top of world rects) but don't directly overlap.
# Remove these added values and mess around with the rect placement!
args: [coord_x, coord_y],
left_right: [x, y + 4, s, s - 6], # hash keys and values
top: [x + 4, y + 6, s - 8, s - 6],
bottom: [x + 1, y - 1, s - 2, s - 8],
}
end
end
# Performs calculations to change the x and y values of the player's box.
def calc_player
# Since acceleration is the change in velocity, the change in y (dy) increases every frame.
# What goes up must come down because of gravity.
state.dy += state.gravity
# Calls the calc_box_collision and calc_edge_collision methods.
calc_box_collision
calc_edge_collision
# Since velocity is the change in position, the change in y increases by dy. Same with x and dx.
state.y += state.dy
state.x += state.dx
# Scales dx down.
state.dx *= 0.8
end
# Calls methods needed to determine collisions between player and world_collision rects.
def calc_box_collision
return unless state.world_lookup.keys.length > 0 # return unless hash has atleast 1 key
collision_floor!
collision_left!
collision_right!
collision_ceiling!
end
# Finds collisions between the bottom of the player's rect and the top of a world_collision_rect.
def collision_floor!
return unless state.dy <= 0 # return unless player is going down or is as far down as possible
player_rect = [state.x, state.y - 0.1, state.tile_size, state.tile_size] # definition of player
# Goes through world_collision_rects to find all intersections between the bottom of player's rect and
# the top of a world_collision_rect (hence the "-0.1" above)
floor_collisions = state.world_collision_rects
.find_all { |r| r[:top].intersect_rect?(player_rect, collision_tollerance) }
.first
return unless floor_collisions # return unless collision occurred
state.y = floor_collisions[:top].top # player's y is set to the y of the top of the collided rect
state.dy = 0 # if a collision occurred, the player's rect isn't moving because its path is blocked
end
# Finds collisions between the player's left side and the right side of a world_collision_rect.
def collision_left!
return unless state.dx < 0 # return unless player is moving left
player_rect = [state.x - 0.1, state.y, state.tile_size, state.tile_size]
# Goes through world_collision_rects to find all intersections beween the player's left side and the
# right side of a world_collision_rect.
left_side_collisions = state.world_collision_rects
.find_all { |r| r[:left_right].intersect_rect?(player_rect, collision_tollerance) }
.first
return unless left_side_collisions # return unless collision occurred
# player's x is set to the value of the x of the collided rect's right side
state.x = left_side_collisions[:left_right].right
state.dx = 0 # player isn't moving left because its path is blocked
end
# Finds collisions between the right side of the player and the left side of a world_collision_rect.
def collision_right!
return unless state.dx > 0 # return unless player is moving right
player_rect = [state.x + 0.1, state.y, state.tile_size, state.tile_size]
# Goes through world_collision_rects to find all intersections between the player's right side
# and the left side of a world_collision_rect (hence the "+0.1" above)
right_side_collisions = state.world_collision_rects
.find_all { |r| r[:left_right].intersect_rect?(player_rect, collision_tollerance) }
.first
return unless right_side_collisions # return unless collision occurred
# player's x is set to the value of the collided rect's left, minus the size of a rect
# tile size is subtracted because player's position is denoted by bottom left corner
state.x = right_side_collisions[:left_right].left - state.tile_size
state.dx = 0 # player isn't moving right because its path is blocked
end
# Finds collisions between the top of the player's rect and the bottom of a world_collision_rect.
def collision_ceiling!
return unless state.dy > 0 # return unless player is moving up
player_rect = [state.x, state.y + 0.1, state.tile_size, state.tile_size]
# Goes through world_collision_rects to find intersections between the bottom of a
# world_collision_rect and the top of the player's rect (hence the "+0.1" above)
ceil_collisions = state.world_collision_rects
.find_all { |r| r[:bottom].intersect_rect?(player_rect, collision_tollerance) }
.first
return unless ceil_collisions # return unless collision occurred
# player's y is set to the bottom y of the rect it collided with, minus the size of a rect
state.y = ceil_collisions[:bottom].y - state.tile_size
state.dy = 0 # if a collision occurred, the player isn't moving up because its path is blocked
end
# Makes sure the player remains within the screen's dimensions.
def calc_edge_collision
#Ensures that the player doesn't fall below the map.
if state.y < 0
state.y = 0
state.dy = 0
#Ensures that the player doesn't go too high.
# Position of player is denoted by bottom left hand corner, which is why we have to subtract the
# size of the player's box (so it remains visible on the screen)
elsif state.y > 720 - state.tile_size # if the player's y position exceeds the height of screen
state.y = 720 - state.tile_size # the player will remain as high as possible while staying on screen
state.dy = 0
end
# Ensures that the player remains in the horizontal range that it is supposed to.
if state.x >= 1280 - state.tile_size && state.dx > 0 # if player moves too far right
state.x = 1280 - state.tile_size # player will remain as right as possible while staying on screen
state.dx = 0
elsif state.x <= 0 && state.dx < 0 # if player moves too far left
state.x = 0 # player will remain as left as possible while remaining on screen
state.dx = 0
end
end
# Processes input from the user on the keyboard.
def process_inputs
if inputs.mouse.down
state.world_lookup = {}
x, y = to_coord inputs.mouse.down.point # gets x, y coordinates for the grid
if state.world.any? { |loc| loc == [x, y] } # checks if coordinates duplicate
state.world = state.world.reject { |loc| loc == [x, y] } # erases tile space
else
state.world << [x, y] # If no duplicates, adds to world collection
end
end
# Sets dx to 0 if the player lets go of arrow keys.
if inputs.keyboard.key_up.right
state.dx = 0
elsif inputs.keyboard.key_up.left
state.dx = 0
end
# Sets dx to 3 in whatever direction the player chooses.
if inputs.keyboard.key_held.right # if right key is pressed
state.dx = 3
elsif inputs.keyboard.key_held.left # if left key is pressed
state.dx = -3
end
#Sets dy to 5 to make the player ~fly~ when they press the space bar
if inputs.keyboard.key_held.space
state.dy = 5
end
end
def to_coord point
# Integer divides (idiv) point.x to turn into grid
# Then, you can just multiply each integer by state.tile_size later so the grid coordinates.
[point.x.idiv(state.tile_size), point.y.idiv(state.tile_size)]
end
# Represents the tolerance for a collision between the player's rect and another rect.
def collision_tollerance
0.0
end
end
$platformer_physics = PoorManPlatformerPhysics.new
def tick args
$platformer_physics.grid = args.grid
$platformer_physics.inputs = args.inputs
$platformer_physics.state = args.state
$platformer_physics.outputs = args.outputs
$platformer_physics.tick
tick_instructions args, "Sample app shows platformer collisions. CLICK to place box. ARROW keys to move around. SPACE to jump."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Box Collision 2 - main.rb link
# ./samples/04_physics_and_collisions/05_box_collision_2/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- times: Performs an action a specific number of times.
For example, if we said
5.times puts "Hello DragonRuby",
then we'd see the words "Hello DragonRuby" printed on the console 5 times.
- split: Divides a string into substrings based on a delimiter.
For example, if we had a command
"DragonRuby is awesome".split(" ")
then the result would be
["DragonRuby", "is", "awesome"] because the words are separated by a space delimiter.
- join: Opposite of split; converts each element of array to a string separated by delimiter.
For example, if we had a command
["DragonRuby","is","awesome"].join(" ")
then the result would be
"DragonRuby is awesome".
Reminders:
- to_s: Returns a string representation of an object.
For example, if we had
500.to_s
the string "500" would be returned.
Similar to to_i, which returns an integer representation of an object.
- elapsed_time: How many frames have passed since the click event.
- args.outputs.labels: An array. Values in the array generate labels on the screen.
The parameters are: [X, Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- inputs.mouse.down: Determines whether or not the mouse is being pressed down.
The position of the mouse when it is pressed down can be found using inputs.mouse.down.point.(x|y).
- first: Returns the first element of the array.
- num1.idiv(num2): Divides two numbers and returns an integer.
- find_all: Finds all values that satisfy specific requirements.
- ARRAY#intersect_rect?: Returns true or false depending on if two rectangles intersect.
- reject: Removes elements from a collection if they meet certain requirements.
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
=end
MAP_FILE_PATH = 'app/map.txt' # the map.txt file in the app folder contains exported map
class MetroidvaniaStarter
attr_accessor :grid, :inputs, :state, :outputs, :gtk
# Calls methods needed to run the game properly.
def tick
defaults
render
calc
process_inputs
end
# Sets all the default variables.
# '||' states that initialization occurs only in the first frame.
def defaults
state.tile_size = 64
state.gravity = -0.2
state.player_width = 60
state.player_height = 64
state.collision_tolerance = 0.0
state.previous_tile_size ||= state.tile_size
state.x ||= 0
state.y ||= 800
state.dy ||= 0
state.dx ||= 0
attempt_load_world_from_file
state.world_lookup ||= { }
state.world_collision_rects ||= []
state.mode ||= :creating # alternates between :creating and :selecting for sprite selection
state.select_menu ||= [0, 720, 1280, 720]
#=======================================IMPORTANT=======================================#
# When adding sprites, please label them "image1.png", "image2.png", image3".png", etc.
# Once you have done that, adjust "state.sprite_quantity" to how many sprites you have.
#=======================================================================================#
state.sprite_quantity ||= 20 # IMPORTANT TO ALTER IF SPRITES ADDED IF YOU ADD MORE SPRITES
state.sprite_coords ||= []
state.banner_coords ||= [640, 680 + 720]
state.sprite_selected ||= 1
state.map_saved_at ||= 0
# Sets all the cordinate values for the sprite selection screen into a grid
# Displayed when 's' is pressed by player to access sprites
if state.sprite_coords == [] # if sprite_coords is an empty array
count = 1
temp_x = 165 # sets a starting x and y position for display
temp_y = 500 + 720
state.sprite_quantity.times do # for the number of sprites you have
state.sprite_coords += [[temp_x, temp_y, count]] # add element to sprite_coords array
temp_x += 100 # increment temp_x
count += 1 # increment count
if temp_x > 1280 - (165 + 50) # if exceeding specific horizontal width on screen
temp_x = 165 # a new row of sprites starts
temp_y -= 75 # new row of sprites starts 75 units lower than the previous row
end
end
end
end
# Places sprites
def render
# Sets the x, y, width, height, and image path for each sprite in the world collection.
outputs.sprites << state.world.map do |x, y, sprite|
[x * state.tile_size, # multiply by size so grid coordinates; pixel value of location
y * state.tile_size,
state.tile_size,
state.tile_size,
'sprites/image' + sprite.to_s + '.png'] # uses concatenation to create unique image path
end
# Outputs sprite for the player by setting x, y, width, height, and image path
outputs.sprites << [state.x,
state.y,
state.player_width,
state.player_height,'sprites/player.png']
# Outputs labels as primitives in top right of the screen
outputs.primitives << [920, 700, 'Press \'s\' to access sprites.', 1, 0].label
outputs.primitives << [920, 675, 'Click existing sprite to delete.', 1, 0].label
outputs.primitives << [920, 640, '<- and -> to move.', 1, 0].label
outputs.primitives << [920, 615, 'Press and hold space to jump.', 1, 0].label
outputs.primitives << [920, 580, 'Press \'e\' to export current map.', 1, 0].label
# if the map is saved and less than 120 frames have passed, the label is displayed
if state.map_saved_at > 0 && state.map_saved_at.elapsed_time < 120
outputs.primitives << [920, 555, 'Map has been exported!', 1, 0, 50, 100, 50].label
end
# If player hits 's', following appears
if state.mode == :selecting
# White background for sprite selection
outputs.primitives << [state.select_menu, 255, 255, 255].solid
# Select tile label at the top of the screen
outputs.primitives << [state.banner_coords.x, state.banner_coords.y, "Select Sprite (sprites located in \"sprites\" folder)", 10, 1, 0, 0, 0, 255].label
# Places sprites in locations calculated in the defaults function
outputs.primitives << state.sprite_coords.map do |x, y, order|
[x, y, 50, 50, 'sprites/image' + order.to_s + ".png"].sprite
end
end
# Creates sprite following mouse to help indicate which sprite you have selected
# 10 is subtracted from the mouse's x position so that the sprite is not covered by the mouse icon
outputs.primitives << [inputs.mouse.position.x - 10, inputs.mouse.position.y,
10, 10, 'sprites/image' + state.sprite_selected.to_s + ".png"].sprite
end
# Calls methods that perform calculations
def calc
calc_in_game
calc_sprite_selection
end
# Calls methods that perform calculations (if in creating mode)
def calc_in_game
return unless state.mode == :creating
calc_world_lookup
calc_player
end
def calc_world_lookup
# If the tile size isn't equal to the previous tile size,
# the previous tile size is set to the tile size,
# and world_lookup hash is set to empty.
if state.tile_size != state.previous_tile_size
state.previous_tile_size = state.tile_size
state.world_lookup = {}
end
# return if world_lookup is not empty or if world is empty
return if state.world_lookup.keys.length > 0
return unless state.world.length > 0
# Searches through the world and finds the coordinates that exist
state.world_lookup = {}
state.world.each { |x, y| state.world_lookup[[x, y]] = true }
# Assigns collision rects for every sprite drawn
state.world_collision_rects =
state.world_lookup
.keys
.map do |coord_x, coord_y|
s = state.tile_size
# Multiplying by s (the size of a tile) ensures that the rect is
# placed exactly where you want it to be placed (causes grid to coordinate)
# How many pixels horizontally across and vertically up and down
x = s * coord_x
y = s * coord_y
{
args: [coord_x, coord_y],
left_right: [x, y + 4, s, s - 6], # hash keys and values
top: [x + 4, y + 6, s - 8, s - 6],
bottom: [x + 1, y - 1, s - 2, s - 8],
}
end
end
# Calculates movement of player and calls methods that perform collision calculations
def calc_player
state.dy += state.gravity # what goes up must come down because of gravity
calc_box_collision
calc_edge_collision
state.y += state.dy # Since velocity is the change in position, the change in y increases by dy
state.x += state.dx # Ditto line above but dx and x
state.dx *= 0.8 # Scales dx down
end
# Calls methods that determine whether the player collides with any world_collision_rects.
def calc_box_collision
return unless state.world_lookup.keys.length > 0 # return unless hash has atleast 1 key
collision_floor
collision_left
collision_right
collision_ceiling
end
# Finds collisions between the bottom of the player's rect and the top of a world_collision_rect.
def collision_floor
return unless state.dy <= 0 # return unless player is going down or is as far down as possible
player_rect = [state.x, next_y, state.tile_size, state.tile_size] # definition of player
# Runs through all the sprites on the field and finds all intersections between player's
# bottom and the top of a rect.
floor_collisions = state.world_collision_rects
.find_all { |r| r[:top].intersect_rect?(player_rect, state.collision_tolerance) }
.first
return unless floor_collisions # performs following changes if a collision has occurred
state.y = floor_collisions[:top].top # y of player is set to the y of the colliding rect's top
state.dy = 0 # no change in y because the player's path is blocked
end
# Finds collisions between the player's left side and the right side of a world_collision_rect.
def collision_left
return unless state.dx < 0 # return unless player is moving left
player_rect = [next_x, state.y, state.tile_size, state.tile_size]
# Runs through all the sprites on the field and finds all intersections between the player's left side
# and the right side of a rect.
left_side_collisions = state.world_collision_rects
.find_all { |r| r[:left_right].intersect_rect?(player_rect, state.collision_tolerance) }
.first
return unless left_side_collisions # return unless collision occurred
state.x = left_side_collisions[:left_right].right # sets player's x to the x of the colliding rect's right side
state.dx = 0 # no change in x because the player's path is blocked
end
# Finds collisions between the right side of the player and the left side of a world_collision_rect.
def collision_right
return unless state.dx > 0 # return unless player is moving right
player_rect = [next_x, state.y, state.tile_size, state.tile_size]
# Runs through all the sprites on the field and finds all intersections between the player's
# right side and the left side of a rect.
right_side_collisions = state.world_collision_rects
.find_all { |r| r[:left_right].intersect_rect?(player_rect, state.collision_tolerance) }
.first
return unless right_side_collisions # return unless collision occurred
state.x = right_side_collisions[:left_right].left - state.tile_size # player's x is set to the x of colliding rect's left side (minus tile size since x is the player's bottom left corner)
state.dx = 0 # no change in x because the player's path is blocked
end
# Finds collisions between the top of the player's rect and the bottom of a world_collision_rect.
def collision_ceiling
return unless state.dy > 0 # return unless player is moving up
player_rect = [state.x, next_y, state.player_width, state.player_height]
# Runs through all the sprites on the field and finds all intersections between the player's top
# and the bottom of a rect.
ceil_collisions = state.world_collision_rects
.find_all { |r| r[:bottom].intersect_rect?(player_rect, state.collision_tolerance) }
.first
return unless ceil_collisions # return unless collision occurred
state.y = ceil_collisions[:bottom].y - state.tile_size # player's y is set to the y of the colliding rect's bottom (minus tile size)
state.dy = 0 # no change in y because the player's path is blocked
end
# Makes sure the player remains within the screen's dimensions.
def calc_edge_collision
# Ensures that player doesn't fall below the map
if next_y < 0 && state.dy < 0 # if player is moving down and is about to fall (next_y) below the map's scope
state.y = 0 # 0 is the lowest the player can be while staying on the screen
state.dy = 0
# Ensures player doesn't go insanely high
elsif next_y > 720 - state.tile_size && state.dy > 0 # if player is moving up, about to exceed map's scope
state.y = 720 - state.tile_size # if we don't subtract tile_size, we won't be able to see the player on the screen
state.dy = 0
end
# Ensures that player remains in the horizontal range its supposed to
if state.x >= 1280 - state.tile_size && state.dx > 0 # if the player is moving too far right
state.x = 1280 - state.tile_size # farthest right the player can be while remaining in the screen's scope
state.dx = 0
elsif state.x <= 0 && state.dx < 0 # if the player is moving too far left
state.x = 0 # farthest left the player can be while remaining in the screen's scope
state.dx = 0
end
end
def calc_sprite_selection
# Does the transition to bring down the select sprite screen
if state.mode == :selecting && state.select_menu.y != 0
state.select_menu.y = 0 # sets y position of select menu (shown when 's' is pressed)
state.banner_coords.y = 680 # sets y position of Select Sprite banner
state.sprite_coords = state.sprite_coords.map do |x, y, w, h|
[x, y - 720, w, h] # sets definition of sprites (change '-' to '+' and the sprites can't be seen)
end
end
# Does the transition to leave the select sprite screen
if state.mode == :creating && state.select_menu.y != 720
state.select_menu.y = 720 # sets y position of select menu (menu is retreated back up)
state.banner_coords.y = 1000 # sets y position of Select Sprite banner
state.sprite_coords = state.sprite_coords.map do |x, y, w, h|
[x, y + 720, w, h] # sets definition of all elements in collection
end
end
end
def process_inputs
# If the state.mode is back and if the menu has retreated back up
# call methods that process user inputs
if state.mode == :creating
process_inputs_player_movement
process_inputs_place_tile
end
# For each sprite_coordinate added, check what sprite was selected
if state.mode == :selecting
state.sprite_coords.map do |x, y, order| # goes through all sprites in collection
# checks that a specific sprite was pressed based on x, y position
if inputs.mouse.down && # the && (and) sign means ALL statements must be true for the evaluation to be true
inputs.mouse.down.point.x >= x && # x is greater than or equal to sprite's x and
inputs.mouse.down.point.x <= x + 50 && # x is less than or equal to 50 pixels to the right
inputs.mouse.down.point.y >= y && # y is greater than or equal to sprite's y
inputs.mouse.down.point.y <= y + 50 # y is less than or equal to 50 pixels up
state.sprite_selected = order # sprite is chosen
end
end
end
inputs_export_stage
process_inputs_show_available_sprites
end
# Moves the player based on the keys they press on their keyboard
def process_inputs_player_movement
# Sets dx to 0 if the player lets go of arrow keys (player won't move left or right)
if inputs.keyboard.key_up.right
state.dx = 0
elsif inputs.keyboard.key_up.left
state.dx = 0
end
# Sets dx to 3 in whatever direction the player chooses when they hold down (or press) the left or right keys
if inputs.keyboard.key_held.right
state.dx = 3
elsif inputs.keyboard.key_held.left
state.dx = -3
end
# Sets dy to 5 to make the player ~fly~ when they press the space bar on their keyboard
if inputs.keyboard.key_held.space
state.dy = 5
end
end
# Adds tile in the place the user holds down the mouse
def process_inputs_place_tile
if inputs.mouse.down # if mouse is pressed
state.world_lookup = {}
x, y = to_coord inputs.mouse.down.point # gets x, y coordinates for the grid
# Checks if any coordinates duplicate (already exist in world)
if state.world.any? { |existing_x, existing_y, n| existing_x == x && existing_y == y }
#erases existing tile space by rejecting them from world
state.world = state.world.reject do |existing_x, existing_y, n|
existing_x == x && existing_y == y
end
else
state.world << [x, y, state.sprite_selected] # If no duplicates, add the sprite
end
end
end
# Stores/exports world collection's info (coordinates, sprite number) into a file
def inputs_export_stage
if inputs.keyboard.key_down.e # if "e" is pressed
export_string = state.world.map do |x, y, sprite_number| # stores world info in a string
"#{x},#{y},#{sprite_number}" # using string interpolation
end
gtk.write_file(MAP_FILE_PATH, export_string.join("\n")) # writes string into a file
state.map_saved_at = state.tick_count # frame number (passage of time) when the map was saved
end
end
def process_inputs_show_available_sprites
# Based on keyboard input, the entity (:creating and :selecting) switch
if inputs.keyboard.key_held.s && state.mode == :creating # if "s" is pressed and currently creating
state.mode = :selecting # will change to selecting
inputs.keyboard.clear # VERY IMPORTANT! If not present, it'll flicker between on and off
elsif inputs.keyboard.key_held.s && state.mode == :selecting # if "s" is pressed and currently selecting
state.mode = :creating # will change to creating
inputs.keyboard.clear # VERY IMPORTANT! If not present, it'll flicker between on and off
end
end
# Loads the world collection by reading from the map.txt file in the app folder
def attempt_load_world_from_file
return if state.world # return if the world collection is already populated
state.world ||= [] # initialized as an empty collection
exported_world = gtk.read_file(MAP_FILE_PATH) # reads the file using the path mentioned at top of code
return unless exported_world # return unless the file read was successful
state.world = exported_world.each_line.map do |l| # perform action on each line of exported_world
l.split(',').map(&:to_i) # calls split using ',' as a delimiter, and invokes .map on the collection,
# calling to_i (converts to integers) on each element
end
end
# Adds the change in y to y to determine the next y position of the player.
def next_y
state.y + state.dy
end
# Determines next x position of player
def next_x
if state.dx < 0 # if the player moves left
return state.x - (state.tile_size - state.player_width) # subtracts since the change in x is negative (player is moving left)
else
return state.x + (state.tile_size - state.player_width) # adds since the change in x is positive (player is moving right)
end
end
def to_coord point
# Integer divides (idiv) point.x to turn into grid
# Then, you can just multiply each integer by state.tile_size
# later and huzzah. Grid coordinates
[point.x.idiv(state.tile_size), point.y.idiv(state.tile_size)]
end
end
$metroidvania_starter = MetroidvaniaStarter.new
def tick args
$metroidvania_starter.grid = args.grid
$metroidvania_starter.inputs = args.inputs
$metroidvania_starter.state = args.state
$metroidvania_starter.outputs = args.outputs
$metroidvania_starter.gtk = args.gtk
$metroidvania_starter.tick
end
Box Collision 3 - main.rb link
# ./samples/04_physics_and_collisions/06_box_collision_3/app/main.rb
class Game
attr_gtk
def tick
defaults
render
input_edit_map
input_player
calc_player
end
def defaults
state.gravity = -0.4
state.drag = 0.15
state.tile_size = 32
state.player.size = 16
state.player.jump_power = 12
state.tiles ||= []
state.player.y ||= 800
state.player.x ||= 100
state.player.dy ||= 0
state.player.dx ||= 0
state.player.jumped_down_at ||= 0
state.player.jumped_at ||= 0
calc_player_rect if !state.player.rect
end
def render
outputs.labels << [10, 10.from_top, "tile: click to add a tile, hold X key and click to delete a tile."]
outputs.labels << [10, 35.from_top, "move: use left and right to move, space to jump, down and space to jump down."]
outputs.labels << [10, 55.from_top, " You can jump through or jump down through tiles with a height of 1."]
outputs.background_color = [80, 80, 80]
outputs.sprites << tiles.map(&:sprite)
outputs.sprites << (player.rect.merge path: 'sprites/square/green.png')
mouse_overlay = {
x: (inputs.mouse.x.ifloor state.tile_size),
y: (inputs.mouse.y.ifloor state.tile_size),
w: state.tile_size,
h: state.tile_size,
a: 100
}
mouse_overlay = mouse_overlay.merge r: 255 if state.delete_mode
if state.mouse_held
outputs.primitives << mouse_overlay.border!
else
outputs.primitives << mouse_overlay.solid!
end
end
def input_edit_map
state.mouse_held = true if inputs.mouse.down
state.mouse_held = false if inputs.mouse.up
if inputs.keyboard.x
state.delete_mode = true
elsif inputs.keyboard.key_up.x
state.delete_mode = false
end
return unless state.mouse_held
ordinal = { x: (inputs.mouse.x.idiv state.tile_size),
y: (inputs.mouse.y.idiv state.tile_size) }
found = find_tile ordinal
if !found && !state.delete_mode
tiles << (state.new_entity :tile, ordinal)
recompute_tiles
elsif found && state.delete_mode
tiles.delete found
recompute_tiles
end
end
def input_player
player.dx += inputs.left_right
if inputs.keyboard.key_down.space && inputs.keyboard.down
player.dy = player.jump_power * -1
player.jumped_at = 0
player.jumped_down_at = state.tick_count
elsif inputs.keyboard.key_down.space
player.dy = player.jump_power
player.jumped_at = state.tick_count
player.jumped_down_at = 0
end
end
def calc_player
calc_player_rect
calc_below
calc_left
calc_right
calc_above
calc_player_dy
calc_player_dx
reset_player if player_off_stage?
end
def calc_player_rect
player.rect = current_player_rect
player.next_rect = player.rect.merge x: player.x + player.dx,
y: player.y + player.dy
player.prev_rect = player.rect.merge x: player.x - player.dx,
y: player.y - player.dy
end
def calc_below
return unless player.dy <= 0
tiles_below = find_tiles { |t| t.rect.top <= player.prev_rect.y }
collision = find_colliding_tile tiles_below, (player.rect.merge y: player.next_rect.y)
return unless collision
if collision.neighbors.b == :none && player.jumped_down_at.elapsed_time < 10
player.dy = -1
else
player.y = collision.rect.y + state.tile_size
player.dy = 0
end
end
def calc_left
return unless player.dx < 0
tiles_left = find_tiles { |t| t.rect.right <= player.prev_rect.left }
collision = find_colliding_tile tiles_left, (player.rect.merge x: player.next_rect.x)
return unless collision
player.x = collision.rect.right
player.dx = 0
end
def calc_right
return unless player.dx > 0
tiles_right = find_tiles { |t| t.rect.left >= player.prev_rect.right }
collision = find_colliding_tile tiles_right, (player.rect.merge x: player.next_rect.x)
return unless collision
player.x = collision.rect.left - player.rect.w
player.dx = 0
end
def calc_above
return unless player.dy > 0
tiles_above = find_tiles { |t| t.rect.y >= player.prev_rect.y }
collision = find_colliding_tile tiles_above, (player.rect.merge y: player.next_rect.y)
return unless collision
return if collision.neighbors.t == :none
player.dy = 0
player.y = collision.rect.bottom - player.rect.h
end
def calc_player_dx
player.dx = player.dx.clamp(-5, 5)
player.dx *= 0.9
player.x += player.dx
end
def calc_player_dy
player.y += player.dy
player.dy += state.gravity
player.dy += player.dy * state.drag ** 2 * -1
end
def reset_player
player.x = 100
player.y = 720
player.dy = 0
end
def recompute_tiles
tiles.each do |t|
t.w = state.tile_size
t.h = state.tile_size
t.neighbors = tile_neighbors t, tiles
t.rect = [t.x * state.tile_size,
t.y * state.tile_size,
state.tile_size,
state.tile_size].rect.to_hash
sprite_sub_path = t.neighbors.mask.map { |m| flip_bit m }.join("")
t.sprite = {
x: t.x * state.tile_size,
y: t.y * state.tile_size,
w: state.tile_size,
h: state.tile_size,
path: "sprites/tile/wall-#{sprite_sub_path}.png"
}
end
end
def flip_bit bit
return 0 if bit == 1
return 1
end
def player
state.player
end
def player_off_stage?
player.rect.top < grid.bottom ||
player.rect.right < grid.left ||
player.rect.left > grid.right
end
def current_player_rect
{ x: player.x, y: player.y, w: player.size, h: player.size }
end
def tiles
state.tiles
end
def find_tile ordinal
tiles.find { |t| t.x == ordinal.x && t.y == ordinal.y }
end
def find_tiles &block
tiles.find_all(&block)
end
def find_colliding_tile tiles, target
tiles.find { |t| t.rect.intersect_rect? target }
end
def tile_neighbors tile, other_points
t = find_tile x: tile.x + 0, y: tile.y + 1
r = find_tile x: tile.x + 1, y: tile.y + 0
b = find_tile x: tile.x + 0, y: tile.y - 1
l = find_tile x: tile.x - 1, y: tile.y + 0
tile_t, tile_r, tile_b, tile_l = 0
tile_t = 1 if t
tile_r = 1 if r
tile_b = 1 if b
tile_l = 1 if l
state.new_entity :neighbors, mask: [tile_t, tile_r, tile_b, tile_l],
t: t ? :some : :none,
b: b ? :some : :none,
l: l ? :some : :none,
r: r ? :some : :none
end
end
def tick args
$game ||= Game.new
$game.args = args
$game.tick
end
Jump Physics - main.rb link
# ./samples/04_physics_and_collisions/07_jump_physics/app/main.rb
=begin
Reminders:
- args.state.new_entity: Used when we want to create a new object, like a sprite or button.
For example, if we want to create a new button, we would declare it as a new entity and
then define its properties. (Remember, you can use state to define ANY property and it will
be retained across frames.)
- args.outputs.solids: An array. The values generate a solid.
The parameters for a solid are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE]
For more information about solids, go to mygame/documentation/03-solids-and-borders.md.
- num1.greater(num2): Returns the greater value.
- Hashes: Collection of unique keys and their corresponding values. The value can be found
using their keys.
- ARRAY#inside_rect?: Returns true or false depending on if the point is inside the rect.
=end
# This sample app is a game that requires the user to jump from one platform to the next.
# As the player successfully clears platforms, they become smaller and move faster.
class VerticalPlatformer
attr_gtk
# declares vertical platformer as new entity
def s
state.vertical_platformer ||= state.new_entity(:vertical_platformer)
state.vertical_platformer
end
# creates a new platform using a hash
def new_platform hash
s.new_entity_strict(:platform, hash) # platform key
end
# calls methods needed for game to run properly
def tick
defaults
render
calc
input
end
def init_game
s.platforms ||= [ # initializes platforms collection with two platforms using hashes
new_platform(x: 0, y: 0, w: 700, h: 32, dx: 1, speed: 0, rect: nil),
new_platform(x: 0, y: 300, w: 700, h: 32, dx: 1, speed: 0, rect: nil), # 300 pixels higher
]
s.tick_count = args.state.tick_count
s.gravity = -0.3 # what goes up must come down because of gravity
s.player.platforms_cleared ||= 0 # counts how many platforms the player has successfully cleared
s.player.x ||= 0 # sets player values
s.player.y ||= 100
s.player.w ||= 64
s.player.h ||= 64
s.player.dy ||= 0 # change in position
s.player.dx ||= 0
s.player_jump_power = 15
s.player_jump_power_duration = 10
s.player_max_run_speed = 5
s.player_speed_slowdown_rate = 0.9
s.player_acceleration = 1
s.camera ||= { y: -100 } # shows view on screen (as the player moves upward, the camera does too)
end
# Sets default values
def defaults
init_game
end
# Outputs objects onto the screen
def render
outputs.solids << s.platforms.map do |p| # outputs platforms onto screen
[p.x + 300, p.y - s.camera[:y], p.w, p.h] # add 300 to place platform in horizontal center
# don't forget, position of platform is denoted by bottom left hand corner
end
# outputs player using hash
outputs.solids << {
x: s.player.x + 300, # player positioned on top of platform
y: s.player.y - s.camera[:y],
w: s.player.w,
h: s.player.h,
r: 100, # color saturation
g: 100,
b: 200
}
end
# Performs calculations
def calc
s.platforms.each do |p| # for each platform in the collection
p.rect = [p.x, p.y, p.w, p.h] # set the definition
end
# sets player point by adding half the player's width to the player's x
s.player.point = [s.player.x + s.player.w.half, s.player.y] # change + to - and see what happens!
# search the platforms collection to find if the player's point is inside the rect of a platform
collision = s.platforms.find { |p| s.player.point.inside_rect? p.rect }
# if collision occurred and player is moving down (or not moving vertically at all)
if collision && s.player.dy <= 0
s.player.y = collision.rect.y + collision.rect.h - 2 # player positioned on top of platform
s.player.dy = 0 if s.player.dy < 0 # player stops moving vertically
if !s.player.platform
s.player.dx = 0 # no horizontal movement
end
# changes horizontal position of player by multiplying collision change in x (dx) by speed and adding it to current x
s.player.x += collision.dx * collision.speed
s.player.platform = collision # player is on the platform that it collided with (or landed on)
if s.player.falling # if player is falling
s.player.dx = 0 # no horizontal movement
end
s.player.falling = false
s.player.jumped_at = nil
else
s.player.platform = nil # player is not on a platform
s.player.y += s.player.dy # velocity is the change in position
s.player.dy += s.gravity # acceleration is the change in velocity; what goes up must come down
end
s.platforms.each do |p| # for each platform in the collection
p.x += p.dx * p.speed # x is incremented by product of dx and speed (causes platform to move horizontally)
# changes platform's x so it moves left and right across the screen (between -300 and 300 pixels)
if p.x < -300 # if platform goes too far left
p.dx *= -1 # dx is scaled down
p.x = -300 # as far left as possible within scope
elsif p.x > (1000 - p.w) # if platform's x is greater than 300
p.dx *= -1
p.x = (1000 - p.w) # set to 300 (as far right as possible within scope)
end
end
delta = (s.player.y - s.camera[:y] - 100) # used to position camera view
if delta > -200
s.camera[:y] += delta * 0.01 # allows player to see view as they move upwards
s.player.x += s.player.dx # velocity is change in position; change in x increases by dx
# searches platform collection to find platforms located more than 300 pixels above the player
has_platforms = s.platforms.find { |p| p.y > (s.player.y + 300) }
if !has_platforms # if there are no platforms 300 pixels above the player
width = 700 - (700 * (0.1 * s.player.platforms_cleared)) # the next platform is smaller than previous
s.player.platforms_cleared += 1 # player successfully cleared another platform
last_platform = s.platforms[-1] # platform just cleared becomes last platform
# another platform is created 300 pixels above the last platform, and this
# new platform has a smaller width and moves faster than all previous platforms
s.platforms << new_platform(x: (700 - width) * rand, # random x position
y: last_platform.y + 300,
w: width,
h: 32,
dx: 1.randomize(:sign), # random change in x
speed: 2 * s.player.platforms_cleared,
rect: nil)
end
else
# game over
s.as_hash.clear # otherwise clear the hash (no new platform is necessary)
init_game
end
end
# Takes input from the user to move the player
def input
if inputs.keyboard.space # if the space bar is pressed
s.player.jumped_at ||= s.tick_count # set to current frame
# if the time that has passed since the jump is less than the duration of a jump (10 frames)
# and the player is not falling
if s.player.jumped_at.elapsed_time < s.player_jump_power_duration && !s.player.falling
s.player.dy = s.player_jump_power # player jumps up
end
end
if inputs.keyboard.key_up.space # if space bar is in "up" state
s.player.falling = true # player is falling
end
if inputs.keyboard.left # if left key is pressed
s.player.dx -= s.player_acceleration # player's position changes, decremented by acceleration
s.player.dx = s.player.dx.greater(-s.player_max_run_speed) # dx is either current dx or -5, whichever is greater
elsif inputs.keyboard.right # if right key is pressed
s.player.dx += s.player_acceleration # player's position changes, incremented by acceleration
s.player.dx = s.player.dx.lesser(s.player_max_run_speed) # dx is either current dx or 5, whichever is lesser
else
s.player.dx *= s.player_speed_slowdown_rate # scales dx down
end
end
end
$game = VerticalPlatformer.new
def tick args
$game.args = args
$game.tick
end
Bouncing On Collision - ball.rb link
# ./samples/04_physics_and_collisions/08_bouncing_on_collision/app/ball.rb
GRAVITY = -0.08
class Ball
attr_accessor :velocity, :center, :radius, :collision_enabled
def initialize args
#Start the ball in the top center
#@x = args.grid.w / 2
#@y = args.grid.h - 20
@velocity = {x: 0, y: 0}
#@width = 20
#@height = @width
@radius = 20.0 / 2.0
@center = {x: (args.grid.w / 2), y: (args.grid.h)}
#@left_wall = (args.state.board_width + args.grid.w / 8)
#@right_wall = @left_wall + args.state.board_width
@left_wall = 0
@right_wall = $args.grid.right
@max_velocity = 7
@collision_enabled = true
end
#Move the ball according to its velocity
def update args
@center.x += @velocity.x
@center.y += @velocity.y
@velocity.y += GRAVITY
alpha = 0.2
if @center.y-@radius <= 0
@velocity.y = (@velocity.y.abs*0.7).abs
@velocity.x = (@velocity.x.abs*0.9).abs * ((@velocity.x < 0) ? -1 : 1)
if @velocity.y.abs() < alpha
@velocity.y=0
end
if @velocity.x.abs() < alpha
@velocity.x=0
end
end
if @center.x > args.grid.right+@radius*2
@center.x = 0-@radius
elsif @center.x< 0-@radius*2
@center.x = args.grid.right + @radius
end
end
def wallBounds args
#if @x < @left_wall || @x + @width > @right_wall
#@velocity.x *= -1.1
#if @velocity.x > @max_velocity
#@velocity.x = @max_velocity
#elsif @velocity.x < @max_velocity * -1
#@velocity.x = @max_velocity * -1
#end
#end
#if @y < 0 || @y + @height > args.grid.h
#@velocity.y *= -1.1
#if @velocity.y > @max_velocity
#@velocity.y = @max_velocity
#elsif @velocity.y < @max_velocity * -1
#@velocity.y = @max_velocity * -1
#end
#end
end
#render the ball to the screen
def draw args
#args.outputs.solids << [@x, @y, @width, @height, 255, 255, 0];
args.outputs.sprites << [
@center.x-@radius,
@center.y-@radius,
@radius*2,
@radius*2,
"sprites/circle-white.png",
0,
255,
255, #r
0, #g
255 #b
]
end
end
Bouncing On Collision - block.rb link
# ./samples/04_physics_and_collisions/08_bouncing_on_collision/app/block.rb
DEGREES_TO_RADIANS = Math::PI / 180
class Block
def initialize(x, y, block_size, rotation)
@x = x
@y = y
@block_size = block_size
@rotation = rotation
#The repel velocity?
@velocity = {x: 2, y: 0}
horizontal_offset = (3 * block_size) * Math.cos(rotation * DEGREES_TO_RADIANS)
vertical_offset = block_size * Math.sin(rotation * DEGREES_TO_RADIANS)
if rotation >= 0
theta = 90 - rotation
#The line doesn't visually line up exactly with the edge of the sprite, so artificially move it a bit
modifier = 5
x_offset = modifier * Math.cos(theta * DEGREES_TO_RADIANS)
y_offset = modifier * Math.sin(theta * DEGREES_TO_RADIANS)
@x1 = @x - x_offset
@y1 = @y + y_offset
@x2 = @x1 + horizontal_offset
@y2 = @y1 + (vertical_offset * 3)
@imaginary_line = [ @x1, @y1, @x2, @y2 ]
else
theta = 90 + rotation
x_offset = @block_size * Math.cos(theta * DEGREES_TO_RADIANS)
y_offset = @block_size * Math.sin(theta * DEGREES_TO_RADIANS)
@x1 = @x + x_offset
@y1 = @y + y_offset + 19
@x2 = @x1 + horizontal_offset
@y2 = @y1 + (vertical_offset * 3)
@imaginary_line = [ @x1, @y1, @x2, @y2 ]
end
end
def draw args
args.outputs.sprites << [
@x,
@y,
@block_size*3,
@block_size,
"sprites/square-green.png",
@rotation
]
args.outputs.lines << @imaginary_line
args.outputs.solids << @debug_shape
end
def multiply_matricies
end
def calc args
if collision? args
collide args
end
end
#Determine if the ball and block are touching
def collision? args
#The minimum area enclosed by the center of the ball and the 2 corners of the block
#If the area ever drops below this value, we know there is a collision
min_area = ((@block_size * 3) * args.state.ball.radius) / 2
#https://www.mathopenref.com/coordtrianglearea.html
ax = @x1
ay = @y1
bx = @x2
by = @y2
cx = args.state.ball.center.x
cy = args.state.ball.center.y
current_area = (ax*(by-cy)+bx*(cy-ay)+cx*(ay-by))/2
collision = false
if @rotation >= 0
if (current_area < min_area &&
current_area > 0 &&
args.state.ball.center.y > @y1 &&
args.state.ball.center.x < @x2)
collision = true
end
else
if (current_area < min_area &&
current_area > 0 &&
args.state.ball.center.y > @y2 &&
args.state.ball.center.x > @x1)
collision = true
end
end
return collision
end
def collide args
#Slope of the block
slope = (@y2 - @y1) / (@x2 - @x1)
#Create a unit vector and tilt it (@rotation) number of degrees
x = -Math.cos(@rotation * DEGREES_TO_RADIANS)
y = Math.sin(@rotation * DEGREES_TO_RADIANS)
#Find the vector that is perpendicular to the slope
perpVect = { x: x, y: y }
mag = (perpVect.x**2 + perpVect.y**2)**0.5 # find the magniude of the perpVect
perpVect = {x: perpVect.x/(mag), y: perpVect.y/(mag)} # divide the perpVect by the magniude to make it a unit vector
previousPosition = { # calculate an ESTIMATE of the previousPosition of the ball
x:args.state.ball.center.x-args.state.ball.velocity.x,
y:args.state.ball.center.y-args.state.ball.velocity.y
}
velocityMag = (args.state.ball.velocity.x**2 + args.state.ball.velocity.y**2)**0.5 # the current velocity magnitude of the ball
theta_ball = Math.atan2(args.state.ball.velocity.y, args.state.ball.velocity.x) #the angle of the ball's velocity
theta_repel = (180 * DEGREES_TO_RADIANS) - theta_ball + (@rotation * DEGREES_TO_RADIANS)
fbx = velocityMag * Math.cos(theta_ball) #the x component of the ball's velocity
fby = velocityMag * Math.sin(theta_ball) #the y component of the ball's velocity
frx = velocityMag * Math.cos(theta_repel) #the x component of the repel's velocity | magnitude is set to twice of fbx
fry = velocityMag * Math.sin(theta_repel) #the y component of the repel's velocity | magnitude is set to twice of fby
args.state.display_value = velocityMag
fsumx = fbx+frx #sum of x forces
fsumy = fby+fry #sum of y forces
fr = velocityMag #fr is the resulting magnitude
thetaNew = Math.atan2(fsumy, fsumx) #thetaNew is the resulting angle
xnew = fr*Math.cos(thetaNew) #resulting x velocity
ynew = fr*Math.sin(thetaNew) #resulting y velocity
dampener = 0.3
ynew *= dampener * 0.5
#If the bounce is very low, that means the ball is rolling and we don't want to dampenen the X velocity
if ynew > -0.1
xnew *= dampener
end
#Add the sine component of gravity back in (X component)
gravity_x = 4 * Math.sin(@rotation * DEGREES_TO_RADIANS)
xnew += gravity_x
args.state.ball.velocity.x = -xnew
args.state.ball.velocity.y = -ynew
#Set the position of the ball to the previous position so it doesn't warp throught the block
args.state.ball.center.x = previousPosition.x
args.state.ball.center.y = previousPosition.y
end
end
Bouncing On Collision - cannon.rb link
# ./samples/04_physics_and_collisions/08_bouncing_on_collision/app/cannon.rb
class Cannon
def initialize args
@pointA = {x: args.grid.right/2,y: args.grid.top}
@pointB = {x: args.inputs.mouse.x, y: args.inputs.mouse.y}
end
def update args
activeBall = args.state.ball
@pointB = {x: args.inputs.mouse.x, y: args.inputs.mouse.y}
if args.inputs.mouse.click
alpha = 0.01
activeBall.velocity.y = (@pointB.y - @pointA.y) * alpha
activeBall.velocity.x = (@pointB.x - @pointA.x) * alpha
activeBall.center = {x: (args.grid.w / 2), y: (args.grid.h)}
end
end
def render args
args.outputs.lines << [@pointA.x, @pointA.y, @pointB.x, @pointB.y]
end
end
Bouncing On Collision - main.rb link
# ./samples/04_physics_and_collisions/08_bouncing_on_collision/app/main.rb
INFINITY= 10**10
require 'app/vector2d.rb'
require 'app/peg.rb'
require 'app/block.rb'
require 'app/ball.rb'
require 'app/cannon.rb'
#Method to init default values
def defaults args
args.state.pegs ||= []
args.state.blocks ||= []
args.state.cannon ||= Cannon.new args
args.state.ball ||= Ball.new args
args.state.horizontal_offset ||= 0
init_pegs args
init_blocks args
args.state.display_value ||= "test"
end
begin :default_methods
def init_pegs args
num_horizontal_pegs = 14
num_rows = 5
return unless args.state.pegs.count < num_rows * num_horizontal_pegs
block_size = 32
block_spacing = 50
total_width = num_horizontal_pegs * (block_size + block_spacing)
starting_offset = (args.grid.w - total_width) / 2 + block_size
for i in (0...num_rows)
for j in (0...num_horizontal_pegs)
row_offset = 0
if i % 2 == 0
row_offset = 20
else
row_offset = -20
end
args.state.pegs.append(Peg.new(j * (block_size+block_spacing) + starting_offset + row_offset, (args.grid.h - block_size * 2) - (i * block_size * 2)-90, block_size))
end
end
end
def init_blocks args
return unless args.state.blocks.count < 10
#Sprites are rotated in degrees, but the Ruby math functions work on radians
radians_to_degrees = Math::PI / 180
block_size = 25
#Rotation angle (in degrees) of the blocks
rotation = 30
vertical_offset = block_size * Math.sin(rotation * radians_to_degrees)
horizontal_offset = (3 * block_size) * Math.cos(rotation * radians_to_degrees)
center = args.grid.w / 2
for i in (0...5)
#Create a ramp of blocks. Not going to be perfect because of the float to integer conversion and anisotropic to isotropic coversion
args.state.blocks.append(Block.new((center + 100 + (i * horizontal_offset)).to_i, 100 + (vertical_offset * i) + (i * block_size), block_size, rotation))
args.state.blocks.append(Block.new((center - 100 - (i * horizontal_offset)).to_i, 100 + (vertical_offset * i) + (i * block_size), block_size, -rotation))
end
end
end
#Render loop
def render args
args.outputs.borders << args.state.game_area
render_pegs args
render_blocks args
args.state.cannon.render args
args.state.ball.draw args
end
begin :render_methods
#Draw the pegs in a grid pattern
def render_pegs args
args.state.pegs.each do |peg|
peg.draw args
end
end
def render_blocks args
args.state.blocks.each do |block|
block.draw args
end
end
end
#Calls all methods necessary for performing calculations
def calc args
args.state.pegs.each do |peg|
peg.calc args
end
args.state.blocks.each do |block|
block.calc args
end
args.state.ball.update args
args.state.cannon.update args
end
begin :calc_methods
end
def tick args
defaults args
render args
calc args
end
Bouncing On Collision - peg.rb link
# ./samples/04_physics_and_collisions/08_bouncing_on_collision/app/peg.rb
class Peg
def initialize(x, y, block_size)
@x = x # x cordinate of the LEFT side of the peg
@y = y # y cordinate of the RIGHT side of the peg
@block_size = block_size # diameter of the peg
@radius = @block_size/2.0 # radius of the peg
@center = { # cordinatees of the CENTER of the peg
x: @x+@block_size/2.0,
y: @y+@block_size/2.0
}
@r = 255 # color of the peg
@g = 0
@b = 0
@velocity = {x: 2, y: 0}
end
def draw args
args.outputs.sprites << [ # draw the peg according to the @x, @y, @radius, and the RGB
@x,
@y,
@radius*2.0,
@radius*2.0,
"sprites/circle-white.png",
0,
255,
@r, #r
@g, #g
@b #b
]
end
def calc args
if collisionWithBounce? args # if the is a collision with the bouncing ball
collide args
@r = 0
@b = 0
@g = 255
else
end
end
# do two circles (the ball and this peg) intersect
def collisionWithBounce? args
squareDistance = ( # the squared distance between the ball's center and this peg's center
(args.state.ball.center.x - @center.x) ** 2.0 +
(args.state.ball.center.y - @center.y) ** 2.0
)
radiusSum = ( # the sum of the radius squared of the this peg and the ball
(args.state.ball.radius + @radius) ** 2.0
)
# if the squareDistance is less or equal to radiusSum, then there is a radial intersection between the ball and this peg
return (squareDistance <= radiusSum)
end
# ! The following links explain the getRepelMagnitude function !
# https://raw.githubusercontent.com/DragonRuby/dragonruby-game-toolkit-physics/master/docs/docImages/LinearCollider_4.png
# https://raw.githubusercontent.com/DragonRuby/dragonruby-game-toolkit-physics/master/docs/docImages/LinearCollider_5.png
# https://github.com/DragonRuby/dragonruby-game-toolkit-physics/blob/master/docs/LinearCollider.md
def getRepelMagnitude (args, fbx, fby, vrx, vry, ballMag)
a = fbx ; b = vrx ; c = fby
d = vry ; e = ballMag
if b**2 + d**2 == 0
#unexpected
end
x1 = (-a*b+-c*d + (e**2 * b**2 - b**2 * c**2 + 2*a*b*c*d + e**2 + d**2 - a**2 * d**2)**0.5)/(b**2 + d**2)
x2 = -((a*b + c*d + (e**2 * b**2 - b**2 * c**2 + 2*a*b*c*d + e**2 * d**2 - a**2 * d**2)**0.5)/(b**2 + d**2))
err = 0.00001
o = ((fbx + x1*vrx)**2 + (fby + x1*vry)**2 ) ** 0.5
p = ((fbx + x2*vrx)**2 + (fby + x2*vry)**2 ) ** 0.5
r = 0
if (ballMag >= o-err and ballMag <= o+err)
r = x1
elsif (ballMag >= p-err and ballMag <= p+err)
r = x2
else
#unexpected
end
if (args.state.ball.center.x > @center.x)
return x2*-1
end
return x2
#return r
end
#this sets the new velocity of the ball once it has collided with this peg
def collide args
normalOfRCCollision = [ #this is the normal of the collision in COMPONENT FORM
{x: @center.x, y: @center.y}, #see https://www.google.com/url?sa=i&url=https%3A%2F%2Fwww.mathscard.co.uk%2Fonline%2Fcircle-coordinate-geometry%2F&psig=AOvVaw2GcD-e2-nJR_IUKpw3hO98&ust=1605731315521000&source=images&cd=vfe&ved=0CAIQjRxqFwoTCMjBo7e1iu0CFQAAAAAdAAAAABAD
{x: args.state.ball.center.x, y: args.state.ball.center.y},
]
normalSlope = ( #normalSlope is the slope of normalOfRCCollision
(normalOfRCCollision[1].y - normalOfRCCollision[0].y) /
(normalOfRCCollision[1].x - normalOfRCCollision[0].x)
)
slope = normalSlope**-1.0 * -1 # slope is the slope of the tangent
# args.state.display_value = slope
pointA = { # pointA and pointB are using the var slope to tangent in COMPONENT FORM
x: args.state.ball.center.x-1,
y: -(slope-args.state.ball.center.y)
}
pointB = {
x: args.state.ball.center.x+1,
y: slope+args.state.ball.center.y
}
perpVect = {x: pointB.x - pointA.x, y:pointB.y - pointA.y} # perpVect is to be VECTOR of the perpendicular tangent
mag = (perpVect.x**2 + perpVect.y**2)**0.5 # find the magniude of the perpVect
perpVect = {x: perpVect.x/(mag), y: perpVect.y/(mag)} # divide the perpVect by the magniude to make it a unit vector
perpVect = {x: -perpVect.y, y: perpVect.x} # swap the x and y and multiply by -1 to make the vector perpendicular
args.state.display_value = perpVect
if perpVect.y > 0 #ensure perpVect points upward
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
end
previousPosition = { # calculate an ESTIMATE of the previousPosition of the ball
x:args.state.ball.center.x-args.state.ball.velocity.x,
y:args.state.ball.center.y-args.state.ball.velocity.y
}
yInterc = pointA.y + -slope*pointA.x
if slope == INFINITY # the perpVect presently either points in the correct dirrection or it is 180 degrees off we need to correct this
if previousPosition.x < pointA.x
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
yInterc = -INFINITY
end
elsif previousPosition.y < slope*previousPosition.x + yInterc # check if ball is bellow or above the collider to determine if perpVect is - or +
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
end
velocityMag = # the current velocity magnitude of the ball
(args.state.ball.velocity.x**2 + args.state.ball.velocity.y**2)**0.5
theta_ball=
Math.atan2(args.state.ball.velocity.y,args.state.ball.velocity.x) #the angle of the ball's velocity
theta_repel=
Math.atan2(args.state.ball.center.y,args.state.ball.center.x) #the angle of the repelling force(perpVect)
fbx = velocityMag * Math.cos(theta_ball) #the x component of the ball's velocity
fby = velocityMag * Math.sin(theta_ball) #the y component of the ball's velocity
repelMag = getRepelMagnitude( # the magniude of the collision vector
args,
fbx,
fby,
perpVect.x,
perpVect.y,
(args.state.ball.velocity.x**2 + args.state.ball.velocity.y**2)**0.5
)
frx = repelMag* Math.cos(theta_repel) #the x component of the repel's velocity | magnitude is set to twice of fbx
fry = repelMag* Math.sin(theta_repel) #the y component of the repel's velocity | magnitude is set to twice of fby
fsumx = fbx+frx # sum of x forces
fsumy = fby+fry # sum of y forces
fr = velocityMag # fr is the resulting magnitude
thetaNew = Math.atan2(fsumy, fsumx) # thetaNew is the resulting angle
xnew = fr*Math.cos(thetaNew) # resulting x velocity
ynew = fr*Math.sin(thetaNew) # resulting y velocity
if (args.state.ball.center.x >= @center.x) # this is necessary for the ball colliding on the right side of the peg
xnew=xnew.abs
end
args.state.ball.velocity.x = xnew # set the x-velocity to the new velocity
if args.state.ball.center.y > @center.y # if the ball is above the middle of the peg we need to temporarily ignore some of the gravity
args.state.ball.velocity.y = ynew + GRAVITY * 0.01
else
args.state.ball.velocity.y = ynew - GRAVITY * 0.01 # if the ball is bellow the middle of the peg we need to temporarily increase the power of the gravity
end
args.state.ball.center.x+= args.state.ball.velocity.x # update the position of the ball so it never looks like the ball is intersecting the circle
args.state.ball.center.y+= args.state.ball.velocity.y
end
end
Bouncing On Collision - vector2d.rb link
# ./samples/04_physics_and_collisions/08_bouncing_on_collision/app/vector2d.rb
class Vector2d
attr_accessor :x, :y
def initialize x=0, y=0
@x=x
@y=y
end
#returns a vector multiplied by scalar x
#x [float] scalar
def mult x
r = Vector2d.new(0,0)
r.x=@x*x
r.y=@y*x
r
end
# vect [Vector2d] vector to copy
def copy vect
Vector2d.new(@x, @y)
end
#returns a new vector equivalent to this+vect
#vect [Vector2d] vector to add to self
def add vect
Vector2d.new(@x+vect.x,@y+vect.y)
end
#returns a new vector equivalent to this-vect
#vect [Vector2d] vector to subtract to self
def sub vect
Vector2d.new(@x-vect.c, @y-vect.y)
end
#return the magnitude of the vector
def mag
((@x**2)+(@y**2))**0.5
end
#returns a new normalize version of the vector
def normalize
Vector2d.new(@x/mag, @y/mag)
end
#TODO delet?
def distABS vect
(((vect.x-@x)**2+(vect.y-@y)**2)**0.5).abs()
end
end
Arbitrary Collision - ball.rb link
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/ball.rb
class Ball
attr_accessor :velocity, :child, :parent, :number, :leastChain
attr_reader :x, :y, :hypotenuse, :width, :height
def initialize args, number, leastChain, parent, child
#Start the ball in the top center
@number = number
@leastChain = leastChain
@x = args.grid.w / 2
@y = args.grid.h - 20
@velocity = Vector2d.new(2, -2)
@width = 10
@height = 10
@left_wall = (args.state.board_width + args.grid.w / 8)
@right_wall = @left_wall + args.state.board_width
@max_velocity = MAX_VELOCITY
@child = child
@parent = parent
@past = [{x: @x, y: @y}]
@next = nil
end
def reassignLeastChain (lc=nil)
if (lc == nil)
lc = @number
end
@leastChain = lc
if (parent != nil)
@parent.reassignLeastChain(lc)
end
end
def makeLeader args
if isLeader
return
end
@parent.reassignLeastChain
args.state.ballParents.push(self)
@parent = nil
end
def isLeader
return (parent == nil)
end
def receiveNext (p)
#trace!
if parent != nil
@x = p[:x]
@y = p[:y]
@velocity = p[:velocity]
#puts @x.to_s + "|" + @y.to_s + "|"[email protected]_s
@past.append(p)
if (@past.length >= BALL_DISTANCE)
if (@child != nil)
@child.receiveNext(@past[0])
@past.shift
end
end
end
end
#Move the ball according to its velocity
def update args
if isLeader
wallBounds args
@x += @velocity.x
@y += @velocity.y
@past.append({x: @x, y: @y, velocity: @velocity})
#puts @past
if (@past.length >= BALL_DISTANCE)
if (@child != nil)
@child.receiveNext(@past[0])
@past.shift
end
end
else
puts "unexpected"
raise "unexpected"
end
end
def wallBounds args
b= false
if @x < @left_wall
@velocity.x = @velocity.x.abs() * 1
b=true
elsif @x + @width > @right_wall
@velocity.x = @velocity.x.abs() * -1
b=true
end
if @y < 0
@velocity.y = @velocity.y.abs() * 1
b=true
elsif @y + @height > args.grid.h
@velocity.y = @velocity.y.abs() * -1
b=true
end
mag = (@velocity.x**2.0 + @velocity.y**2.0)**0.5
if (b == true && mag < MAX_VELOCITY)
@velocity.x*=1.1;
@velocity.y*=1.1;
end
end
#render the ball to the screen
def draw args
#update args
#args.outputs.solids << [@x, @y, @width, @height, 255, 255, 0];
#args.outputs.sprits << {
#x: @x,
#y: @y,
#w: @width,
#h: @height,
#path: "sprites/ball10.png"
#}
#args.outputs.sprites <<[@x, @y, @width, @height, "sprites/ball10.png"]
args.outputs.sprites << {x: @x, y: @y, w: @width, h: @height, path:"sprites/ball10.png" }
end
def getDraw args
#wallBounds args
#update args
#args.outputs.labels << [@x, @y, @number.to_s + "|" + @leastChain.to_s]
return [@x, @y, @width, @height, "sprites/ball10.png"]
end
def getPoints args
points = [
{x:@x+@width/2, y: @y},
{x:@x+@width, y:@y+@height/2},
{x:@x+@width/2,y:@y+@height},
{x:@x,y:@y+@height/2}
]
#psize = 5.0
#for p in points
#args.outputs.solids << [p.x-psize/2.0, p.y-psize/2.0, psize, psize, 0, 0, 0];
#end
return points
end
def serialize
{x: @x, y:@y}
end
def inspect
serialize.to_s
end
def to_s
serialize.to_s
end
end
Arbitrary Collision - blocks.rb link
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/blocks.rb
MAX_COUNT=100
def universalUpdateOne args, shape
didHit = false
hitters = []
#puts shape.to_s
toCollide = nil
for b in args.state.balls
if [b.x, b.y, b.width, b.height].intersect_rect?(shape.bold)
didSquare = false
for s in shape.squareColliders
if (s.collision?(args, b))
didSquare = true
didHit = true
#s.collide(args, b)
toCollide = s
#hitter = b
hitters.append(b)
end #end if
end #end for
if (didSquare == false)
for c in shape.colliders
#puts args.state.ball.velocity
if c.collision?(args, b.getPoints(args),b)
#c.collide args, b
toCollide = c
didHit = true
hitters.append(b)
end #end if
end #end for
end #end if
end#end if
end#end for
if (didHit)
shape.count=0
hitters = hitters.uniq
for hitter in hitters
hitter.makeLeader args
#toCollide.collide(args, hitter)
if shape.home == "squares"
args.state.squares.delete(shape)
elsif shape.home == "tshapes"
args.state.tshapes.delete(shape)
else shape.home == "lines"
args.state.lines.delete(shape)
end
end
#puts "HIT!" + hitter.number
end
end
def universalUpdate args, shape
#puts shape.home
if (shape.count <= 1)
universalUpdateOne args, shape
return
end
didHit = false
hitter = nil
for b in args.state.ballParents
if [b.x, b.y, b.width, b.height].intersect_rect?(shape.bold)
didSquare = false
for s in shape.squareColliders
if (s.collision?(args, b))
didSquare = true
didHit = true
s.collide(args, b)
hitter = b
end
end
if (didSquare == false)
for c in shape.colliders
#puts args.state.ball.velocity
if c.collision?(args, b.getPoints(args),b)
c.collide args, b
didHit = true
hitter = b
end
end
end
end
end
if (didHit)
shape.count=shape.count-1
shape.damageCount.append([(hitter.leastChain+1 - hitter.number)-1, args.state.tick_count])
end
i=0
while i < shape.damageCount.length
if shape.damageCount[i][0] <= 0
shape.damageCount.delete_at(i)
i-=1
elsif shape.damageCount[i][1].elapsed_time > BALL_DISTANCE and shape.damageCount[i][0] > 1
shape.count-=1
shape.damageCount[i][0]-=1
shape.damageCount[i][1] = args.state.tick_count
end
i+=1
end
end
class Square
attr_accessor :count, :x, :y, :home, :bold, :squareColliders, :colliders, :damageCount
def initialize(args, x, y, block_size, orientation, block_offset)
@x = x * block_size
@y = y * block_size
@block_size = block_size
@block_offset = block_offset
@orientation = orientation
@damageCount = []
@home = 'squares'
Kernel.srand()
@r = rand(255)
@g = rand(255)
@b = rand(255)
@count = rand(MAX_COUNT)+1
x_offset = (args.state.board_width + args.grid.w / 8) + @block_offset / 2
@x_adjusted = @x + x_offset
@y_adjusted = @y
@size_adjusted = @block_size * 2 - @block_offset
hypotenuse=args.state.ball_hypotenuse
@bold = [(@x_adjusted-hypotenuse/2)-1, (@y_adjusted-hypotenuse/2)-1, @size_adjusted + hypotenuse + 2, @size_adjusted + hypotenuse + 2]
@points = [
{x:@x_adjusted, y:@y_adjusted},
{x:@x_adjusted+@size_adjusted, y:@y_adjusted},
{x:@x_adjusted+@size_adjusted, y:@y_adjusted+@size_adjusted},
{x:@x_adjusted, y:@y_adjusted+@size_adjusted}
]
@squareColliders = [
SquareCollider.new(@points[0].x,@points[0].y,{x:-1,y:-1}),
SquareCollider.new(@points[1].x-COLLISIONWIDTH,@points[1].y,{x:1,y:-1}),
SquareCollider.new(@points[2].x-COLLISIONWIDTH,@points[2].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(@points[3].x,@points[3].y-COLLISIONWIDTH,{x:-1,y:1}),
]
@colliders = [
LinearCollider.new(@points[0],@points[1], :neg),
LinearCollider.new(@points[1],@points[2], :neg),
LinearCollider.new(@points[2],@points[3], :pos),
LinearCollider.new(@points[0],@points[3], :pos)
]
end
def draw(args)
#Offset the coordinates to the edge of the game area
x_offset = (args.state.board_width + args.grid.w / 8) + @block_offset / 2
#args.outputs.solids << [@x + x_offset, @y, @block_size * 2 - @block_offset, @block_size * 2 - @block_offset, @r, @g, @b]
args.outputs.solids <<{x: (@x + x_offset), y: (@y), w: (@block_size * 2 - @block_offset), h: (@block_size * 2 - @block_offset), r: @r , g: @g , b: @b }
#args.outputs.solids << @bold.append([255,0,0])
args.outputs.labels << [@x + x_offset + (@block_size * 2 - @block_offset)/2, (@y) + (@block_size * 2 - @block_offset)/2, @count.to_s]
end
def update args
universalUpdate args, self
end
end
class TShape
attr_accessor :count, :x, :y, :home, :bold, :squareColliders, :colliders, :damageCount
def initialize(args, x, y, block_size, orientation, block_offset)
@x = x * block_size
@y = y * block_size
@block_size = block_size
@block_offset = block_offset
@orientation = orientation
@damageCount = []
@home = "tshapes"
Kernel.srand()
@r = rand(255)
@g = rand(255)
@b = rand(255)
@count = rand(MAX_COUNT)+1
@shapePoints = getShapePoints(args)
minX={x:INFINITY, y:0}
minY={x:0, y:INFINITY}
maxX={x:-INFINITY, y:0}
maxY={x:0, y:-INFINITY}
for p in @shapePoints
if p.x < minX.x
minX = p
end
if p.x > maxX.x
maxX = p
end
if p.y < minY.y
minY = p
end
if p.y > maxY.y
maxY = p
end
end
hypotenuse=args.state.ball_hypotenuse
@bold = [(minX.x-hypotenuse/2)-1, (minY.y-hypotenuse/2)-1, -((minX.x-hypotenuse/2)-1)+(maxX.x + hypotenuse + 2), -((minY.y-hypotenuse/2)-1)+(maxY.y + hypotenuse + 2)]
end
def getShapePoints(args)
points=[]
x_offset = (args.state.board_width + args.grid.w / 8) + (@block_offset / 2)
if @orientation == :right
#args.outputs.solids << [@x + x_offset, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
#args.outputs.solids << [@x + x_offset, @y + @block_size, @block_size * 2, @block_size, @r, @g, @b]
points = [
{x:@x + x_offset, y:@y},
{x:(@x + x_offset)+(@block_size - @block_offset), y:@y},
{x:(@x + x_offset)+(@block_size - @block_offset),y:@y + @block_size},
{x:(@x + x_offset)+ @block_size * 2,y:@y + @block_size},
{x:(@x + x_offset)+ @block_size * 2,y:@y + @block_size+@block_size},
{x:(@x + x_offset)+(@block_size - @block_offset),y:@y + @block_size+@block_size},
{x:(@x + x_offset)+(@block_size - @block_offset), y:@y+ @block_size * 3 - @block_offset},
{x:@x + x_offset , y:@y+ @block_size * 3 - @block_offset}
]
@squareColliders = [
SquareCollider.new(points[0].x,points[0].y,{x:-1,y:-1}),
SquareCollider.new(points[1].x-COLLISIONWIDTH,points[1].y,{x:1,y:-1}),
SquareCollider.new(points[2].x,points[2].y-COLLISIONWIDTH,{x:1,y:-1}),
SquareCollider.new(points[3].x-COLLISIONWIDTH,points[3].y,{x:1,y:-1}),
SquareCollider.new(points[4].x-COLLISIONWIDTH,points[4].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[5].x,points[5].y,{x:1,y:1}),
SquareCollider.new(points[6].x-COLLISIONWIDTH,points[6].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[7].x,points[7].y-COLLISIONWIDTH,{x:-1,y:1}),
]
@colliders = [
LinearCollider.new(points[0],points[1], :neg),
LinearCollider.new(points[1],points[2], :neg),
LinearCollider.new(points[2],points[3], :neg),
LinearCollider.new(points[3],points[4], :neg),
LinearCollider.new(points[4],points[5], :pos),
LinearCollider.new(points[5],points[6], :neg),
LinearCollider.new(points[6],points[7], :pos),
LinearCollider.new(points[0],points[7], :pos)
]
elsif @orientation == :up
#args.outputs.solids << [@x + x_offset, @y, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
#args.outputs.solids << [@x + x_offset + @block_size, @y, @block_size, @block_size * 2, @r, @g, @b]
points = [
{x:@x + x_offset, y:@y},
{x:(@x + x_offset)+(@block_size * 3 - @block_offset), y:@y},
{x:(@x + x_offset)+(@block_size * 3 - @block_offset), y:@y+(@block_size - @block_offset)},
{x:@x + x_offset + @block_size + @block_size, y:@y+(@block_size - @block_offset)},
{x:@x + x_offset + @block_size + @block_size, y:@y+@block_size*2},
{x:@x + x_offset + @block_size, y:@y+@block_size*2},
{x:@x + x_offset + @block_size, y:@y+(@block_size - @block_offset)},
{x:@x + x_offset, y:@y+(@block_size - @block_offset)}
]
@squareColliders = [
SquareCollider.new(points[0].x,points[0].y,{x:-1,y:-1}),
SquareCollider.new(points[1].x-COLLISIONWIDTH,points[1].y,{x:1,y:-1}),
SquareCollider.new(points[2].x-COLLISIONWIDTH,points[2].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[3].x,points[3].y,{x:1,y:1}),
SquareCollider.new(points[4].x-COLLISIONWIDTH,points[4].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[5].x,points[5].y-COLLISIONWIDTH,{x:-1,y:1}),
SquareCollider.new(points[6].x-COLLISIONWIDTH,points[6].y,{x:-1,y:1}),
SquareCollider.new(points[7].x,points[7].y-COLLISIONWIDTH,{x:-1,y:1}),
]
@colliders = [
LinearCollider.new(points[0],points[1], :neg),
LinearCollider.new(points[1],points[2], :neg),
LinearCollider.new(points[2],points[3], :pos),
LinearCollider.new(points[3],points[4], :neg),
LinearCollider.new(points[4],points[5], :pos),
LinearCollider.new(points[5],points[6], :neg),
LinearCollider.new(points[6],points[7], :pos),
LinearCollider.new(points[0],points[7], :pos)
]
elsif @orientation == :left
#args.outputs.solids << [@x + x_offset + @block_size, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
#args.outputs.solids << [@x + x_offset, @y + @block_size, @block_size * 2 - @block_offset, @block_size - @block_offset, @r, @g, @b]
xh = @x + x_offset
#points = [
#{x:@x + x_offset, y:@y},
#{x:(@x + x_offset)+(@block_size - @block_offset), y:@y},
#{x:(@x + x_offset)+(@block_size - @block_offset),y:@y + @block_size},
#{x:(@x + x_offset)+ @block_size * 2,y:@y + @block_size},
#{x:(@x + x_offset)+ @block_size * 2,y:@y + @block_size+@block_size},
#{x:(@x + x_offset)+(@block_size - @block_offset),y:@y + @block_size+@block_size},
#{x:(@x + x_offset)+(@block_size - @block_offset), y:@y+ @block_size * 3 - @block_offset},
#{x:@x + x_offset , y:@y+ @block_size * 3 - @block_offset}
#]
points = [
{x:@x + x_offset + @block_size, y:@y},
{x:@x + x_offset + @block_size + (@block_size - @block_offset), y:@y},
{x:@x + x_offset + @block_size + (@block_size - @block_offset),y:@y+@block_size*3- @block_offset},
{x:@x + x_offset + @block_size, y:@y+@block_size*3- @block_offset},
{x:@x + x_offset+@block_size, y:@y+@block_size*2- @block_offset},
{x:@x + x_offset, y:@y+@block_size*2- @block_offset},
{x:@x + x_offset, y:@y+@block_size},
{x:@x + x_offset+@block_size, y:@y+@block_size}
]
@squareColliders = [
SquareCollider.new(points[0].x,points[0].y,{x:-1,y:-1}),
SquareCollider.new(points[1].x-COLLISIONWIDTH,points[1].y,{x:1,y:-1}),
SquareCollider.new(points[2].x-COLLISIONWIDTH,points[2].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[3].x,points[3].y-COLLISIONWIDTH,{x:-1,y:1}),
SquareCollider.new(points[4].x-COLLISIONWIDTH,points[4].y,{x:-1,y:1}),
SquareCollider.new(points[5].x,points[5].y-COLLISIONWIDTH,{x:-1,y:1}),
SquareCollider.new(points[6].x,points[6].y,{x:-1,y:-1}),
SquareCollider.new(points[7].x-COLLISIONWIDTH,points[7].y-COLLISIONWIDTH,{x:-1,y:-1}),
]
@colliders = [
LinearCollider.new(points[0],points[1], :neg),
LinearCollider.new(points[1],points[2], :neg),
LinearCollider.new(points[2],points[3], :pos),
LinearCollider.new(points[3],points[4], :neg),
LinearCollider.new(points[4],points[5], :pos),
LinearCollider.new(points[5],points[6], :neg),
LinearCollider.new(points[6],points[7], :neg),
LinearCollider.new(points[0],points[7], :pos)
]
elsif @orientation == :down
#args.outputs.solids << [@x + x_offset, @y + @block_size, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
#args.outputs.solids << [@x + x_offset + @block_size, @y, @block_size - @block_offset, @block_size * 2 - @block_offset, @r, @g, @b]
points = [
{x:@x + x_offset, y:@y+(@block_size*2)-@block_offset},
{x:@x + x_offset+ @block_size*3-@block_offset, y:@y+(@block_size*2)-@block_offset},
{x:@x + x_offset+ @block_size*3-@block_offset, y:@y+(@block_size)},
{x:@x + x_offset+ @block_size*2-@block_offset, y:@y+(@block_size)},
{x:@x + x_offset+ @block_size*2-@block_offset, y:@y},#
{x:@x + x_offset+ @block_size, y:@y},#
{x:@x + x_offset + @block_size, y:@y+(@block_size)},
{x:@x + x_offset, y:@y+(@block_size)}
]
@squareColliders = [
SquareCollider.new(points[0].x,points[0].y-COLLISIONWIDTH,{x:-1,y:1}),
SquareCollider.new(points[1].x-COLLISIONWIDTH,points[1].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[2].x-COLLISIONWIDTH,points[2].y,{x:1,y:-1}),
SquareCollider.new(points[3].x,points[3].y-COLLISIONWIDTH,{x:1,y:-1}),
SquareCollider.new(points[4].x-COLLISIONWIDTH,points[4].y,{x:1,y:-1}),
SquareCollider.new(points[5].x,points[5].y,{x:-1,y:-1}),
SquareCollider.new(points[6].x-COLLISIONWIDTH,points[6].y-COLLISIONWIDTH,{x:-1,y:-1}),
SquareCollider.new(points[7].x,points[7].y,{x:-1,y:-1}),
]
@colliders = [
LinearCollider.new(points[0],points[1], :pos),
LinearCollider.new(points[1],points[2], :pos),
LinearCollider.new(points[2],points[3], :neg),
LinearCollider.new(points[3],points[4], :pos),
LinearCollider.new(points[4],points[5], :neg),
LinearCollider.new(points[5],points[6], :pos),
LinearCollider.new(points[6],points[7], :neg),
LinearCollider.new(points[0],points[7], :neg)
]
end
return points
end
def draw(args)
#Offset the coordinates to the edge of the game area
x_offset = (args.state.board_width + args.grid.w / 8) + (@block_offset / 2)
if @orientation == :right
#args.outputs.solids << [@x + x_offset, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset), y: @y, w: @block_size - @block_offset, h: (@block_size * 3 - @block_offset), r: @r , g: @g, b: @b}
#args.outputs.solids << [@x + x_offset, @y + @block_size, @block_size * 2, @block_size, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset), y: (@y + @block_size), w: (@block_size * 2), h: (@block_size), r: @r , g: @g, b: @b }
elsif @orientation == :up
#args.outputs.solids << [@x + x_offset, @y, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset), y: (@y), w: (@block_size * 3 - @block_offset), h: (@block_size - @block_offset), r: @r , g: @g, b: @b}
#args.outputs.solids << [@x + x_offset + @block_size, @y, @block_size, @block_size * 2, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset + @block_size), y: (@y), w: (@block_size), h: (@block_size * 2), r: @r , g: @g, b: @b}
elsif @orientation == :left
#args.outputs.solids << [@x + x_offset + @block_size, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset + @block_size), y: (@y), w: (@block_size - @block_offset), h: (@block_size * 3 - @block_offset), r: @r , g: @g, b: @b}
#args.outputs.solids << [@x + x_offset, @y + @block_size, @block_size * 2 - @block_offset, @block_size - @block_offset, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset), y: (@y + @block_size), w: (@block_size * 2 - @block_offset), h: (@block_size - @block_offset), r: @r , g: @g, b: @b}
elsif @orientation == :down
#args.outputs.solids << [@x + x_offset, @y + @block_size, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset), y: (@y + @block_size), w: (@block_size * 3 - @block_offset), h: (@block_size - @block_offset), r: @r , g: @g, b: @b}
#args.outputs.solids << [@x + x_offset + @block_size, @y, @block_size - @block_offset, @block_size * 2 - @block_offset, @r, @g, @b]
args.outputs.solids << {x: (@x + x_offset + @block_size), y: (@y), w: (@block_size - @block_offset), h: ( @block_size * 2 - @block_offset), r: @r , g: @g, b: @b}
end
#psize = 5.0
#for p in @shapePoints
#args.outputs.solids << [p.x-psize/2, p.y-psize/2, psize, psize, 0, 0, 0]
#end
args.outputs.labels << [@x + x_offset + (@block_size * 2 - @block_offset)/2, (@y) + (@block_size * 2 - @block_offset)/2, @count.to_s]
end
def updateOne_old args
didHit = false
hitter = nil
toCollide = nil
for b in args.state.balls
if [b.x, b.y, b.width, b.height].intersect_rect?(@bold)
didSquare = false
for s in @squareColliders
if (s.collision?(args, b))
didSquare = true
didHit = true
#s.collide(args, b)
toCollide = s
hitter = b
break
end
end
if (didSquare == false)
for c in @colliders
#puts args.state.ball.velocity
if c.collision?(args, b.getPoints(args),b)
#c.collide args, b
toCollide = c
didHit = true
hitter = b
break
end
end
end
end
if didHit
break
end
end
if (didHit)
@count=0
hitter.makeLeader args
#toCollide.collide(args, hitter)
args.state.tshapes.delete(self)
#puts "HIT!" + hitter.number
end
end
def update_old args
if (@count == 1)
updateOne args
return
end
didHit = false
hitter = nil
for b in args.state.ballParents
if [b.x, b.y, b.width, b.height].intersect_rect?(@bold)
didSquare = false
for s in @squareColliders
if (s.collision?(args, b))
didSquare = true
didHit=true
s.collide(args, b)
hitter = b
end
end
if (didSquare == false)
for c in @colliders
#puts args.state.ball.velocity
if c.collision?(args, b.getPoints(args), b)
c.collide args, b
didHit=true
hitter = b
end
end
end
end
end
if (didHit)
@count=@count-1
@damageCount.append([(hitter.leastChain+1 - hitter.number)-1, args.state.tick_count])
if (@count == 0)
args.state.tshapes.delete(self)
return
end
end
i=0
while i < @damageCount.length
if @damageCount[i][0] <= 0
@damageCount.delete_at(i)
i-=1
elsif @damageCount[i][1].elapsed_time > BALL_DISTANCE
@count-=1
@damageCount[i][0]-=1
end
if (@count == 0)
args.state.tshapes.delete(self)
return
end
i+=1
end
end #end update
def update args
universalUpdate args, self
end
end
class Line
attr_accessor :count, :x, :y, :home, :bold, :squareColliders, :colliders, :damageCount
def initialize(args, x, y, block_size, orientation, block_offset)
@x = x * block_size
@y = y * block_size
@block_size = block_size
@block_offset = block_offset
@orientation = orientation
@damageCount = []
@home = "lines"
Kernel.srand()
@r = rand(255)
@g = rand(255)
@b = rand(255)
@count = rand(MAX_COUNT)+1
@shapePoints = getShapePoints(args)
minX={x:INFINITY, y:0}
minY={x:0, y:INFINITY}
maxX={x:-INFINITY, y:0}
maxY={x:0, y:-INFINITY}
for p in @shapePoints
if p.x < minX.x
minX = p
end
if p.x > maxX.x
maxX = p
end
if p.y < minY.y
minY = p
end
if p.y > maxY.y
maxY = p
end
end
hypotenuse=args.state.ball_hypotenuse
@bold = [(minX.x-hypotenuse/2)-1, (minY.y-hypotenuse/2)-1, -((minX.x-hypotenuse/2)-1)+(maxX.x + hypotenuse + 2), -((minY.y-hypotenuse/2)-1)+(maxY.y + hypotenuse + 2)]
end
def getShapePoints(args)
points=[]
x_offset = (args.state.board_width + args.grid.w / 8) + (@block_offset / 2)
if @orientation == :right
#args.outputs.solids << [@x + x_offset, @y, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
xa =@x + x_offset
ya =@y
wa =@block_size * 3 - @block_offset
ha =(@block_size - @block_offset)
elsif @orientation == :up
#args.outputs.solids << [@x + x_offset, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
xa =@x + x_offset
ya =@y
wa =@block_size - @block_offset
ha =@block_size * 3 - @block_offset
elsif @orientation == :left
#args.outputs.solids << [@x + x_offset, @y, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
xa =@x + x_offset
ya =@y
wa =@block_size * 3 - @block_offset
ha =@block_size - @block_offset
elsif @orientation == :down
#args.outputs.solids << [@x + x_offset, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
xa =@x + x_offset
ya =@y
wa =@block_size - @block_offset
ha =@block_size * 3 - @block_offset
end
points = [
{x: xa, y:ya},
{x: xa + wa,y:ya},
{x: xa + wa,y:ya+ha},
{x: xa, y:ya+ha},
]
@squareColliders = [
SquareCollider.new(points[0].x,points[0].y,{x:-1,y:-1}),
SquareCollider.new(points[1].x-COLLISIONWIDTH,points[1].y,{x:1,y:-1}),
SquareCollider.new(points[2].x-COLLISIONWIDTH,points[2].y-COLLISIONWIDTH,{x:1,y:1}),
SquareCollider.new(points[3].x,points[3].y-COLLISIONWIDTH,{x:-1,y:1}),
]
@colliders = [
LinearCollider.new(points[0],points[1], :neg),
LinearCollider.new(points[1],points[2], :neg),
LinearCollider.new(points[2],points[3], :pos),
LinearCollider.new(points[0],points[3], :pos),
]
return points
end
def update args
universalUpdate args, self
end
def draw(args)
x_offset = (args.state.board_width + args.grid.w / 8) + @block_offset / 2
if @orientation == :right
args.outputs.solids << [@x + x_offset, @y, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
elsif @orientation == :up
args.outputs.solids << [@x + x_offset, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
elsif @orientation == :left
args.outputs.solids << [@x + x_offset, @y, @block_size * 3 - @block_offset, @block_size - @block_offset, @r, @g, @b]
elsif @orientation == :down
args.outputs.solids << [@x + x_offset, @y, @block_size - @block_offset, @block_size * 3 - @block_offset, @r, @g, @b]
end
args.outputs.labels << [@x + x_offset + (@block_size * 2 - @block_offset)/2, (@y) + (@block_size * 2 - @block_offset)/2, @count.to_s]
end
end
Arbitrary Collision - linear_collider.rb link
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/linear_collider.rb
COLLISIONWIDTH=8
class LinearCollider
attr_reader :pointA, :pointB
def initialize (pointA, pointB, mode,collisionWidth=COLLISIONWIDTH)
@pointA = pointA
@pointB = pointB
@mode = mode
@collisionWidth = collisionWidth
if (@pointA.x > @pointB.x)
@pointA, @pointB = @pointB, @pointA
end
@linearCollider_collision_once = false
end
def collisionSlope args
if (@[email protected] == 0)
return INFINITY
end
return (@pointB.y - @pointA.y) / (@pointB.x - @pointA.x)
end
def collision? (args, points, ball=nil)
slope = collisionSlope args
result = false
# calculate a vector with a magnitude of (1/2)collisionWidth and a direction perpendicular to the collision line
vect=nil;mag=nil;vect=nil;
if @mode == :both
vect = {x: @pointB.x - @pointA.x, y:@pointB.y - @pointA.y}
mag = (vect.x**2 + vect.y**2)**0.5
vect = {y: -1*(vect.x/(mag))*@collisionWidth*0.5, x: (vect.y/(mag))*@collisionWidth*0.5}
else
vect = {x: @pointB.x - @pointA.x, y:@pointB.y - @pointA.y}
mag = (vect.x**2 + vect.y**2)**0.5
vect = {y: -1*(vect.x/(mag))*@collisionWidth, x: (vect.y/(mag))*@collisionWidth}
end
rpointA=nil;rpointB=nil;rpointC=nil;rpointD=nil;
if @mode == :pos
rpointA = {x:@pointA.x + vect.x, y:@pointA.y + vect.y}
rpointB = {x:@pointB.x + vect.x, y:@pointB.y + vect.y}
rpointC = {x:@pointB.x, y:@pointB.y}
rpointD = {x:@pointA.x, y:@pointA.y}
elsif @mode == :neg
rpointA = {x:@pointA.x, y:@pointA.y}
rpointB = {x:@pointB.x, y:@pointB.y}
rpointC = {x:@pointB.x - vect.x, y:@pointB.y - vect.y}
rpointD = {x:@pointA.x - vect.x, y:@pointA.y - vect.y}
elsif @mode == :both
rpointA = {x:@pointA.x + vect.x, y:@pointA.y + vect.y}
rpointB = {x:@pointB.x + vect.x, y:@pointB.y + vect.y}
rpointC = {x:@pointB.x - vect.x, y:@pointB.y - vect.y}
rpointD = {x:@pointA.x - vect.x, y:@pointA.y - vect.y}
end
#four point rectangle
if ball != nil
xs = [rpointA.x,rpointB.x,rpointC.x,rpointD.x]
ys = [rpointA.y,rpointB.y,rpointC.y,rpointD.y]
correct = 1
rect1 = [ball.x, ball.y, ball.width, ball.height]
#$r1 = rect1
rect2 = [xs.min-correct,ys.min-correct,(xs.max-xs.min)+correct*2,(ys.max-ys.min)+correct*2]
#$r2 = rect2
if rect1.intersect_rect?(rect2) == false
return false
end
end
#area of a triangle
triArea = -> (a,b,c) { ((a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y))/2.0).abs }
#if at least on point is in the rectangle then collision? is true - otherwise false
for point in points
#Check whether a given point lies inside a rectangle or not:
#if the sum of the area of traingls, PAB, PBC, PCD, PAD equal the area of the rec, then an intersection has occured
areaRec = triArea.call(rpointA, rpointB, rpointC)+triArea.call(rpointA, rpointC, rpointD)
areaSum = [
triArea.call(point, rpointA, rpointB),triArea.call(point, rpointB, rpointC),
triArea.call(point, rpointC, rpointD),triArea.call(point, rpointA, rpointD)
].inject(0){|sum,x| sum + x }
e = 0.0001 #allow for minor error
if areaRec>= areaSum-e and areaRec<= areaSum+e
result = true
#return true
break
end
end
#args.outputs.lines << [@pointA.x, @pointA.y, @pointB.x, @pointB.y, 000, 000, 000]
#args.outputs.lines << [rpointA.x, rpointA.y, rpointB.x, rpointB.y, 255, 000, 000]
#args.outputs.lines << [rpointC.x, rpointC.y, rpointD.x, rpointD.y, 000, 000, 255]
#puts (rpointA.x.to_s + " " + rpointA.y.to_s + " " + rpointB.x.to_s + " "+ rpointB.y.to_s)
return result
end #end collision?
def getRepelMagnitude (fbx, fby, vrx, vry, ballMag)
a = fbx ; b = vrx ; c = fby
d = vry ; e = ballMag
if b**2 + d**2 == 0
#unexpected
end
x1 = (-a*b+-c*d + (e**2 * b**2 - b**2 * c**2 + 2*a*b*c*d + e**2 + d**2 - a**2 * d**2)**0.5)/(b**2 + d**2)
x2 = -((a*b + c*d + (e**2 * b**2 - b**2 * c**2 + 2*a*b*c*d + e**2 * d**2 - a**2 * d**2)**0.5)/(b**2 + d**2))
err = 0.00001
o = ((fbx + x1*vrx)**2 + (fby + x1*vry)**2 ) ** 0.5
p = ((fbx + x2*vrx)**2 + (fby + x2*vry)**2 ) ** 0.5
r = 0
if (ballMag >= o-err and ballMag <= o+err)
r = x1
elsif (ballMag >= p-err and ballMag <= p+err)
r = x2
else
#unexpected
end
return r
end
def collide args, ball
slope = collisionSlope args
# perpVect: normal vector perpendicular to collision
perpVect = {x: @pointB.x - @pointA.x, y:@pointB.y - @pointA.y}
mag = (perpVect.x**2 + perpVect.y**2)**0.5
perpVect = {x: perpVect.x/(mag), y: perpVect.y/(mag)}
perpVect = {x: -perpVect.y, y: perpVect.x}
if perpVect.y > 0 #ensure perpVect points upward
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
end
previousPosition = {
x:ball.x-ball.velocity.x,
y:ball.y-ball.velocity.y
}
yInterc = @pointA.y + -slope*@pointA.x
if slope == INFINITY
if previousPosition.x < @pointA.x
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
yInterc = -INFINITY
end
elsif previousPosition.y < slope*previousPosition.x + yInterc #check if ball is bellow or above the collider to determine if perpVect is - or +
perpVect = {x: perpVect.x*-1, y: perpVect.y*-1}
end
velocityMag = (ball.velocity.x**2 + ball.velocity.y**2)**0.5
theta_ball=Math.atan2(ball.velocity.y,ball.velocity.x) #the angle of the ball's velocity
theta_repel=Math.atan2(perpVect.y,perpVect.x) #the angle of the repelling force(perpVect)
fbx = velocityMag * Math.cos(theta_ball) #the x component of the ball's velocity
fby = velocityMag * Math.sin(theta_ball) #the y component of the ball's velocity
#the magnitude of the repelling force
repelMag = getRepelMagnitude(fbx, fby, perpVect.x, perpVect.y, (ball.velocity.x**2 + ball.velocity.y**2)**0.5)
frx = repelMag* Math.cos(theta_repel) #the x component of the repel's velocity | magnitude is set to twice of fbx
fry = repelMag* Math.sin(theta_repel) #the y component of the repel's velocity | magnitude is set to twice of fby
fsumx = fbx+frx #sum of x forces
fsumy = fby+fry #sum of y forces
fr = velocityMag#fr is the resulting magnitude
thetaNew = Math.atan2(fsumy, fsumx) #thetaNew is the resulting angle
xnew = fr*Math.cos(thetaNew)#resulting x velocity
ynew = fr*Math.sin(thetaNew)#resulting y velocity
if (velocityMag < MAX_VELOCITY)
ball.velocity = Vector2d.new(xnew*1.1, ynew*1.1)
else
ball.velocity = Vector2d.new(xnew, ynew)
end
end
end
Arbitrary Collision - main.rb link
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/main.rb
INFINITY= 10**10
MAX_VELOCITY = 8.0
BALL_COUNT = 90
BALL_DISTANCE = 20
require 'app/vector2d.rb'
require 'app/blocks.rb'
require 'app/ball.rb'
require 'app/rectangle.rb'
require 'app/linear_collider.rb'
require 'app/square_collider.rb'
#Method to init default values
def defaults args
args.state.board_width ||= args.grid.w / 4
args.state.board_height ||= args.grid.h
args.state.game_area ||= [(args.state.board_width + args.grid.w / 8), 0, args.state.board_width, args.grid.h]
args.state.balls ||= []
args.state.num_balls ||= 0
args.state.ball_created_at ||= args.state.tick_count
args.state.ball_hypotenuse = (10**2 + 10**2)**0.5
args.state.ballParents ||= []
init_blocks args
init_balls args
end
begin :default_methods
def init_blocks args
block_size = args.state.board_width / 8
#Space inbetween each block
block_offset = 4
args.state.squares ||=[
Square.new(args, 2, 0, block_size, :right, block_offset),
Square.new(args, 5, 0, block_size, :right, block_offset),
Square.new(args, 6, 7, block_size, :right, block_offset)
]
#Possible orientations are :right, :left, :up, :down
args.state.tshapes ||= [
TShape.new(args, 0, 6, block_size, :left, block_offset),
TShape.new(args, 3, 3, block_size, :down, block_offset),
TShape.new(args, 0, 3, block_size, :right, block_offset),
TShape.new(args, 0, 11, block_size, :up, block_offset)
]
args.state.lines ||= [
Line.new(args,3, 8, block_size, :down, block_offset),
Line.new(args, 7, 3, block_size, :up, block_offset),
Line.new(args, 3, 7, block_size, :right, block_offset)
]
#exit()
end
def init_balls args
return unless args.state.num_balls < BALL_COUNT
#only create a new ball every 10 ticks
return unless args.state.ball_created_at.elapsed_time > 10
if (args.state.num_balls == 0)
args.state.balls.append(Ball.new(args,args.state.num_balls,BALL_COUNT-1, nil, nil))
args.state.ballParents = [args.state.balls[0]]
else
args.state.balls.append(Ball.new(args,args.state.num_balls,BALL_COUNT-1, args.state.balls.last, nil) )
args.state.balls[-2].child = args.state.balls[-1]
end
args.state.ball_created_at = args.state.tick_count
args.state.num_balls += 1
end
end
#Render loop
def render args
bgClr = {r:10, g:10, b:200}
bgClr = {r:255-30, g:255-30, b:255-30}
args.outputs.solids << [0, 0, $args.grid.right, $args.grid.top, bgClr[:r], bgClr[:g], bgClr[:b]];
args.outputs.borders << args.state.game_area
render_instructions args
render_shapes args
render_balls args
#args.state.rectangle.draw args
args.outputs.sprites << [$args.grid.right-(args.state.board_width + args.grid.w / 8), 0, $args.grid.right, $args.grid.top, "sprites/square-white-2.png", 0, 255, bgClr[:r], bgClr[:g], bgClr[:b]]
args.outputs.sprites << [0, 0, (args.state.board_width + args.grid.w / 8), $args.grid.top, "sprites/square-white-2.png", 0, 255, bgClr[:r], bgClr[:g], bgClr[:b]]
end
begin :render_methods
def render_instructions args
#gtk.current_framerate
args.outputs.labels << [20, $args.grid.top-20, "FPS: " + $gtk.current_framerate.to_s]
if (args.state.balls != nil && args.state.balls[0] != nil)
bx = args.state.balls[0].velocity.x
by = args.state.balls[0].velocity.y
bmg = (bx**2.0 + by**2.0)**0.5
args.outputs.labels << [20, $args.grid.top-20-20, "V: " + bmg.to_s ]
end
end
def render_shapes args
for s in args.state.squares
s.draw args
end
for l in args.state.lines
l.draw args
end
for t in args.state.tshapes
t.draw args
end
end
def render_balls args
#args.state.balls.each do |ball|
#ball.draw args
#end
args.outputs.sprites << args.state.balls.map do |ball|
ball.getDraw args
end
end
end
#Calls all methods necessary for performing calculations
def calc args
for b in args.state.ballParents
b.update args
end
for s in args.state.squares
s.update args
end
for l in args.state.lines
l.update args
end
for t in args.state.tshapes
t.update args
end
end
begin :calc_methods
end
def tick args
defaults args
render args
calc args
end
Arbitrary Collision - paddle.rb link
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/paddle.rb
class Paddle
attr_accessor :enabled
def initialize ()
@x=WIDTH/2
@y=100
@width=100
@height=20
@speed=10
@xyCollision = LinearCollider.new({x: @x,y: @y+@height+5}, {x: @x+@width, y: @y+@height+5})
@xyCollision2 = LinearCollider.new({x: @x,y: @y}, {x: @x+@width, y: @y}, :pos)
@xyCollision3 = LinearCollider.new({x: @x,y: @y}, {x: @x, y: @y+@height+5})
@xyCollision4 = LinearCollider.new({x: @x+@width,y: @y}, {x: @x+@width, y: @y+@height+5}, :pos)
@enabled = true
end
def update args
@xyCollision.resetPoints({x: @x,y: @y+@height+5}, {x: @x+@width, y: @y+@height+5})
@xyCollision2.resetPoints({x: @x,y: @y}, {x: @x+@width, y: @y})
@xyCollision3.resetPoints({x: @x,y: @y}, {x: @x, y: @y+@height+5})
@xyCollision4.resetPoints({x: @x+@width,y: @y}, {x: @x+@width, y: @y+@height+5})
@xyCollision.update args
@xyCollision2.update args
@xyCollision3.update args
@xyCollision4.update args
args.inputs.keyboard.key_held.left ||= false
args.inputs.keyboard.key_held.right ||= false
if not (args.inputs.keyboard.key_held.left == args.inputs.keyboard.key_held.right)
if args.inputs.keyboard.key_held.left && @enabled
@x-=@speed
elsif args.inputs.keyboard.key_held.right && @enabled
@x+=@speed
end
end
xmin =WIDTH/4
xmax = 3*(WIDTH/4)
@x = (@x+@width > xmax) ? xmax-@width : (@x<xmin) ? xmin : @x;
end
def render args
args.outputs.solids << [@x,@y,@width,@height,255,0,0];
end
def rect
[@x, @y, @width, @height]
end
end
Arbitrary Collision - rectangle.rb link
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/rectangle.rb
class Rectangle
def initialize args
@image = "sprites/roundSquare_white.png"
@width = 160.0
@height = 80.0
@x=$args.grid.right/2.0 - @width/2.0
@y=$args.grid.top/2.0 - @height/2.0
@xtmp = @width * (1.0/10.0)
@ytmp = @height * (1.0/10.0)
#ball0 = args.state.balls[0]
#hypotenuse = (args.state.balls[0].width**2 + args.state.balls[0].height**2)**0.5
hypotenuse=args.state.ball_hypotenuse
@boldXY = {x:(@x-hypotenuse/2)-1, y:(@y-hypotenuse/2)-1}
@boldWidth = @width + hypotenuse + 2
@boldHeight = @height + hypotenuse + 2
@bold = [(@x-hypotenuse/2)-1,(@y-hypotenuse/2)-1,@width + hypotenuse + 2,@height + hypotenuse + 2]
@points = [
{x:@x, y:@y+@ytmp},
{x:@x+@xtmp, y:@y},
{x:@x+@width-@xtmp, y:@y},
{x:@x+@width, y:@y+@ytmp},
{x:@x+@width, y:@y+@height-@ytmp},#
{x:@x+@width-@xtmp, y:@y+@height},
{x:@x+@xtmp, y:@y+@height},
{x:@x, y:@y+@height-@ytmp}
]
@colliders = []
#i = 0
#while i < @points.length-1
#@colliders.append(LinearCollider.new(@points[i],@points[i+1],:pos))
#i+=1
#end
@colliders.append(LinearCollider.new(@points[0],@points[1], :neg))
@colliders.append(LinearCollider.new(@points[1],@points[2], :neg))
@colliders.append(LinearCollider.new(@points[2],@points[3], :neg))
@colliders.append(LinearCollider.new(@points[3],@points[4], :neg))
@colliders.append(LinearCollider.new(@points[4],@points[5], :pos))
@colliders.append(LinearCollider.new(@points[5],@points[6], :pos))
@colliders.append(LinearCollider.new(@points[6],@points[7], :pos))
@colliders.append(LinearCollider.new(@points[0],@points[7], :pos))
end
def update args
for b in args.state.balls
if [b.x, b.y, b.width, b.height].intersect_rect?(@bold)
for c in @colliders
if c.collision?(args, b.getPoints(args),b)
c.collide args, b
end
end
end
end
end
def draw args
args.outputs.sprites << [
@x, # X
@y, # Y
@width, # W
@height, # H
@image, # PATH
0, # ANGLE
255, # ALPHA
219, # RED_SATURATION
112, # GREEN_SATURATION
147 # BLUE_SATURATION
]
#args.outputs.sprites << [@x, @y, @width, @height, "sprites/roundSquare_small_black.png"]
end
def serialize
{x: @x, y:@y}
end
def inspect
serialize.to_s
end
def to_s
serialize.to_s
end
end
Arbitrary Collision - square_collider.rb link
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/square_collider.rb
class SquareCollider
def initialize x,y,direction,size=COLLISIONWIDTH
@x = x
@y = y
@size = size
@direction = direction
end
def collision? args, ball
#args.outputs.solids << [@x, @y, @size, @size, 000, 255, 255]
return [@x,@y,@size,@size].intersect_rect?([ball.x,ball.y,ball.width,ball.height])
end
def collide args, ball
vmag = (ball.velocity.x**2.0 +ball.velocity.y**2.0)**0.5
a = ((2.0**0.5)*vmag)/2.0
if vmag < MAX_VELOCITY
ball.velocity.x = (a) * @direction.x * 1.1
ball.velocity.y = (a) * @direction.y * 1.1
else
ball.velocity.x = (a) * @direction.x
ball.velocity.y = (a) * @direction.y
end
end
end
Arbitrary Collision - vector2d.rb link
# ./samples/04_physics_and_collisions/09_arbitrary_collision/app/vector2d.rb
class Vector2d
attr_accessor :x, :y
def initialize x=0, y=0
@x=x
@y=y
end
#returns a vector multiplied by scalar x
#x [float] scalar
def mult x
r = Vector2d.new(0,0)
r.x=@x*x
r.y=@y*x
r
end
# vect [Vector2d] vector to copy
def copy vect
Vector2d.new(@x, @y)
end
#returns a new vector equivalent to this+vect
#vect [Vector2d] vector to add to self
def add vect
Vector2d.new(@x+vect.x,@y+vect.y)
end
#returns a new vector equivalent to this-vect
#vect [Vector2d] vector to subtract to self
def sub vect
Vector2d.new(@x-vect.c, @y-vect.y)
end
#return the magnitude of the vector
def mag
((@x**2)+(@y**2))**0.5
end
#returns a new normalize version of the vector
def normalize
Vector2d.new(@x/mag, @y/mag)
end
#TODO delet?
def distABS vect
(((vect.x-@x)**2+(vect.y-@y)**2)**0.5).abs()
end
end
Collision With Object Removal - ball.rb link
# ./samples/04_physics_and_collisions/10_collision_with_object_removal/app/ball.rb
class Ball
#TODO limit accessors?
attr_accessor :xy, :width, :height, :velocity
#@xy [Vector2d] x,y position
#@velocity [Vector2d] velocity of ball
def initialize
@xy = Vector2d.new(WIDTH/2,500)
@velocity = Vector2d.new(4,-4)
@width = 20
@height = 20
end
#move the ball according to its velocity
def update args
@[email protected]
@[email protected]
end
#render the ball to the screen
def render args
args.outputs.solids << [@xy.x,@xy.y,@width,@height,255,0,255];
#args.outputs.labels << [20,HEIGHT-50,"velocity: " [email protected]_s+","[email protected]_s + " magnitude:" + @velocity.mag.to_s]
end
def rect
[@xy.x,@xy.y,@width,@height]
end
end
Collision With Object Removal - linear_collider.rb link
# ./samples/04_physics_and_collisions/10_collision_with_object_removal/app/linear_collider.rb
#The LinearCollider (theoretically) produces collisions upon a line segment defined point.y two x,y cordinates
class LinearCollider
#start [Array of length 2] start of the line segment as a x,y cordinate
#last [Array of length 2] end of the line segment as a x,y cordinate
#inorder for the LinearCollider to be functional the line segment must be said to have a thickness
#(as it is unlikly that a colliding object will land exactly on the linesegment)
#extension defines if the line's thickness extends negatively or positively
#extension :pos extends positively
#extension :neg extends negatively
#thickness [float] how thick the line should be (should always be atleast as large as the magnitude of the colliding object)
def initialize (pointA, pointB, extension=:neg, thickness=10)
@pointA = pointA
@pointB = pointB
@thickness = thickness
@extension = extension
@pointAExtended={
x: @pointA.x + @thickness*(@extension == :neg ? -1 : 1),
y: @pointA.y + @thickness*(@extension == :neg ? -1 : 1)
}
@pointBExtended={
x: @pointB.x + @thickness*(@extension == :neg ? -1 : 1),
y: @pointB.y + @thickness*(@extension == :neg ? -1 : 1)
}
end
def resetPoints(pointA,pointB)
@pointA = pointA
@pointB = pointB
@pointAExtended={
x:@pointA.x + @thickness*(@extension == :neg ? -1 : 1),
y:@pointA.y + @thickness*(@extension == :neg ? -1 : 1)
}
@pointBExtended={
x:@pointB.x + @thickness*(@extension == :neg ? -1 : 1),
y:@pointB.y + @thickness*(@extension == :neg ? -1 : 1)
}
end
#TODO: Ugly function
def slope (pointA, pointB)
return (pointB.x==pointA.x) ? INFINITY : (pointB.y+-pointA.y)/(pointB.x+-pointA.x)
end
#TODO: Ugly function
def intercept(pointA, pointB)
if (slope(pointA, pointB) == INFINITY)
-INFINITY
elsif slope(pointA, pointB) == -1*INFINITY
INFINITY
else
pointA.y+-1.0*(slope(pointA, pointB)*pointA.x)
end
end
def calcY(pointA, pointB, x)
return slope(pointA, pointB)*x + intercept(pointA, pointB)
end
#test if a collision has occurred
def isCollision? (point)
#INFINITY slop breaks down when trying to determin collision, ergo it requires a special test
if slope(@pointA, @pointB) == INFINITY &&
point.x >= [@pointA.x,@pointB.x].min+(@extension == :pos ? -@thickness : 0) &&
point.x <= [@pointA.x,@pointB.x].max+(@extension == :neg ? @thickness : 0) &&
point.y >= [@pointA.y,@pointB.y].min && point.y <= [@pointA.y,@pointB.y].max
return true
end
isNegInLine = @extension == :neg &&
point.y <= slope(@pointA, @pointB)*point.x+intercept(@pointA,@pointB) &&
point.y >= point.x*slope(@pointAExtended, @pointBExtended)+intercept(@pointAExtended,@pointBExtended)
isPosInLine = @extension == :pos &&
point.y >= slope(@pointA, @pointB)*point.x+intercept(@pointA,@pointB) &&
point.y <= point.x*slope(@pointAExtended, @pointBExtended)+intercept(@pointAExtended,@pointBExtended)
isInBoxBounds = point.x >= [@pointA.x,@pointB.x].min &&
point.x <= [@pointA.x,@pointB.x].max &&
point.y >= [@pointA.y,@pointB.y].min+(@extension == :neg ? -@thickness : 0) &&
point.y <= [@pointA.y,@pointB.y].max+(@extension == :pos ? @thickness : 0)
return isInBoxBounds && (isNegInLine || isPosInLine)
end
def getRepelMagnitude (fbx, fby, vrx, vry, args)
a = fbx ; b = vrx ; c = fby
d = vry ; e = args.state.ball.velocity.mag
if b**2 + d**2 == 0
puts "magnitude error"
end
x1 = (-a*b+-c*d + (e**2 * b**2 - b**2 * c**2 + 2*a*b*c*d + e**2 + d**2 - a**2 * d**2)**0.5)/(b**2 + d**2)
x2 = -((a*b + c*d + (e**2 * b**2 - b**2 * c**2 + 2*a*b*c*d + e**2 * d**2 - a**2 * d**2)**0.5)/(b**2 + d**2))
return ((a+x1*b)**2 + (c+x1*d)**2 == e**2) ? x1 : x2
end
def update args
#each of the four points on the square ball - NOTE simple to extend to a circle
points= [ {x: args.state.ball.xy.x, y: args.state.ball.xy.y},
{x: args.state.ball.xy.x+args.state.ball.width, y: args.state.ball.xy.y},
{x: args.state.ball.xy.x, y: args.state.ball.xy.y+args.state.ball.height},
{x: args.state.ball.xy.x+args.state.ball.width, y: args.state.ball.xy.y + args.state.ball.height}
]
#for each point p in points
for point in points
#isCollision.md has more information on this section
#TODO: section can certainly be simplifyed
if isCollision?(point)
u = Vector2d.new(1.0,((slope(@pointA, @pointB)==0) ? INFINITY : -1/slope(@pointA, @pointB))*1.0).normalize #normal perpendicular (to line segment) vector
#the vector with the repeling force can be u or -u depending of where the ball was coming from in relation to the line segment
previousBallPosition=Vector2d.new(point.x-args.state.ball.velocity.x,point.y-args.state.ball.velocity.y)
choiceA = (u.mult(1))
choiceB = (u.mult(-1))
vectorRepel = nil
if (slope(@pointA, @pointB))!=INFINITY && u.y < 0
choiceA, choiceB = choiceB, choiceA
end
vectorRepel = (previousBallPosition.y > calcY(@pointA, @pointB, previousBallPosition.x)) ? choiceA : choiceB
#vectorRepel = (previousBallPosition.y > slope(@pointA, @pointB)*previousBallPosition.x+intercept(@pointA,@pointB)) ? choiceA : choiceB)
if (slope(@pointA, @pointB) == INFINITY) #slope INFINITY breaks down in the above test, ergo it requires a custom test
vectorRepel = (previousBallPosition.x > @pointA.x) ? (u.mult(1)) : (u.mult(-1))
end
#puts (" " + $t[0].to_s + "," + $t[1].to_s + " " + $t[2].to_s + "," + $t[3].to_s + " " + " " + u.x.to_s + "," + u.y.to_s)
#vectorRepel now has the repeling force
mag = args.state.ball.velocity.mag
theta_ball=Math.atan2(args.state.ball.velocity.y,args.state.ball.velocity.x) #the angle of the ball's velocity
theta_repel=Math.atan2(vectorRepel.y,vectorRepel.x) #the angle of the repeling force
#puts ("theta:" + theta_ball.to_s + " " + theta_repel.to_s) #theta okay
fbx = mag * Math.cos(theta_ball) #the x component of the ball's velocity
fby = mag * Math.sin(theta_ball) #the y component of the ball's velocity
repelMag = getRepelMagnitude(fbx, fby, vectorRepel.x, vectorRepel.y, args)
frx = repelMag* Math.cos(theta_repel) #the x component of the repel's velocity | magnitude is set to twice of fbx
fry = repelMag* Math.sin(theta_repel) #the y component of the repel's velocity | magnitude is set to twice of fby
fsumx = fbx+frx #sum of x forces
fsumy = fby+fry #sum of y forces
fr = mag#fr is the resulting magnitude
thetaNew = Math.atan2(fsumy, fsumx) #thetaNew is the resulting angle
xnew = fr*Math.cos(thetaNew) #resulting x velocity
ynew = fr*Math.sin(thetaNew) #resulting y velocity
args.state.ball.velocity = Vector2d.new(xnew,ynew)
#args.state.ball.xy.add(args.state.ball.velocity)
break #no need to check the other points ?
else
end
end
end #end update
end
Collision With Object Removal - main.rb link
# ./samples/04_physics_and_collisions/10_collision_with_object_removal/app/main.rb
# coding: utf-8
INFINITY= 10**10
WIDTH=1280
HEIGHT=720
require 'app/vector2d.rb'
require 'app/paddle.rb'
require 'app/ball.rb'
require 'app/linear_collider.rb'
#Method to init default values
def defaults args
args.state.game_board ||= [(args.grid.w / 2 - args.grid.w / 4), 0, (args.grid.w / 2), args.grid.h]
args.state.bricks ||= []
args.state.num_bricks ||= 0
args.state.game_over_at ||= 0
args.state.paddle ||= Paddle.new
args.state.ball ||= Ball.new
args.state.westWall ||= LinearCollider.new({x: args.grid.w/4, y: 0}, {x: args.grid.w/4, y: args.grid.h}, :pos)
args.state.eastWall ||= LinearCollider.new({x: 3*args.grid.w*0.25, y: 0}, {x: 3*args.grid.w*0.25, y: args.grid.h})
args.state.southWall ||= LinearCollider.new({x: 0, y: 0}, {x: args.grid.w, y: 0})
args.state.northWall ||= LinearCollider.new({x: 0, y:args.grid.h}, {x: args.grid.w, y: args.grid.h}, :pos)
#args.state.testWall ||= LinearCollider.new({x:0 , y:0},{x:args.grid.w, y:args.grid.h})
end
#Render loop
def render args
render_instructions args
render_board args
render_bricks args
end
begin :render_methods
#Method to display the instructions of the game
def render_instructions args
args.outputs.labels << [225, args.grid.h - 30, "← and → to move the paddle left and right", 0, 1]
end
def render_board args
args.outputs.borders << args.state.game_board
end
def render_bricks args
args.outputs.solids << args.state.bricks.map(&:rect)
end
end
#Calls all methods necessary for performing calculations
def calc args
add_new_bricks args
reset_game args
calc_collision args
win_game args
args.state.westWall.update args
args.state.eastWall.update args
args.state.southWall.update args
args.state.northWall.update args
args.state.paddle.update args
args.state.ball.update args
#args.state.testWall.update args
args.state.paddle.render args
args.state.ball.render args
end
begin :calc_methods
def add_new_bricks args
return if args.state.num_bricks > 40
#Width of the game board is 640px
brick_width = (args.grid.w / 2) / 10
brick_height = brick_width / 2
(4).map_with_index do |y|
#Make a box that is 10 bricks wide and 4 bricks tall
args.state.bricks += (10).map_with_index do |x|
args.state.new_entity(:brick) do |b|
b.x = x * brick_width + (args.grid.w / 2 - args.grid.w / 4)
b.y = args.grid.h - ((y + 1) * brick_height)
b.rect = [b.x + 1, b.y - 1, brick_width - 2, brick_height - 2, 235, 50 * y, 52]
#Add linear colliders to the brick
b.collider_bottom = LinearCollider.new([(b.x-2), (b.y-5)], [(b.x+brick_width+1), (b.y-5)], :pos, brick_height)
b.collider_right = LinearCollider.new([(b.x+brick_width+1), (b.y-5)], [(b.x+brick_width+1), (b.y+brick_height+1)], :pos)
b.collider_left = LinearCollider.new([(b.x-2), (b.y-5)], [(b.x-2), (b.y+brick_height+1)], :neg)
b.collider_top = LinearCollider.new([(b.x-2), (b.y+brick_height+1)], [(b.x+brick_width+1), (b.y+brick_height+1)], :neg)
# @xyCollision = LinearCollider.new({x: @x,y: @y+@height}, {x: @x+@width, y: @y+@height})
# @xyCollision2 = LinearCollider.new({x: @x,y: @y}, {x: @x+@width, y: @y}, :pos)
# @xyCollision3 = LinearCollider.new({x: @x,y: @y}, {x: @x, y: @y+@height})
# @xyCollision4 = LinearCollider.new({x: @x+@width,y: @y}, {x: @x+@width, y: @y+@height}, :pos)
b.broken = false
args.state.num_bricks += 1
end
end
end
end
def reset_game args
if args.state.ball.xy.y < 20 && args.state.game_over_at.elapsed_time > 60
#Freeze the ball
args.state.ball.velocity.x = 0
args.state.ball.velocity.y = 0
#Freeze the paddle
args.state.paddle.enabled = false
args.state.game_over_at = args.state.tick_count
end
if args.state.game_over_at.elapsed_time < 60 && args.state.tick_count > 60 && args.state.bricks.count != 0
#Display a "Game over" message
args.outputs.labels << [100, 100, "GAME OVER", 10]
end
#If 60 frames have passed since the game ended, restart the game
if args.state.game_over_at != 0 && args.state.game_over_at.elapsed_time == 60
# FIXME: only put value types in state
args.state.ball = Ball.new
# FIXME: only put value types in state
args.state.paddle = Paddle.new
args.state.bricks = []
args.state.num_bricks = 0
end
end
def calc_collision args
#Remove the brick if it is hit with the ball
ball = args.state.ball
ball_rect = [ball.xy.x, ball.xy.y, 20, 20]
#Loop through each brick to see if the ball is colliding with it
args.state.bricks.each do |b|
if b.rect.intersect_rect?(ball_rect)
#Run the linear collider for the brick if there is a collision
b[:collider_bottom].update args
b[:collider_right].update args
b[:collider_left].update args
b[:collider_top].update args
b.broken = true
end
end
args.state.bricks = args.state.bricks.reject(&:broken)
end
def win_game args
if args.state.bricks.count == 0 && args.state.game_over_at.elapsed_time > 60
#Freeze the ball
args.state.ball.velocity.x = 0
args.state.ball.velocity.y = 0
#Freeze the paddle
args.state.paddle.enabled = false
args.state.game_over_at = args.state.tick_count
end
if args.state.game_over_at.elapsed_time < 60 && args.state.tick_count > 60 && args.state.bricks.count == 0
#Display a "Game over" message
args.outputs.labels << [100, 100, "CONGRATULATIONS!", 10]
end
end
end
def tick args
defaults args
render args
calc args
#args.outputs.lines << [0, 0, args.grid.w, args.grid.h]
#$tc+=1
#if $tc == 5
#$train << [args.state.ball.xy.x, args.state.ball.xy.y]
#$tc = 0
#end
#for t in $train
#args.outputs.solids << [t[0],t[1],5,5,255,0,0];
#end
end
Collision With Object Removal - paddle.rb link
# ./samples/04_physics_and_collisions/10_collision_with_object_removal/app/paddle.rb
class Paddle
attr_accessor :enabled
def initialize ()
@x=WIDTH/2
@y=100
@width=100
@height=20
@speed=10
@xyCollision = LinearCollider.new({x: @x,y: @y+@height+5}, {x: @x+@width, y: @y+@height+5})
@xyCollision2 = LinearCollider.new({x: @x,y: @y}, {x: @x+@width, y: @y}, :pos)
@xyCollision3 = LinearCollider.new({x: @x,y: @y}, {x: @x, y: @y+@height+5})
@xyCollision4 = LinearCollider.new({x: @x+@width,y: @y}, {x: @x+@width, y: @y+@height+5}, :pos)
@enabled = true
end
def update args
@xyCollision.resetPoints({x: @x,y: @y+@height+5}, {x: @x+@width, y: @y+@height+5})
@xyCollision2.resetPoints({x: @x,y: @y}, {x: @x+@width, y: @y})
@xyCollision3.resetPoints({x: @x,y: @y}, {x: @x, y: @y+@height+5})
@xyCollision4.resetPoints({x: @x+@width,y: @y}, {x: @x+@width, y: @y+@height+5})
@xyCollision.update args
@xyCollision2.update args
@xyCollision3.update args
@xyCollision4.update args
args.inputs.keyboard.key_held.left ||= false
args.inputs.keyboard.key_held.right ||= false
if not (args.inputs.keyboard.key_held.left == args.inputs.keyboard.key_held.right)
if args.inputs.keyboard.key_held.left && @enabled
@x-=@speed
elsif args.inputs.keyboard.key_held.right && @enabled
@x+=@speed
end
end
xmin =WIDTH/4
xmax = 3*(WIDTH/4)
@x = (@x+@width > xmax) ? xmax-@width : (@x<xmin) ? xmin : @x;
end
def render args
args.outputs.solids << [@x,@y,@width,@height,255,0,0];
end
def rect
[@x, @y, @width, @height]
end
end
Collision With Object Removal - tests.rb link
# ./samples/04_physics_and_collisions/10_collision_with_object_removal/app/tests.rb
# For advanced users:
# You can put some quick verification tests here, any method
# that starts with the `test_` will be run when you save this file.
# Here is an example test and game
# To run the test: ./dragonruby mygame --eval app/tests.rb --no-tick
class MySuperHappyFunGame
attr_gtk
def tick
outputs.solids << [100, 100, 300, 300]
end
end
def test_universe args, assert
game = MySuperHappyFunGame.new
game.args = args
game.tick
assert.true! args.outputs.solids.length == 1, "failure: a solid was not added after tick"
assert.false! 1 == 2, "failure: some how, 1 equals 2, the world is ending"
puts "test_universe completed successfully"
end
puts "running tests"
$gtk.reset 100
$gtk.log_level = :off
$gtk.tests.start
Collision With Object Removal - vector2d.rb link
# ./samples/04_physics_and_collisions/10_collision_with_object_removal/app/vector2d.rb
class Vector2d
attr_accessor :x, :y
def initialize x=0, y=0
@x=x
@y=y
end
#returns a vector multiplied by scalar x
#x [float] scalar
def mult x
r = Vector2d.new(0,0)
r.x=@x*x
r.y=@y*x
r
end
# vect [Vector2d] vector to copy
def copy vect
Vector2d.new(@x, @y)
end
#returns a new vector equivalent to this+vect
#vect [Vector2d] vector to add to self
def add vect
Vector2d.new(@x+vect.x,@y+vect.y)
end
#returns a new vector equivalent to this-vect
#vect [Vector2d] vector to subtract to self
def sub vect
Vector2d.new(@x-vect.c, @y-vect.y)
end
#return the magnitude of the vector
def mag
((@x**2)+(@y**2))**0.5
end
#returns a new normalize version of the vector
def normalize
Vector2d.new(@x/mag, @y/mag)
end
#TODO delet?
def distABS vect
(((vect.x-@x)**2+(vect.y-@y)**2)**0.5).abs()
end
end
Bouncing Ball With Gravity - main.rb link
# ./samples/04_physics_and_collisions/11_bouncing_ball_with_gravity/app/main.rb
class Game
attr_gtk
def tick
outputs.labels << { x: 30, y: 30.from_top,
text: "left/right arrow keys to spin, up arrow to jump, ctrl+r to reset, click two points to place terrain" }
defaults
calc
render
end
def defaults
state.terrain ||= []
state.player ||= { x: 100,
y: 640,
dx: 0,
dy: 0,
radius: 12,
drag: 0.05477,
gravity: 0.03,
entropy: 0.9,
angle: 0,
facing: 1,
angle_velocity: 0,
elasticity: 0.5 }
state.grid_points ||= (1280.idiv(40) + 1).flat_map do |x|
(720.idiv(40) + 1).map do |y|
{ x: x * 40,
y: y * 40,
w: 40,
h: 40,
anchor_x: 0.5,
anchor_y: 0.5 }
end
end
end
def calc
player.y = 720 if player.y < 0
player.x = 1280 if player.x < 0
player.x = 0 if player.x > 1280
player.angle_velocity = player.angle_velocity.clamp(-30, 30)
calc_edit_mode
calc_play_mode
end
def calc_edit_mode
state.current_grid_point = geometry.find_intersect_rect(inputs.mouse, state.grid_points)
calc_edit_mode_click
end
def calc_edit_mode_click
return if !state.current_grid_point
return if !inputs.mouse.click
if !state.start_point
state.start_point = state.current_grid_point
else
state.terrain << { x: state.start_point.x,
y: state.start_point.y,
x2: state.current_grid_point.x,
y2: state.current_grid_point.y }
state.start_point = nil
end
end
def calc_play_mode
player.x += player.dx
player.dy -= player.gravity
player.y += player.dy
player.angle += player.angle_velocity
player.dy += player.dy * player.drag ** 2 * -1
player.dx += player.dx * player.drag ** 2 * -1
player.colliding = false
player.colliding_with = nil
if inputs.keyboard.key_down.up
player.dy += 5 * player.angle.vector_y
player.dx += 5 * player.angle.vector_x
end
player.angle_velocity += inputs.left_right * -1
player.facing = if inputs.left_right == -1
-1
elsif inputs.left_right == 1
1
else
player.facing
end
collisions = player_terrain_collisions
collisions.each do |collision|
collide! player, collision
end
if player.colliding_with
roll! player, player.colliding_with
end
end
def reflect_velocity! circle, line
slope = geometry.line_slope line, replace_infinity: 1000
slope_angle = geometry.line_angle line
if slope_angle == 90 || slope_angle == 270
circle.dx *= -circle.elasticity
else
circle.angle_velocity += slope * (circle.dx.abs + circle.dy.abs)
vec = line.x2 - line.x, line.y2 - line.y
len = Math.sqrt(vec.x**2 + vec.y**2)
vec.x /= len
vec.y /= len
n = geometry.vec2_normal vec
v_dot_n = geometry.vec2_dot_product({ x: circle.dx, y: circle.dy }, n)
circle.dx = circle.dx - n.x * (2 * v_dot_n)
circle.dy = circle.dy - n.y * (2 * v_dot_n)
circle.dx *= circle.elasticity
circle.dy *= circle.elasticity
half_terminal_velocity = 10
impact_intensity = (circle.dy.abs) / half_terminal_velocity
impact_intensity = 1 if impact_intensity > 1
final = (0.9 - 0.8 * impact_intensity)
next_angular_velocity = circle.angle_velocity * final
circle.angle_velocity *= final
if (circle.dx.abs + circle.dy.abs) <= 0.2
circle.dx = 0
circle.dy = 0
circle.angle_velocity *= 0.99
end
if circle.angle_velocity.abs <= 0.1
circle.angle_velocity = 0
end
end
end
def position_on_line! circle, line
circle.colliding = true
point = geometry.line_normal line, circle
if point.y > circle.y
circle.colliding_from_above = true
else
circle.colliding_from_above = false
end
circle.colliding_with = line
if !geometry.point_on_line? point, line
distance_from_start_of_line = geometry.distance_squared({ x: line.x, y: line.y }, point)
distance_from_end_of_line = geometry.distance_squared({ x: line.x2, y: line.y2 }, point)
if distance_from_start_of_line < distance_from_end_of_line
point = { x: line.x, y: line.y }
else
point = { x: line.x2, y: line.y2 }
end
end
angle = geometry.angle_to point, circle
circle.y = point.y + angle.vector_y * (circle.radius)
circle.x = point.x + angle.vector_x * (circle.radius)
end
def collide! circle, line
return if !line
position_on_line! circle, line
reflect_velocity! circle, line
next_player = { x: player.x + player.dx,
y: player.y + player.dy,
radius: player.radius }
end
def roll! circle, line
slope_angle = geometry.line_angle line
return if slope_angle == 90 || slope_angle == 270
ax = -circle.gravity * slope_angle.vector_y
ay = -circle.gravity * slope_angle.vector_x
if ax.abs < 0.05 && ay.abs < 0.05
ax = 0
ay = 0
end
friction_coefficient = 0.0001
friction_force = friction_coefficient * circle.gravity * slope_angle.vector_x
circle.dy += ay
circle.dx += ax
if circle.colliding_from_above
circle.dx += circle.angle_velocity * slope_angle.vector_x * 0.1
circle.dy += circle.angle_velocity * slope_angle.vector_y * 0.1
else
circle.dx += circle.angle_velocity * slope_angle.vector_x * -0.1
circle.dy += circle.angle_velocity * slope_angle.vector_y * -0.1
end
if circle.dx != 0
circle.dx -= friction_force * (circle.dx / circle.dx.abs)
end
if circle.dy != 0
circle.dy -= friction_force * (circle.dy / circle.dy.abs)
end
end
def player_terrain_collisions
terrain.find_all do |terrain|
geometry.circle_intersect_line? player, terrain
end
.sort_by do |terrain|
if player.facing == -1
-terrain.x
else
terrain.x
end
end
end
def render
render_current_grid_point
render_preview_line
render_grid_points
render_terrain
render_player
render_player_terrain_collisions
end
def render_player_terrain_collisions
collisions = player_terrain_collisions
outputs.lines << collisions.map do |collision|
{ x: collision.x,
y: collision.y,
x2: collision.x2,
y2: collision.y2,
r: 255,
g: 0,
b: 0 }
end
end
def render_current_grid_point
return if state.game_mode == :play
return if !state.current_grid_point
outputs.sprites << state.current_grid_point
.merge(w: 8,
h: 8,
anchor_x: 0.5,
anchor_y: 0.5,
path: :solid,
g: 0,
r: 0,
b: 0,
a: 128)
end
def render_preview_line
return if state.game_mode == :play
return if !state.start_point
return if !state.current_grid_point
outputs.lines << { x: state.start_point.x,
y: state.start_point.y,
x2: state.current_grid_point.x,
y2: state.current_grid_point.y }
end
def render_grid_points
outputs
.sprites << state
.grid_points
.map do |point|
point.merge w: 8,
h: 8,
anchor_x: 0.5,
anchor_y: 0.5,
path: :solid,
g: 255,
r: 255,
b: 255,
a: 128
end
end
def render_terrain
outputs.lines << state.terrain
end
def render_player
outputs.sprites << player_prefab
end
def player_prefab
flip_horizontally = player.facing == -1
{ x: player.x,
y: player.y,
w: player.radius * 2,
h: player.radius * 2,
angle: player.angle,
anchor_x: 0.5,
anchor_y: 0.5,
path: "sprites/circle/blue.png" }
end
def player
state.player
end
def terrain
state.terrain
end
end
def tick args
$game ||= Game.new
$game.args = args
$game.tick
end
def reset args
$terrain = args.state.terrain
$game = nil
end
Ramp Collision - main.rb link
# ./samples/04_physics_and_collisions/12_ramp_collision/app/main.rb
# sample app shows how to do ramp collision
# based off of the writeup here:
# http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/
# NOTE: at the bottom of the file you'll find $gtk.reset_and_replay "replay.txt"
# whenever you make changes to this file, a replay will automatically run so you can
# see how your changes affected the game. Comment out the line at the bottom if you
# don't want the replay to autmatically run.
# toolbar interaction is in a seperate file
require 'app/toolbar.rb'
def tick args
tick_toolbar args
tick_game args
end
def tick_game args
game_defaults args
game_input args
game_calc args
game_render args
end
def game_input args
# if space is pressed or held (signifying a jump)
if args.inputs.keyboard.space
# change the player's dy to the jump power if the
# player is not currently touching a ceiling
if !args.state.player.on_ceiling
args.state.player.dy = args.state.player.jump_power
args.state.player.on_floor = false
args.state.player.jumping = true
end
else
# if the space key is released, then jumping is false
# and the player will no longer be on the ceiling
args.state.player.jumping = false
args.state.player.on_ceiling = false
end
# set the player's dx value to the left/right input
# NOTE: that the speed of the player's dx movement has
# a sensitive relation ship with collision detection.
# If you increase the speed of the player, you may
# need to tweak the collision code to compensate for
# the extra horizontal speed.
args.state.player.dx = args.inputs.left_right * 2
end
def game_render args
# for each terrain entry, render the line that represents the connection
# from the tile's left_height to the tile's right_height
args.outputs.primitives << args.state.terrain.map { |t| t.line }
# determine if the player sprite needs to be flipped hoizontally
flip_horizontally = args.state.player.facing == -1
# render the player
args.outputs.sprites << args.state.player.merge(flip_horizontally: flip_horizontally)
args.outputs.labels << {
x: 640,
y: 100,
alignment_enum: 1,
text: "Left and Right to move player. Space to jump. Use the toolbar at the top to add more terrain."
}
args.outputs.labels << {
x: 640,
y: 60,
alignment_enum: 1,
text: "Click any existing terrain on the map to delete it."
}
end
def game_calc args
# set the direction the player is facing based on the
# the dx value of the player
if args.state.player.dx > 0
args.state.player.facing = 1
elsif args.state.player.dx < 0
args.state.player.facing = -1
end
# preform the calcuation of ramp collision
calc_collision args
# reset the player if the go off screen
calc_off_screen args
end
def game_defaults args
# how much gravity is in the game
args.state.gravity ||= 0.1
# initialized the player to the center of the screen
args.state.player ||= {
x: 640,
y: 360,
w: 16,
h: 16,
dx: 0,
dy: 0,
jump_power: 3,
path: 'sprites/square/blue.png',
on_floor: false,
on_ceiling: false,
facing: 1
}
end
def calc_collision args
# increment the players x position by the dx value
args.state.player.x += args.state.player.dx
# if the player is not on the floor
if !args.state.player.on_floor
# then apply gravity
args.state.player.dy -= args.state.gravity
# clamp the max dy value to -12 to 12
args.state.player.dy = args.state.player.dy.clamp(-12, 12)
# update the player's y position by the dy value
args.state.player.y += args.state.player.dy
end
# get all colisions between the player and the terrain
collisions = args.state.geometry.find_all_intersect_rect args.state.player, args.state.terrain
# if there are no collisions, then the player is not on the floor or ceiling
# return from the method since there is nothing more to process
if collisions.length == 0
args.state.player.on_floor = false
args.state.player.on_ceiling = false
return
end
# set a local variable to the player since
# we'll be accessing it a lot
player = args.state.player
# sort the collisions by the distance from the collision's center to the player's center
sorted_collisions = collisions.sort_by do |collision|
player_center = player.x + player.w / 2
collision_center = collision.x + collision.w / 2
(player_center - collision_center).abs
end
# define a one pixel wide rectangle that represents the center of the player
# we'll use this value to determine the location of the player's feet on
# a ramp
player_center_rect = {
x: player.x + player.w / 2 - 0.5,
y: player.y,
w: 1,
h: player.h
}
# for each collision...
sorted_collisions.each do |collision|
# if the player doesn't intersect with the collision,
# then set the player's on_floor and on_ceiling values to false
# and continue to the next collision
if !collision.intersect_rect? player_center_rect
player.on_floor = false
player.on_ceiling = false
next
end
if player.dy < 0
# if the player is falling
# the percentage of the player's center relative to the collision
# is a difference from the collision to the player (as opposed to the player to the collision)
perc = (collision.x - player_center_rect.x) / player.w
height_of_slope = collision.tile.left_height - collision.tile.right_height
new_y = (collision.y + collision.tile.left_height + height_of_slope * perc)
diff = new_y - player.y
if diff < 0
# if the current fall rate of the player is less than the difference
# of the player's new y position and the player's current y position
# then don't set the player's y position to the new y position
# and wait for another application of gravity to bring the player a little
# closer
if player.dy.abs >= diff.abs
# if the player's current fall speed can cover the distance to the
# new y position, then set the player's y position to the new y position
# and mark them as being on the floor so that gravity no longer get's processed
player.y = new_y
player.on_floor = true
# given the player's speed, set the player's dy to a value that will
# keep them from bouncing off the floor when the ramp is steep
# NOTE: if you change the player's speed, then this value will need to be adjusted
# to keep the player from bouncing off the floor
player.dy = -1
end
elsif diff > 0 && diff < 8
# there's a small edge case where collision may be processed from
# below the terrain (eg when the player is jumping up and hitting the
# ramp from below). The moment when jump is released, the player's dy
# value could result in the player tunneling through the terrain,
# and get popped on to the top side.
# testing to make sure the distance that will be displaced is less than
# 8 pixels will keep this tunneling from happening
player.y = new_y
player.on_floor = true
# given the player's speed, set the player's dy to a value that will
# keep them from bouncing off the floor when the ramp is steep
# NOTE: if you change the player's speed, then this value will need to be adjusted
# to keep the player from bouncing off the floor
player.dy = -1
end
elsif player.dy > 0
# if the player is jumping
# the percentage of the player's center relative to the collision
# is a difference is reversed from the player to the collision (as opposed to the player to the collision)
perc = (player_center_rect.x - collision.x) / player.w
# the height of the slope is also reversed when approaching the collision from the bottom
height_of_slope = collision.tile.right_height - collision.tile.left_height
new_y = collision.y + collision.tile.left_height + height_of_slope * perc
# since this collision is being processed from below, the difference
# between the current players position and the new y position is
# based off of the player's top position (their head)
player_top = player.y + player.h
diff = new_y - player_top
# we also need to calculate the difference between the player's bottom
# and the new position. This will be used to determine if the player
# can jump from the new_y position
diff_bottom = new_y - player.y
# if the player's current rising speed can cover the distance to the
# new y position, then set the player's y position to the new y position
# an mark them as being on the floor so that gravity no longer get's processed
can_cover_distance_to_new_y = player.dy >= diff.abs && player.dy.sign == diff.sign
# another scenario that needs to be covered is if the player's top is already passed
# the new_y position (their rising speed made them partially clip through the collision)
player_top_above_new_y = player_top > new_y
# if either of the conditions above is true then we want to set the player's y position
if can_cover_distance_to_new_y || player_top_above_new_y
# only set the player's y position to the new y position if the player's
# cannot escape the collision by jumping up from the new_y position
if diff_bottom >= player.jump_power
player.y = new_y.floor - player.h
# after setting the new_y position, we need to determine if the player
# if the player is touching the ceiling or not
# touching the ceiling disables the ability for the player to jump/increase
# their dy value any more than it already is
if player.jumping
# disable jumping if the player is currently moving upwards
player.on_ceiling = true
# NOTE: if you change the player's speed, then this value will need to be adjusted
# to keep the player from bouncing off the ceiling as they move right and left
player.dy = 1
else
# if the player is not currently jumping, then set their dy to 0
# so they can immediately start falling after the collision
# this also means that they are no longer on the ceiling and can jump again
player.dy = 0
player.on_ceiling = false
end
end
end
end
end
end
def calc_off_screen args
below_screen = args.state.player.y + args.state.player.h < 0
above_screen = args.state.player.y > 720 + args.state.player.h
off_screen_left = args.state.player.x + args.state.player.w < 0
off_screen_right = args.state.player.x > 1280
# if the player is off the screen, then reset them to the top of the screen
if below_screen || above_screen || off_screen_left || off_screen_right
args.state.player.x = 640
args.state.player.y = 720
args.state.player.dy = 0
args.state.player.on_floor = false
end
end
$gtk.reset_and_replay "replay.txt", speed: 2
Ramp Collision - toolbar.rb link
# ./samples/04_physics_and_collisions/12_ramp_collision/app/toolbar.rb
def tick_toolbar args
# ================================================
# tollbar defaults
# ================================================
if !args.state.toolbar
# these are the tiles you can select from
tile_definitions = [
{ name: "16-12", left_height: 16, right_height: 12 },
{ name: "12-8", left_height: 12, right_height: 8 },
{ name: "8-4", left_height: 8, right_height: 4 },
{ name: "4-0", left_height: 4, right_height: 0 },
{ name: "0-4", left_height: 0, right_height: 4 },
{ name: "4-8", left_height: 4, right_height: 8 },
{ name: "8-12", left_height: 8, right_height: 12 },
{ name: "12-16", left_height: 12, right_height: 16 },
{ name: "16-8", left_height: 16, right_height: 8 },
{ name: "8-0", left_height: 8, right_height: 0 },
{ name: "0-8", left_height: 0, right_height: 8 },
{ name: "8-16", left_height: 8, right_height: 16 },
{ name: "0-0", left_height: 0, right_height: 0 },
{ name: "8-8", left_height: 8, right_height: 8 },
{ name: "16-16", left_height: 16, right_height: 16 },
]
# toolbar data representation which will be used to render the toolbar.
# the buttons array will be used to render the buttons
# the toolbar_rect will be used to restrict the creation of tiles
# within the toolbar area
args.state.toolbar = {
toolbar_rect: nil,
buttons: []
}
# for each tile definition, create a button
args.state.toolbar.buttons = tile_definitions.map_with_index do |spec, index|
left_height = spec.left_height
right_height = spec.right_height
button_size = 48
column_size = 15
column_padding = 2
column = index % column_size
column_padding = column * column_padding
margin = 10
row = index.idiv(column_size)
row_padding = row * 2
x = margin + column_padding + (column * button_size)
y = (margin + button_size + row_padding + (row * button_size)).from_top
# when a tile is added, the data of this button will be used
# to construct the terrain
# each tile has an x, y, w, h which represents the bounding box
# of the button.
# the button also contains the left_height and right_height which is
# important when determining collision of the ramps
{
name: spec.name,
left_height: left_height,
right_height: right_height,
button_rect: {
x: x,
y: y,
w: 48,
h: 48
}
}
end
# with the buttons populated, compute the bounding box of the entire
# toolbar (again this will be used to restrict the creation of tiles)
min_x = args.state.toolbar.buttons.map { |t| t.button_rect.x }.min
min_y = args.state.toolbar.buttons.map { |t| t.button_rect.y }.min
max_x = args.state.toolbar.buttons.map { |t| t.button_rect.x }.max
max_y = args.state.toolbar.buttons.map { |t| t.button_rect.y }.max
args.state.toolbar.rect = {
x: min_x - 10,
y: min_y - 10,
w: max_x - min_x + 10 + 64,
h: max_y - min_y + 10 + 64
}
end
# set the selected tile to the last button in the toolbar
args.state.selected_tile ||= args.state.toolbar.buttons.last
# ================================================
# starting terrain generation
# ================================================
if !args.state.terrain
world = [
{ row: 14, col: 25, name: "0-8" },
{ row: 14, col: 26, name: "8-16" },
{ row: 15, col: 27, name: "0-8" },
{ row: 15, col: 28, name: "8-16" },
{ row: 16, col: 29, name: "0-8" },
{ row: 16, col: 30, name: "8-16" },
{ row: 17, col: 31, name: "0-8" },
{ row: 17, col: 32, name: "8-16" },
{ row: 18, col: 33, name: "0-8" },
{ row: 18, col: 34, name: "8-16" },
{ row: 18, col: 35, name: "16-12" },
{ row: 18, col: 36, name: "12-8" },
{ row: 18, col: 37, name: "8-4" },
{ row: 18, col: 38, name: "4-0" },
{ row: 18, col: 39, name: "0-0" },
{ row: 18, col: 40, name: "0-0" },
{ row: 18, col: 41, name: "0-0" },
{ row: 18, col: 42, name: "0-4" },
{ row: 18, col: 43, name: "4-8" },
{ row: 18, col: 44, name: "8-12" },
{ row: 18, col: 45, name: "12-16" },
]
args.state.terrain = world.map do |tile|
template = tile_by_name(args, tile.name)
next if !template
grid_rect = grid_rect_for(tile.row, tile.col)
new_terrain_definition(grid_rect, template)
end
end
# ================================================
# toolbar input and rendering
# ================================================
# store the mouse position alligned to the tile grid
mouse_grid_aligned_rect = grid_aligned_rect args.inputs.mouse, 16
# determine if the mouse intersects the toolbar
mouse_intersects_toolbar = args.state.toolbar.rect.intersect_rect? args.inputs.mouse
# determine if the mouse intersects a toolbar button
toolbar_button = args.state.toolbar.buttons.find { |t| t.button_rect.intersect_rect? args.inputs.mouse }
# determine if the mouse click occurred over a tile in the terrain
terrain_tile = args.geometry.find_intersect_rect mouse_grid_aligned_rect, args.state.terrain
# if a mouse click occurs....
if args.inputs.mouse.click
if toolbar_button
# if a toolbar button was clicked, set the currently selected tile to the toolbar tile
args.state.selected_tile = toolbar_button
elsif terrain_tile
# if a tile was clicked, delete it from the terrain
args.state.terrain.delete terrain_tile
elsif !args.state.toolbar.rect.intersect_rect? args.inputs.mouse
# if the mouse was not clicked in the toolbar area
# add a new terrain based off of the information in the selected tile
args.state.terrain << new_terrain_definition(mouse_grid_aligned_rect, args.state.selected_tile)
end
end
# render a light blue background for the toolbar button that is currently
# being hovered over (if any)
if toolbar_button
args.outputs.primitives << toolbar_button.button_rect.merge(primitive_marker: :solid, a: 64, b: 255)
end
# put a blue background around the currently selected tile
args.outputs.primitives << args.state.selected_tile.button_rect.merge(primitive_marker: :solid, b: 255, r: 128, a: 64)
if !mouse_intersects_toolbar
if terrain_tile
# if the mouse is hoving over an existing terrain tile, render a red border around the
# tile to signify that it will be deleted if the mouse is clicked
args.outputs.borders << terrain_tile.merge(a: 255, r: 255)
else
# if the mouse is not hovering over an existing terrain tile, render the currently
# selected tile at the mouse position
grid_aligned_rect = grid_aligned_rect args.inputs.mouse, 16
args.outputs.solids << {
**grid_aligned_rect,
a: 30,
g: 128
}
args.outputs.lines << {
x: grid_aligned_rect.x,
y: grid_aligned_rect.y + args.state.selected_tile.left_height,
x2: grid_aligned_rect.x + grid_aligned_rect.w,
y2: grid_aligned_rect.y + args.state.selected_tile.right_height,
}
end
end
# render each toolbar button using two primitives, a border to denote
# the click area of the button, and a line to denote the terrain that
# will be created when the button is clicked
args.outputs.primitives << args.state.toolbar.buttons.map do |toolbar_tile|
primitives = []
scale = toolbar_tile.button_rect.w / 16
primitive_type = :border
[
{
**toolbar_tile.button_rect,
primitive_marker: primitive_type,
a: 64,
g: 128
},
{
x: toolbar_tile.button_rect.x,
y: toolbar_tile.button_rect.y + toolbar_tile.left_height * scale,
x2: toolbar_tile.button_rect.x + toolbar_tile.button_rect.w,
y2: toolbar_tile.button_rect.y + toolbar_tile.right_height * scale
}
]
end
end
# ================================================
# helper methods
#=================================================
# converts a row and column on the grid to
# a rect
def grid_rect_for row, col
{ x: col * 16, y: row * 16, w: 16, h: 16 }
end
# find a tile by name
def tile_by_name args, name
args.state.toolbar.buttons.find { |b| b.name == name }
end
# data structure containing terrain information
# specifcially tile.left_height and tile.right_height
def new_terrain_definition grid_rect, tile
grid_rect.merge(
tile: tile,
line: {
x: grid_rect.x,
y: grid_rect.y + tile.left_height,
x2: grid_rect.x + grid_rect.w,
y2: grid_rect.y + tile.right_height
}
)
end
# helper method that returns a grid aligned rect given
# an arbitrary rect and a grid size
def grid_aligned_rect point, size
grid_aligned_x = point.x - (point.x % size)
grid_aligned_y = point.y - (point.y % size)
{ x: grid_aligned_x.to_i, y: grid_aligned_y.to_i, w: size.to_i, h: size.to_i }
end
Mouse link
Mouse Click - main.rb link
# ./samples/05_mouse/01_mouse_click/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- product: Returns an array of all combinations of elements from all arrays.
For example, [1,2].product([1,2]) would return the following array...
[[1,1], [1,2], [2,1], [2,2]]
More than two arrays can be given to product and it will still work,
such as [1,2].product([1,2],[3,4]). What would product return in this case?
Answer:
[[1,1,3],[1,1,4],[1,2,3],[1,2,4],[2,1,3],[2,1,4],[2,2,3],[2,2,4]]
- num1.fdiv(num2): Returns the float division (will have a decimal) of the two given numbers.
For example, 5.fdiv(2) = 2.5 and 5.fdiv(5) = 1.0
- yield: Allows you to call a method with a code block and yield to that block.
Reminders:
- ARRAY#inside_rect?: Returns true or false depending on if the point is inside the rect.
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
- args.inputs.mouse.click: This property will be set if the mouse was clicked.
- Ternary operator (?): Will evaluate a statement (just like an if statement)
and perform an action if the result is true or another action if it is false.
- reject: Removes elements from a collection if they meet certain requirements.
- args.outputs.borders: An array. The values generate a border.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE]
For more information about borders, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.
=end
# This sample app is a classic game of Tic Tac Toe.
class TicTacToe
attr_accessor :_, :state, :outputs, :inputs, :grid, :gtk
# Starts the game with player x's turn and creates an array (to_a) for space combinations.
# Calls methods necessary for the game to run properly.
def tick
init_new_game
render_board
input_board
end
def init_new_game
state.current_turn ||= :x
state.space_combinations ||= [-1, 0, 1].product([-1, 0, 1]).to_a
state.spaces ||= {}
state.space_combinations.each do |x, y|
state.spaces[x] ||= {}
state.spaces[x][y] ||= state.new_entity(:space)
end
end
# Uses borders to create grid squares for the game's board. Also outputs the game pieces using labels.
def render_board
square_size = 80
# Positions the game's board in the center of the screen.
# Try removing what follows grid.w_half or grid.h_half and see how the position changes!
board_left = grid.w_half - square_size * 1.5
board_top = grid.h_half - square_size * 1.5
# At first glance, the add(1) looks pretty trivial. But if you remove it,
# you'll see that the positioning of the board would be skewed without it!
# Or if you put 2 in the parenthesis, the pieces will be placed in the wrong squares
# due to the change in board placement.
outputs.borders << all_spaces do |x, y, space| # outputs borders for all board spaces
space.border ||= [
board_left + x.add(1) * square_size, # space.border is initialized using this definition
board_top + y.add(1) * square_size,
square_size,
square_size
]
end
# Again, the calculations ensure that the piece is placed in the center of the grid square.
# Remove the '- 20' and the piece will be placed at the top of the grid square instead of the center.
outputs.labels << filled_spaces do |x, y, space| # put label in each filled space of board
label board_left + x.add(1) * square_size + square_size.fdiv(2),
board_top + y.add(1) * square_size + square_size - 20,
space.piece # text of label, either "x" or "o"
end
# Uses a label to output whether x or o won, or if a draw occurred.
# If the game is ongoing, a label shows whose turn it currently is.
outputs.labels << if state.x_won
label grid.w_half, grid.top - 80, "x won" # the '-80' positions the label 80 pixels lower than top
elsif state.o_won
label grid.w_half, grid.top - 80, "o won" # grid.w_half positions the label in the center horizontally
elsif state.draw
label grid.w_half, grid.top - 80, "a draw"
else # if no one won and the game is ongoing
label grid.w_half, grid.top - 80, "turn: #{state.current_turn}"
end
end
# Calls the methods responsible for handling user input and determining the winner.
# Does nothing unless the mouse is clicked.
def input_board
return unless inputs.mouse.click
input_place_piece
input_restart_game
determine_winner
end
# Handles user input for placing pieces on the board.
def input_place_piece
return if state.game_over
# Checks to find the space that the mouse was clicked inside of, and makes sure the space does not already
# have a piece in it.
__, __, space = all_spaces.find do |__, __, space|
inputs.mouse.click.point.inside_rect?(space.border) && !space.piece
end
# The piece that goes into the space belongs to the player whose turn it currently is.
return unless space
space.piece = state.current_turn
# This ternary operator statement allows us to change the current player's turn.
# If it is currently x's turn, it becomes o's turn. If it is not x's turn, it become's x's turn.
state.current_turn = state.current_turn == :x ? :o : :x
end
# Resets the game.
def input_restart_game
return unless state.game_over
gtk.reset
init_new_game
end
# Checks if x or o won the game.
# If neither player wins and all nine squares are filled, a draw happens.
# Once a player is chosen as the winner or a draw happens, the game is over.
def determine_winner
state.x_won = won? :x # evaluates to either true or false (boolean values)
state.o_won = won? :o
state.draw = true if filled_spaces.length == 9 && !state.x_won && !state.o_won
state.game_over = state.x_won || state.o_won || state.draw
end
# Determines if a player won by checking if there is a horizontal match or vertical match.
# Horizontal_match and vertical_match have boolean values. If either is true, the game has been won.
def won? piece
# performs action on all space combinations
won = [[-1, 0, 1]].product([-1, 0, 1]).map do |xs, y|
# Checks if the 3 grid spaces with the same y value (or same row) and
# x values that are next to each other have pieces that belong to the same player.
# Remember, the value of piece is equal to the current turn (which is the player).
horizontal_match = state.spaces[xs[0]][y].piece == piece &&
state.spaces[xs[1]][y].piece == piece &&
state.spaces[xs[2]][y].piece == piece
# Checks if the 3 grid spaces with the same x value (or same column) and
# y values that are next to each other have pieces that belong to the same player.
# The && represents an "and" statement: if even one part of the statement is false,
# the entire statement evaluates to false.
vertical_match = state.spaces[y][xs[0]].piece == piece &&
state.spaces[y][xs[1]].piece == piece &&
state.spaces[y][xs[2]].piece == piece
horizontal_match || vertical_match # if either is true, true is returned
end
# Sees if there is a diagonal match, starting from the bottom left and ending at the top right.
# Is added to won regardless of whether the statement is true or false.
won << (state.spaces[-1][-1].piece == piece && # bottom left
state.spaces[ 0][ 0].piece == piece && # center
state.spaces[ 1][ 1].piece == piece) # top right
# Sees if there is a diagonal match, starting at the bottom right and ending at the top left
# and is added to won.
won << (state.spaces[ 1][-1].piece == piece && # bottom right
state.spaces[ 0][ 0].piece == piece && # center
state.spaces[-1][ 1].piece == piece) # top left
# Any false statements (meaning false diagonal matches) are rejected from won
won.reject_false.any?
end
# Defines filled spaces on the board by rejecting all spaces that do not have game pieces in them.
# The ! before a statement means "not". For example, we are rejecting any space combinations that do
# NOT have pieces in them.
def filled_spaces
state.space_combinations
.reject { |x, y| !state.spaces[x][y].piece } # reject spaces with no pieces in them
.map do |x, y|
if block_given?
yield x, y, state.spaces[x][y]
else
[x, y, state.spaces[x][y]] # sets definition of space
end
end
end
# Defines all spaces on the board.
def all_spaces
if !block_given?
state.space_combinations.map do |x, y|
[x, y, state.spaces[x][y]] # sets definition of space
end
else # if a block is given (block_given? is true)
state.space_combinations.map do |x, y|
yield x, y, state.spaces[x][y] # yield if a block is given
end
end
end
# Sets values for a label, such as the position, value, size, alignment, and color.
def label x, y, value
[x, y + 10, value, 20, 1, 0, 0, 0]
end
end
$tic_tac_toe = TicTacToe.new
def tick args
$tic_tac_toe._ = args
$tic_tac_toe.state = args.state
$tic_tac_toe.outputs = args.outputs
$tic_tac_toe.inputs = args.inputs
$tic_tac_toe.grid = args.grid
$tic_tac_toe.gtk = args.gtk
$tic_tac_toe.tick
tick_instructions args, "Sample app shows how to work with mouse clicks."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Mouse Move - main.rb link
# ./samples/05_mouse/02_mouse_move/app/main.rb
=begin
Reminders:
- find_all: Finds all elements of a collection that meet certain requirements.
For example, in this sample app, we're using find_all to find all zombies that have intersected
or hit the player's sprite since these zombies have been killed.
- args.inputs.keyboard.key_down.KEY: Determines if a key is being held or pressed.
Stores the frame the "down" event occurred.
For more information about the keyboard, go to mygame/documentation/06-keyboard.md.
- args.outputs.sprites: An array. The values generate a sprite.
The parameters are [X, Y, WIDTH, HEIGHT, PATH, ANGLE, ALPHA, RED, GREEN, BLUE]
For more information about sprites, go to mygame/documentation/05-sprites.md.
- args.state.new_entity: Used when we want to create a new object, like a sprite or button.
When we want to create a new object, we can declare it as a new entity and then define
its properties. (Remember, you can use state to define ANY property and it will
be retained across frames.)
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
- map: Ruby method used to transform data; used in arrays, hashes, and collections.
Can be used to perform an action on every element of a collection, such as multiplying
each element by 2 or declaring every element as a new entity.
- sample: Chooses a random element from the array.
- reject: Removes elements that meet certain requirements.
In this sample app, we're removing/rejecting zombies that reach the center of the screen. We're also
rejecting zombies that were killed more than 30 frames ago.
=end
# This sample app allows users to move around the screen in order to kill zombies. Zombies appear from every direction so the goal
# is to kill the zombies as fast as possible!
class ProtectThePuppiesFromTheZombies
attr_accessor :grid, :inputs, :state, :outputs
# Calls the methods necessary for the game to run properly.
def tick
defaults
render
calc
input
end
# Sets default values for the zombies and for the player.
# Initialization happens only in the first frame.
def defaults
state.flash_at ||= 0
state.zombie_min_spawn_rate ||= 60
state.zombie_spawn_countdown ||= random_spawn_countdown state.zombie_min_spawn_rate
state.zombies ||= []
state.killed_zombies ||= []
# Declares player as a new entity and sets its properties.
# The player begins the game in the center of the screen, not moving in any direction.
state.player ||= { x: 640,
y: 360,
w: 4 * 3,
h: 8 * 3,
attack_angle: 0,
dx: 0,
dy: 0,
created_at: state.tick_count }
end
# Outputs a gray background.
# Calls the methods needed to output the player, zombies, etc onto the screen.
def render
outputs.background_color = [100, 100, 100]
render_zombies
render_killed_zombies
render_player
render_flash
end
# Outputs the zombies on the screen and sets values for the sprites, such as the position, width, height, and animation.
def render_zombies
outputs.sprites << state.zombies.map do |z| # performs action on all zombies in the collection
z.merge path: animation_sprite(z) # sets definition for sprite, calls animation_sprite method
end
end
# Outputs sprites of killed zombies, and displays a slash image to show that a zombie has been killed.
def render_killed_zombies
outputs.sprites << state.killed_zombies.map do |z| # performs action on all killed zombies in collection
zombie = { x: z.x,
y: z.y,
w: 4 * 3,
h: 8 * 3,
path: animation_sprite(z, z.death_at), # calls animation_sprite method
a: 255 * z.death_at.ease(30, :flip) } # transparency of a zombie changes when they die
# Sets values to output the slash over the zombie's sprite when a zombie is killed.
# The slash is tilted 45 degrees from the angle of the player's attack.
# Change the 3 inside scale_rect to 30 and the slash will be HUGE! Scale_rect positions
# the slash over the killed zombie's sprite.
[zombie,
zombie.merge(path: 'sprites/slash.png',
angle: 45 + (state.player.attack_angle_on_click || 0)).scale_rect(3, 0.5, 0.5)]
end
end
# Outputs the player sprite using the images in the sprites folder.
def render_player
# Outputs a small red square that previews the angles that the player can attack in.
# It can be moved in a perfect circle around the player to show possible movements.
# Change the 60 in the parenthesis and see what happens to the movement of the red square.
outputs.sprites << { x: state.player.x + state.player.attack_angle.vector_x(60),
y: state.player.y + state.player.attack_angle.vector_y(60),
w: 3,
h: 3,
r: 255,
g: 0,
b: 0,
path: :solid }
outputs.sprites << { x: state.player.x,
y: state.player.y,
w: 4 * 3,
h: 8 * 3,
path: "sprites/player-#{animation_index(state.player.created_at.elapsed_time)}.png" } # string interpolation
end
# Renders flash as a solid. The screen turns white for 10 frames when a zombie is killed.
def render_flash
return if state.flash_at.elapsed_time > 10 # return if more than 10 frames have passed since flash.
# Transparency gradually changes (or eases) during the 10 frames of flash.
outputs.primitives << { **grid.rect, r: 255, g: 255, b: 255, a: 255 * state.flash_at.ease(10, :flip), path: :solid }
end
# Calls all methods necessary for performing calculations.
def calc
calc_spawn_zombie
calc_move_zombies
calc_player
calc_kill_zombie
end
# Decreases the zombie spawn countdown by 1 if it has a value greater than 0.
def calc_spawn_zombie
if state.zombie_spawn_countdown > 0
state.zombie_spawn_countdown -= 1
return
end
# New zombies are created, positioned on the screen, and added to the zombies collection.
state.zombies << (if rand > 0.5
{
x: grid.rect.w.randomize(:ratio), # random x position on screen (within grid scope)
y: [-10, 730].sample, # y position is set to either -10 or 730 (randomly chosen)
w: 4 * 3, h: 8 * 3,
created_at: state.tick_count
}
else
{
x: [-10, 1290].sample, # x position is set to either -10 or 1290 (randomly chosen)
y: grid.rect.w.randomize(:ratio), # random y position on screen
w: 4 * 3, h: 8 * 3,
created_at: state.tick_count
}
end)
# Calls random_spawn_countdown method (determines how fast new zombies appear)
state.zombie_spawn_countdown = random_spawn_countdown state.zombie_min_spawn_rate
state.zombie_min_spawn_rate -= 1
# set to either the current zombie_min_spawn_rate or 0, depending on which value is greater
state.zombie_min_spawn_rate = state.zombie_min_spawn_rate.clamp(0)
end
# Moves all zombies towards the center of the screen.
# All zombies that reach the center (640, 360) are rejected from the zombies collection and disappear.
def calc_move_zombies
state.zombies.each do |z| # for each zombie in the collection
z.y = z.y.towards(360, 0.1) # move the zombie towards the center (640, 360) at a rate of 0.1
z.x = z.x.towards(640, 0.1) # change 0.1 to 1.1 and see how much faster the zombies move to the center
end
state.zombies = state.zombies.reject { |z| z.y == 360 && z.x == 640 } # remove zombies that are in center
end
# Calculates the position and movement of the player on the screen.
def calc_player
state.player.x += state.player.dx # changes x based on dx (change in x)
state.player.y += state.player.dy # changes y based on dy (change in y)
state.player.dx *= 0.9 # scales dx down
state.player.dy *= 0.9 # scales dy down
# Compares player's x to 1280 to find lesser value, then compares result to 0 to find greater value.
# This ensures that the player remains within the screen's scope.
state.player.x = state.player.x.clamp(0, 1280)
state.player.y = state.player.y.clamp(0, 720) # same with player's y
end
# Finds all zombies that intersect with the player's sprite. These zombies are removed from the zombies collection
# and added to the killed_zombies collection since any zombie that intersects with the player is killed.
def calc_kill_zombie
# Find all zombies that intersect with the player. They are considered killed.
killed_this_frame = state.zombies.find_all { |z| (z.intersect_rect? state.player) }
state.zombies = state.zombies - killed_this_frame # remove newly killed zombies from zombies collection
state.killed_zombies += killed_this_frame # add newly killed zombies to killed zombies
if killed_this_frame.length > 0 # if atleast one zombie was killed in the frame
state.flash_at = state.tick_count # flash_at set to the frame when the zombie was killed
# Don't forget, the rendered flash lasts for 10 frames after the zombie is killed (look at render_flash method)
end
# Sets the tick_count (passage of time) as the value of the death_at variable for each killed zombie.
# Death_at stores the frame a zombie was killed.
killed_this_frame.each do |z|
z.death_at = state.tick_count
end
# Zombies are rejected from the killed_zombies collection depending on when they were killed.
# They are rejected if more than 30 frames have passed since their death.
state.killed_zombies = state.killed_zombies.reject { |z| state.tick_count - z.death_at > 30 }
end
# Uses input from the user to move the player around the screen.
def input
# If the "a" key or left key is pressed, the x position of the player decreases.
# Otherwise, if the "d" key or right key is pressed, the x position of the player increases.
if inputs.keyboard.key_held.a || inputs.keyboard.key_held.left
state.player.x -= 5
elsif inputs.keyboard.key_held.d || inputs.keyboard.key_held.right
state.player.x += 5
end
# If the "w" or up key is pressed, the y position of the player increases.
# Otherwise, if the "s" or down key is pressed, the y position of the player decreases.
if inputs.keyboard.key_held.w || inputs.keyboard.key_held.up
state.player.y += 5
elsif inputs.keyboard.key_held.s || inputs.keyboard.key_held.down
state.player.y -= 5
end
# Sets the attack angle so the player can move and attack in the precise direction it wants to go.
# If the mouse is moved, the attack angle is changed (based on the player's position and mouse position).
# Attack angle also contributes to the position of red square.
if inputs.mouse.moved
state.player.attack_angle = inputs.mouse.position.angle_from [state.player.x, state.player.y]
end
if inputs.mouse.click && state.player.dx < 0.5 && state.player.dy < 0.5
state.player.attack_angle_on_click = inputs.mouse.position.angle_from [state.player.x, state.player.y]
state.player.attack_angle = state.player.attack_angle_on_click # player's attack angle is set
state.player.dx = state.player.attack_angle.vector_x(25) # change in player's position
state.player.dy = state.player.attack_angle.vector_y(25)
end
end
# Sets the zombie spawn's countdown to a random number.
# How fast zombies appear (change the 60 to 6 and too many zombies will appear at once!)
def random_spawn_countdown minimum
10.randomize(:ratio, :sign).to_i + 60
end
# Helps to iterate through the images in the sprites folder by setting the animation index.
# 3 frames is how long to show an image, and 6 is how many images to flip through.
def animation_index at
at.idiv(3).mod(6)
end
# Animates the zombies by using the animation index to go through the images in the sprites folder.
def animation_sprite zombie, at = nil
at ||= zombie.created_at.elapsed_time # how long it is has been since a zombie was created
index = animation_index at
"sprites/zombie-#{index}.png" # string interpolation to iterate through images
end
end
$protect_the_puppies_from_the_zombies = ProtectThePuppiesFromTheZombies.new
def tick args
$protect_the_puppies_from_the_zombies.grid = args.grid
$protect_the_puppies_from_the_zombies.inputs = args.inputs
$protect_the_puppies_from_the_zombies.state = args.state
$protect_the_puppies_from_the_zombies.outputs = args.outputs
$protect_the_puppies_from_the_zombies.tick
tick_instructions args, "How to get the mouse position and translate it to an x, y position using .vector_x and .vector_y. CLICK to play."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Mouse Move Paint App - main.rb link
# ./samples/05_mouse/03_mouse_move_paint_app/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- Floor: Method that returns an integer number smaller than or equal to the original with no decimal.
For example, if we have a variable, a = 13.7, and we called floor on it, it would look like this...
puts a.floor()
which would print out 13.
(There is also a ceil method, which returns an integer number greater than or equal to the original
with no decimal. If we had called ceil on the variable a, the result would have been 14.)
Reminders:
- Hashes: Collection of unique keys and their corresponding values. The value can be found
using their keys.
For example, if we have a "numbers" hash that stores numbers in English as the
key and numbers in Spanish as the value, we'd have a hash that looks like this...
numbers = { "one" => "uno", "two" => "dos", "three" => "tres" }
and on it goes.
Now if we wanted to find the corresponding value of the "one" key, we could say
puts numbers["one"]
which would print "uno" to the console.
- args.state.new_entity: Used when we want to create a new object, like a sprite or button.
In this sample app, new_entity is used to create a new button that clears the grid.
(Remember, you can use state to define ANY property and it will be retained across frames.)
- args.inputs.mouse.click.point.(x|y): The x and y location of the mouse.
- args.inputs.mouse.click.point.created_at: The frame the mouse click occurred in.
- args.outputs.labels: An array. The values in the array generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- ARRAY#inside_rect?: Returns true or false depending on if the point is inside the rect.
=end
# This sample app shows an empty grid that the user can paint on.
# To paint, the user must keep their mouse presssed and drag it around the grid.
# The "clear" button allows users to clear the grid so they can start over.
class PaintApp
attr_accessor :inputs, :state, :outputs, :grid, :args
# Runs methods necessary for the game to function properly.
def tick
print_title
add_grid
check_click
draw_buttons
end
# Prints the title onto the screen by using a label.
# Also separates the title from the grid with a line as a horizontal separator.
def print_title
args.outputs.labels << [ 640, 700, 'Paint!', 0, 1 ]
outputs.lines << horizontal_separator(660, 0, 1280)
end
# Sets the starting position, ending position, and color for the horizontal separator.
# The starting and ending positions have the same y values.
def horizontal_separator y, x, x2
[x, y, x2, y, 150, 150, 150]
end
# Sets the starting position, ending position, and color for the vertical separator.
# The starting and ending positions have the same x values.
def vertical_separator x, y, y2
[x, y, x, y2, 150, 150, 150]
end
# Outputs a border and a grid containing empty squares onto the screen.
def add_grid
# Sets the x, y, height, and width of the grid.
# There are 31 horizontal lines and 31 vertical lines in the grid.
# Feel free to count them yourself before continuing!
x, y, h, w = 640 - 500/2, 640 - 500, 500, 500 # calculations done so the grid appears in screen's center
lines_h = 31
lines_v = 31
# Sets values for the grid's border, grid lines, and filled squares.
# The filled_squares variable is initially set to an empty array.
state.grid_border ||= [ x, y, h, w ] # definition of grid's outer border
state.grid_lines ||= draw_grid(x, y, h, w, lines_h, lines_v) # calls draw_grid method
state.filled_squares ||= [] # there are no filled squares until the user fills them in
# Outputs the grid lines, border, and filled squares onto the screen.
outputs.lines.concat state.grid_lines
outputs.borders << state.grid_border
outputs.solids << state.filled_squares
end
# Draws the grid by adding in vertical and horizontal separators.
def draw_grid x, y, h, w, lines_h, lines_v
# The grid starts off empty.
grid = []
# Calculates the placement and adds horizontal lines or separators into the grid.
curr_y = y # start at the bottom of the box
dist_y = h / (lines_h + 1) # finds distance to place horizontal lines evenly throughout 500 height of grid
lines_h.times do
curr_y += dist_y # increment curr_y by the distance between the horizontal lines
grid << horizontal_separator(curr_y, x, x + w - 1) # add a separator into the grid
end
# Calculates the placement and adds vertical lines or separators into the grid.
curr_x = x # now start at the left of the box
dist_x = w / (lines_v + 1) # finds distance to place vertical lines evenly throughout 500 width of grid
lines_v.times do
curr_x += dist_x # increment curr_x by the distance between the vertical lines
grid << vertical_separator(curr_x, y + 1, y + h) # add separator
end
# paint_grid uses a hash to assign values to keys.
state.paint_grid ||= {"x" => x, "y" => y, "h" => h, "w" => w, "lines_h" => lines_h,
"lines_v" => lines_v, "dist_x" => dist_x,
"dist_y" => dist_y }
return grid
end
# Checks if the user is keeping the mouse pressed down and sets the mouse_hold variable accordingly using boolean values.
# If the mouse is up, the user cannot drag the mouse.
def check_click
if inputs.mouse.down #is mouse up or down?
state.mouse_held = true # mouse is being held down
elsif inputs.mouse.up # if mouse is up
state.mouse_held = false # mouse is not being held down or dragged
state.mouse_dragging = false
end
if state.mouse_held && # mouse needs to be down
!inputs.mouse.click && # must not be first click
((inputs.mouse.previous_click.point.x - inputs.mouse.position.x).abs > 15) # Need to move 15 pixels before "drag"
state.mouse_dragging = true
end
# If the user clicks their mouse inside the grid, the search_lines method is called with a click input type.
if ((inputs.mouse.click) && (inputs.mouse.click.point.inside_rect? state.grid_border))
search_lines(inputs.mouse.click.point, :click)
# If the user drags their mouse inside the grid, the search_lines method is called with a drag input type.
elsif ((state.mouse_dragging) && (inputs.mouse.position.inside_rect? state.grid_border))
search_lines(inputs.mouse.position, :drag)
end
end
# Sets the definition of a grid box and handles user input to fill in or clear grid boxes.
def search_lines (point, input_type)
point.x -= state.paint_grid["x"] # subtracts the value assigned to the "x" key in the paint_grid hash
point.y -= state.paint_grid["y"] # subtracts the value assigned to the "y" key in the paint_grid hash
# Remove code following the .floor and see what happens when you try to fill in grid squares
point.x = (point.x / state.paint_grid["dist_x"]).floor * state.paint_grid["dist_x"]
point.y = (point.y / state.paint_grid["dist_y"]).floor * state.paint_grid["dist_y"]
point.x += state.paint_grid["x"]
point.y += state.paint_grid["y"]
# Sets definition of a grid box, meaning its x, y, width, and height.
# Floor is called on the point.x and point.y variables.
# Ceil method is called on values of the distance hash keys, setting the width and height of a box.
grid_box = [ point.x.floor, point.y.floor, state.paint_grid["dist_x"].ceil, state.paint_grid["dist_y"].ceil ]
if input_type == :click # if user clicks their mouse
if state.filled_squares.include? grid_box # if grid box is already filled in
state.filled_squares.delete grid_box # box is cleared and removed from filled_squares
else
state.filled_squares << grid_box # otherwise, box is filled in and added to filled_squares
end
elsif input_type == :drag # if user drags mouse
unless state.filled_squares.include? grid_box # unless the grid box dragged over is already filled in
state.filled_squares << grid_box # the box is filled in and added to filled_squares
end
end
end
# Creates and outputs a "Clear" button on the screen using a label and a border.
# If the button is clicked, the filled squares are cleared, making the filled_squares collection empty.
def draw_buttons
x, y, w, h = 390, 50, 240, 50
state.clear_button ||= state.new_entity(:button_with_fade)
# The x and y positions are set to display the label in the center of the button.
# Try changing the first two parameters to simply x, y and see what happens to the text placement!
state.clear_button.label ||= [x + w.half, y + h.half + 10, "Clear", 0, 1] # placed in center of border
state.clear_button.border ||= [x, y, w, h]
# If the mouse is clicked inside the borders of the clear button,
# the filled_squares collection is emptied and the squares are cleared.
if inputs.mouse.click && inputs.mouse.click.point.inside_rect?(state.clear_button.border)
state.clear_button.clicked_at = inputs.mouse.click.created_at # time (frame) the click occurred
state.filled_squares.clear
inputs.mouse.previous_click = nil
end
outputs.labels << state.clear_button.label
outputs.borders << state.clear_button.border
# When the clear button is clicked, the color of the button changes
# and the transparency changes, as well. If you change the time from
# 0.25.seconds to 1.25.seconds or more, the change will last longer.
if state.clear_button.clicked_at
outputs.solids << [x, y, w, h, 0, 180, 80, 255 * state.clear_button.clicked_at.ease(0.25.seconds, :flip)]
end
end
end
$paint_app = PaintApp.new
def tick args
$paint_app.inputs = args.inputs
$paint_app.state = args.state
$paint_app.grid = args.grid
$paint_app.args = args
$paint_app.outputs = args.outputs
$paint_app.tick
tick_instructions args, "How to create a simple paint app. CLICK and HOLD to draw."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Coordinate Systems - main.rb link
# ./samples/05_mouse/04_coordinate_systems/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- args.inputs.mouse.click.position: Coordinates of the mouse's position on the screen.
Unlike args.inputs.mouse.click.point, the mouse does not need to be pressed down for
position to know the mouse's coordinates.
For more information about the mouse, go to mygame/documentation/07-mouse.md.
Reminders:
- args.inputs.mouse.click: This property will be set if the mouse was clicked.
- args.inputs.mouse.click.point.(x|y): The x and y location of the mouse.
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
In this sample app, string interpolation is used to show the current position of the mouse
in a label.
- args.outputs.labels: An array that generates a label.
The parameters are [X, Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- args.outputs.solids: An array that generates a solid.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE, ALPHA]
For more information about solids, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.lines: An array that generates a line.
The parameters are [X, Y, X2, Y2, RED, GREEN, BLUE, ALPHA]
For more information about lines, go to mygame/documentation/04-lines.md.
=end
# This sample app shows a coordinate system or grid. The user can move their mouse around the screen and the
# coordinates of their position on the screen will be displayed. Users can choose to view one quadrant or
# four quadrants by pressing the button.
def tick args
# The addition and subtraction in the first two parameters of the label and solid
# ensure that the outputs don't overlap each other. Try removing them and see what happens.
pos = args.inputs.mouse.position # stores coordinates of mouse's position
args.outputs.labels << [pos.x + 10, pos.y + 10, "#{pos}"] # outputs label of coordinates
args.outputs.solids << [pos.x - 2, pos.y - 2, 5, 5] # outputs small blackk box placed where mouse is hovering
button = [0, 0, 370, 50] # sets definition of toggle button
args.outputs.borders << button # outputs button as border (not filled in)
args.outputs.labels << [10, 35, "click here toggle coordinate system"] # label of button
args.outputs.lines << [ 0, -720, 0, 720] # vertical line dividing quadrants
args.outputs.lines << [-1280, 0, 1280, 0] # horizontal line dividing quadrants
if args.inputs.mouse.click # if the user clicks the mouse
pos = args.inputs.mouse.click.point # pos's value is point where user clicked (coordinates)
if pos.inside_rect? button # if the click occurred inside the button
if args.grid.name == :bottom_left # if the grid shows bottom left as origin
args.grid.origin_center! # origin will be shown in center
else
args.grid.origin_bottom_left! # otherwise, the view will change to show bottom left as origin
end
end
end
tick_instructions args, "Sample app shows the two supported coordinate systems in Game Toolkit."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Clicking Buttons - main.rb link
# ./samples/05_mouse/05_clicking_buttons/app/main.rb
def tick args
# create buttons
args.state.buttons ||= [
create_button(args, id: :button_1, row: 0, col: 0, text: "button 1"),
create_button(args, id: :button_2, row: 1, col: 0, text: "button 2"),
create_button(args, id: :clear, row: 2, col: 0, text: "clear")
]
# render button's border and label
args.outputs.primitives << args.state.buttons.map do |b|
b.primitives
end
# render center label if the text is set
if args.state.center_label_text
args.outputs.labels << { x: 640,
y: 360,
text: args.state.center_label_text,
alignment_enum: 1,
vertical_alignment_enum: 1 }
end
# if the mouse is clicked, see if the mouse click intersected
# with a button
if args.inputs.mouse.click
button = args.state.buttons.find do |b|
args.inputs.mouse.intersect_rect? b
end
# update the center label text based on button clicked
case button.id
when :button_1
args.state.center_label_text = "button 1 was clicked"
when :button_2
args.state.center_label_text = "button 2 was clicked"
when :clear
args.state.center_label_text = nil
end
end
end
def create_button args, id:, row:, col:, text:;
# args.layout.rect(row:, col:, w:, h:) is method that will
# return a rectangle inside of a grid with 12 rows and 24 columns
rect = args.layout.rect row: row, col: col, w: 3, h: 1
# get senter of rect for label
center = args.geometry.rect_center_point rect
{
id: id,
x: rect.x,
y: rect.y,
w: rect.w,
h: rect.h,
primitives: [
{
x: rect.x,
y: rect.y,
w: rect.w,
h: rect.h,
primitive_marker: :border
},
{
x: center.x,
y: center.y,
text: text,
size_enum: -1,
alignment_enum: 1,
vertical_alignment_enum: 1,
primitive_marker: :label
}
]
}
end
$gtk.reset
Save Load link
Reading Writing Files - main.rb link
# ./samples/06_save_load/00_reading_writing_files/app/main.rb
# APIs covered:
# args.gtk.write_file "file-1.txt", args.state.tick_count.to_s
# args.gtk.append_file "file-1.txt", args.state.tick_count.to_s
# stat = args.gtk.stat_file "file-1.txt"
# contents = args.gtk.read_file "file-1.txt"
# args.gtk.delete_file "file-1.txt"
# args.gtk.delete_file_if_exist "file-1.txt"
# root_files = args.gtk.list_files ""
# app_files = args.gtk.list_files "app"
def tick args
# create buttons
args.state.buttons ||= [
create_button(args, id: :write_file_1, row: 0, col: 0, text: "write file-1.txt"),
create_button(args, id: :append_file_1, row: 1, col: 0, text: "append file-1.txt"),
create_button(args, id: :delete_file_1, row: 2, col: 0, text: "delete file-1.txt"),
create_button(args, id: :read_file_1, row: 0, col: 3, text: "read file-1.txt"),
create_button(args, id: :stat_file_1, row: 1, col: 3, text: "stat file-1.txt"),
create_button(args, id: :list_files, row: 2, col: 3, text: "list files"),
]
# render button's border and label
args.outputs.primitives << args.state.buttons.map do |b|
b.primitives
end
# render center label if the text is set
if args.state.center_label_text
long_string = args.state.center_label_text
max_character_length = 80
long_strings_split = args.string.wrapped_lines long_string, max_character_length
line_height = 23
offset = (long_strings_split.length / 2) * line_height
args.outputs.labels << long_strings_split.map_with_index do |s, i|
{
x: 400,
y: 60.from_top - (i * line_height),
text: s
}
end
end
# if the mouse is clicked, see if the mouse click intersected
# with a button
if args.inputs.mouse.click
button = args.state.buttons.find do |b|
args.inputs.mouse.intersect_rect? b
end
# update the center label text based on button clicked
case button.id
when :write_file_1
args.gtk.write_file("file-1.txt", args.state.tick_count.to_s + "\n")
args.state.center_label_text = ""
args.state.center_label_text += "* Success (#{args.state.tick_count}):\n"
args.state.center_label_text += " Click \"read file-1.txt\" to see the contents.\n"
args.state.center_label_text += "\n"
args.state.center_label_text += "** Sample Code\n"
args.state.center_label_text += " args.gtk.write_file(\"file-1.txt\", args.state.tick_count.to_s + \"\\n\")\n"
when :append_file_1
args.gtk.append_file("file-1.txt", args.state.tick_count.to_s + "\n")
args.state.center_label_text = ""
args.state.center_label_text += "* Success (#{args.state.tick_count}):\n"
args.state.center_label_text += " Click \"read file-1.txt\" to see the contents.\n"
args.state.center_label_text += "\n"
args.state.center_label_text += "** Sample Code\n"
args.state.center_label_text += " args.gtk.append_file(\"file-1.txt\", args.state.tick_count.to_s + \"\\n\")\n"
when :stat_file_1
stat = args.gtk.stat_file "file-1.txt"
args.state.center_label_text = ""
args.state.center_label_text += "* Stat File (#{args.state.tick_count})\n"
args.state.center_label_text += "#{stat || "nil (file does not exist)"}"
args.state.center_label_text += "\n"
args.state.center_label_text += "\n"
args.state.center_label_text += "** Sample Code\n"
args.state.center_label_text += " args.gtk.stat_files(\"file-1.txt\")\n"
when :read_file_1
contents = args.gtk.read_file("file-1.txt")
args.state.center_label_text = ""
if contents
args.state.center_label_text += "* Contents (#{args.state.tick_count}):\n"
args.state.center_label_text += contents
args.state.center_label_text += "\n"
args.state.center_label_text += "** Sample Code\n"
args.state.center_label_text += " contents = args.gtk.read_file(\"file-1.txt\")\n"
else
args.state.center_label_text += "* Contents (#{args.state.tick_count}):\n"
args.state.center_label_text += "Contents of file was nil. Click stat file-1.txt for file information."
args.state.center_label_text += "\n"
args.state.center_label_text += "** Sample Code\n"
args.state.center_label_text += " contents = args.gtk.read_file(\"file-1.txt\")\n"
end
when :delete_file_1
args.state.center_label_text = ""
if args.gtk.stat_file "file-1.txt"
args.gtk.delete_file "file-1.txt"
args.state.center_label_text += "* Delete File\n"
args.state.center_label_text += "file-1.txt was deleted. Click \"list files\" or \"stat file-1.txt\" for more info."
args.state.center_label_text += "\n"
args.state.center_label_text += "\n"
args.state.center_label_text += "** Sample Code\n"
args.state.center_label_text += " args.gtk.delete_file(\"file-1.txt\")\n"
else
args.state.center_label_text = ""
args.state.center_label_text += "* Delete File\n"
args.state.center_label_text += "File does not exist. Click \"write file-1.txt\" or \"append file-1.txt\" to create file."
args.state.center_label_text += "\n"
args.state.center_label_text += "\n"
args.state.center_label_text += "** Sample Code\n"
args.state.center_label_text += " if args.gtk.stat_file(\"file-1.txt\") ...\n"
end
when :list_files
root_files = args.gtk.list_files ""
app_files = args.gtk.list_files "app"
args.state.center_label_text = ""
args.state.center_label_text += "** Root Files (#{args.state.tick_count}):\n"
args.state.center_label_text += root_files.join "\n"
args.state.center_label_text += "\n"
args.state.center_label_text += "\n"
args.state.center_label_text += "** App Files (#{args.state.tick_count}):\n"
args.state.center_label_text += app_files.join "\n"
args.state.center_label_text += "\n"
args.state.center_label_text += "\n"
args.state.center_label_text += "** Sample Code\n"
args.state.center_label_text += " root_files = args.gtk.list_files(\"\")\n"
args.state.center_label_text += " app_files = args.gtk.list_files(\"app\")\n"
end
end
end
def create_button args, id:, row:, col:, text:;
# args.layout.rect(row:, col:, w:, h:) is method that will
# return a rectangle inside of a grid with 12 rows and 24 columns
rect = args.layout.rect row: row, col: col, w: 3, h: 1
# get senter of rect for label
center = args.geometry.rect_center_point rect
{
id: id,
x: rect.x,
y: rect.y,
w: rect.w,
h: rect.h,
primitives: [
{
x: rect.x,
y: rect.y,
w: rect.w,
h: rect.h,
primitive_marker: :border
},
{
x: center.x,
y: center.y,
text: text,
size_enum: -2,
alignment_enum: 1,
vertical_alignment_enum: 1,
primitive_marker: :label
}
]
}
end
$gtk.reset
Save Load Game - main.rb link
# ./samples/06_save_load/01_save_load_game/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- Symbol (:): Ruby object with a name and an internal ID. Symbols are useful
because with a given symbol name, you can refer to the same object throughout
a Ruby program.
In this sample app, we're using symbols for our buttons. We have buttons that
light fires, save, load, etc. Each of these buttons has a distinct symbol like
:light_fire, :save_game, :load_game, etc.
- to_sym: Returns the symbol corresponding to the given string; creates the symbol
if it does not already exist.
For example,
'car'.to_sym
would return the symbol :car.
- last: Returns the last element of an array.
Reminders:
- num1.lesser(num2): finds the lower value of the given options.
For example, in the statement
a = 4.lesser(3)
3 has a lower value than 4, which means that the value of a would be set to 3,
but if the statement had been
a = 4.lesser(5)
4 has a lower value than 5, which means that the value of a would be set to 4.
- num1.fdiv(num2): returns the float division (will have a decimal) of the two given numbers.
For example, 5.fdiv(2) = 2.5 and 5.fdiv(5) = 1.0
- String interpolation: uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
- args.outputs.labels: An array. Values generate a label.
Parameters are [X, Y, TEXT, SIZE, ALIGN, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information, go to mygame/documentation/02-labels.md.
- ARRAY#inside_rect?: An array with at least two values is considered a point. An array
with at least four values is considered a rect. The inside_rect? function returns true
or false depending on if the point is inside the rect.
=end
# This code allows users to perform different tasks, such as saving and loading the game.
# Users also have options to reset the game and light a fire.
class TextedBasedGame
# Contains methods needed for game to run properly.
# Increments tick count by 1 each time it runs (60 times in a single second)
def tick
default
show_intro
state.engine_tick_count += 1
tick_fire
end
# Sets default values.
# The ||= ensures that a variable's value is only set to the value following the = sign
# if the value has not already been set before. Intialization happens only in the first frame.
def default
state.engine_tick_count ||= 0
state.active_module ||= :room
state.fire_progress ||= 0
state.fire_ready_in ||= 10
state.previous_fire ||= :dead
state.fire ||= :dead
end
def show_intro
return unless state.engine_tick_count == 0 # return unless the game just started
set_story_line "awake." # calls set_story_line method, sets to "awake"
end
# Sets story line.
def set_story_line story_line
state.story_line = story_line # story line set to value of parameter
state.active_module = :alert # active module set to alert
end
# Clears story line.
def clear_storyline
state.active_module = :none # active module set to none
state.story_line = nil # story line is cleared, set to nil (or empty)
end
# Determines fire progress (how close the fire is to being ready to light).
def tick_fire
return if state.active_module == :alert # return if active module is alert
state.fire_progress += 1 # increment fire progress
# fire_ready_in is 10. The fire_progress is either the current value or 10, whichever has a lower value.
state.fire_progress = state.fire_progress.lesser(state.fire_ready_in)
end
# Sets the value of fire (whether it is dead or roaring), and the story line
def light_fire
return unless fire_ready? # returns unless the fire is ready to be lit
state.fire = :roaring # fire is lit, set to roaring
state.fire_progress = 0 # the fire progress returns to 0, since the fire has been lit
if state.fire != state.previous_fire
set_story_line "the fire is #{state.fire}." # the story line is set using string interpolation
state.previous_fire = state.fire
end
end
# Checks if the fire is ready to be lit. Returns a boolean value.
def fire_ready?
# If fire_progress (value between 0 and 10) is equal to fire_ready_in (value of 10),
# the fire is ready to be lit.
state.fire_progress == state.fire_ready_in
end
# Divides the value of the fire_progress variable by 10 to determine how close the user is to
# being able to light a fire.
def light_fire_progress
state.fire_progress.fdiv(10) # float division
end
# Defines fire as the state.fire variable.
def fire
state.fire
end
# Sets the title of the room.
def room_title
return "a room that is dark" if state.fire == :dead # room is dark if the fire is dead
return "a room that is lit" # room is lit if the fire is not dead
end
# Sets the active_module to room.
def go_to_room
state.active_module = :room
end
# Defines active_module as the state.active_module variable.
def active_module
state.active_module
end
# Defines story_line as the state.story_line variable.
def story_line
state.story_line
end
# Update every 60 frames (or every second)
def should_tick?
state.tick_count.mod_zero?(60)
end
# Sets the value of the game state provider.
def initialize game_state_provider
@game_state_provider = game_state_provider
end
# Defines the game state.
# Any variable prefixed with an @ symbol is an instance variable.
def state
@game_state_provider.state
end
# Saves the state of the game in a text file called game_state.txt.
def save
$gtk.serialize_state('game_state.txt', state)
end
# Loads the game state from the game_state.txt text file.
# If the load is unsuccessful, the user is informed since the story line indicates the failure.
def load
parsed_state = $gtk.deserialize_state('game_state.txt')
if !parsed_state
set_story_line "no game to load. press save first."
else
$gtk.args.state = parsed_state
end
end
# Resets the game.
def reset
$gtk.reset
end
end
class TextedBasedGamePresenter
attr_accessor :state, :outputs, :inputs
# Creates empty collection called highlights.
# Calls methods necessary to run the game.
def tick
state.layout.highlights ||= []
game.tick if game.should_tick?
render
process_input
end
# Outputs a label of the tick count (passage of time) and calls all render methods.
def render
outputs.labels << [10, 30, state.tick_count]
render_alert
render_room
render_highlights
end
# Outputs a label onto the screen that shows the story line, and also outputs a "close" button.
def render_alert
return unless game.active_module == :alert
outputs.labels << [640, 480, game.story_line, 5, 1] # outputs story line label
outputs.primitives << button(:alert_dismiss, 490, 380, "close") # positions "close" button under story line
end
def render_room
return unless game.active_module == :room
outputs.labels << [640, 700, game.room_title, 4, 1] # outputs room title label at top of screen
# The parameters for these outputs are (symbol, x, y, text, value/percentage) and each has a y value
# that positions it 60 pixels lower than the previous output.
# outputs the light_fire_progress bar, uses light_fire_progress for its percentage (which changes bar's appearance)
outputs.primitives << progress_bar(:light_fire, 490, 600, "light fire", game.light_fire_progress)
outputs.primitives << button( :save_game, 490, 540, "save") # outputs save button
outputs.primitives << button( :load_game, 490, 480, "load") # outputs load button
outputs.primitives << button( :reset_game, 490, 420, "reset") # outputs reset button
outputs.labels << [640, 30, "the fire is #{game.fire}", 0, 1] # outputs fire label at bottom of screen
end
# Outputs a collection of highlights using an array to set their values, and also rejects certain values from the collection.
def render_highlights
state.layout.highlights.each do |h| # for each highlight in the collection
h.lifetime -= 1 # decrease the value of its lifetime
end
outputs.solids << state.layout.highlights.map do |h| # outputs highlights collection
[h.x, h.y, h.w, h.h, h.color, 255 * h.lifetime / h.max_lifetime] # sets definition for each highlight
# transparency changes; divide lifetime by max_lifetime, multiply result by 255
end
# reject highlights from collection that have no remaining lifetime
state.layout.highlights = state.layout.highlights.reject { |h| h.lifetime <= 0 }
end
# Checks whether or not a button was clicked.
# Returns a boolean value.
def process_input
button = button_clicked? # calls button_clicked? method
end
# Returns a boolean value.
# Finds the button that was clicked from the button list and determines what method to call.
# Adds a highlight to the highlights collection.
def button_clicked?
return nil unless click_pos # return nil unless click_pos holds coordinates of mouse click
button = @button_list.find do |k, v| # goes through button_list to find button clicked
click_pos.inside_rect? v[:primitives].last.rect # was the mouse clicked inside the rect of button?
end
return unless button # return unless a button was clicked
method_to_call = "#{button[0]}_clicked".to_sym # sets method_to_call to symbol (like :save_game or :load_game)
if self.respond_to? method_to_call # returns true if self responds to the given method (method actually exists)
border = button[1][:primitives].last # sets border definition using value of last key in button list hash
# declares each highlight as a new entity, sets properties
state.layout.highlights << state.new_entity(:highlight) do |h|
h.x = border.x
h.y = border.y
h.w = border.w
h.h = border.h
h.max_lifetime = 10
h.lifetime = h.max_lifetime
h.color = [120, 120, 180] # sets color to shade of purple
end
self.send method_to_call # invoke method identified by symbol
else # otherwise, if self doesn't respond to given method
border = button[1][:primitives].last # sets border definition using value of last key in hash
# declares each highlight as a new entity, sets properties
state.layout.highlights << state.new_entity(:highlight) do |h|
h.x = border.x
h.y = border.y
h.w = border.w
h.h = border.h
h.max_lifetime = 4 # different max_lifetime than the one set if respond_to? had been true
h.lifetime = h.max_lifetime
h.color = [120, 80, 80] # sets color to dark color
end
# instructions for users on how to add the missing method_to_call to the code
puts "It looks like #{method_to_call} doesn't exists on TextedBasedGamePresenter. Please add this method:"
puts "Just copy the code below and put it in the #{TextedBasedGamePresenter} class definition."
puts ""
puts "```"
puts "class TextedBasedGamePresenter <--- find this class and put the method below in it"
puts ""
puts " def #{method_to_call}"
puts " puts 'Yay that worked!'"
puts " end"
puts ""
puts "end <-- make sure to put the #{method_to_call} method in between the `class` word and the final `end` statement."
puts "```"
puts ""
end
end
# Returns the position of the mouse when it is clicked.
def click_pos
return nil unless inputs.mouse.click # returns nil unless the mouse was clicked
return inputs.mouse.click.point # returns location of mouse click (coordinates)
end
# Creates buttons for the button_list and sets their values using a hash (uses symbols as keys)
def button id, x, y, text
@button_list[id] ||= { # assigns values to hash keys
id: id,
text: text,
primitives: [
[x + 10, y + 30, text, 2, 0].label, # positions label inside border
[x, y, 300, 50].border, # sets definition of border
]
}
@button_list[id][:primitives] # returns label and border for buttons
end
# Creates a progress bar (used for lighting the fire) and sets its values.
def progress_bar id, x, y, text, percentage
@button_list[id] = { # assigns values to hash keys
id: id,
text: text,
primitives: [
[x, y, 300, 50, 100, 100, 100].solid, # sets definition for solid (which fills the bar with gray)
[x + 10, y + 30, text, 2, 0].label, # sets definition for label, positions inside border
[x, y, 300, 50].border, # sets definition of border
]
}
# Fills progress bar based on percentage. If the fire was ready to be lit (100%) and we multiplied by
# 100, only 1/3 of the bar would only be filled in. 200 would cause only 2/3 to be filled in.
@button_list[id][:primitives][0][2] = 300 * percentage
@button_list[id][:primitives]
end
# Defines the game.
def game
@game
end
# Initalizes the game and creates an empty list of buttons.
def initialize
@game = TextedBasedGame.new self
@button_list ||= {}
end
# Clears the storyline and takes the user to the room.
def alert_dismiss_clicked
game.clear_storyline
game.go_to_room
end
# Lights the fire when the user clicks the "light fire" option.
def light_fire_clicked
game.light_fire
end
# Saves the game when the user clicks the "save" option.
def save_game_clicked
game.save
end
# Resets the game when the user clicks the "reset" option.
def reset_game_clicked
game.reset
end
# Loads the game when the user clicks the "load" option.
def load_game_clicked
game.load
end
end
$text_based_rpg = TextedBasedGamePresenter.new
def tick args
$text_based_rpg.state = args.state
$text_based_rpg.outputs = args.outputs
$text_based_rpg.inputs = args.inputs
$text_based_rpg.tick
end
Advanced Audio link
Audio Mixer - main.rb link
# ./samples/07_advanced_audio/01_audio_mixer/app/main.rb
# these are the properties that you can sent on args.audio
def spawn_new_sound args, name, path
# Spawn randomly in an area that won't be covered by UI.
screenx = (rand * 600.0) + 200.0
screeny = (rand * 400.0) + 100.0
id = new_sound_id! args
# you can hang anything on the audio hashes you want, so we store the
# actual screen position in here for convenience.
args.audio[id] = {
name: name,
input: path,
screenx: screenx,
screeny: screeny,
x: ((screenx / 1279.0) * 2.0) - 1.0, # scale to -1.0 - 1.0 range
y: ((screeny / 719.0) * 2.0) - 1.0, # scale to -1.0 - 1.0 range
z: 0.0,
gain: 1.0,
pitch: 1.0,
looping: true,
paused: false
}
args.state.selected = id
end
# these are values you can change on the ~args.audio~ data structure
def input_panel args
return unless args.state.panel
return if args.state.dragging
audio_entry = args.audio[args.state.selected]
results = args.state.panel
if args.state.mouse_state == :held && args.inputs.mouse.position.inside_rect?(results.pitch_slider_rect.rect)
audio_entry.pitch = 2.0 * ((args.inputs.mouse.x - results.pitch_slider_rect.rect.x).to_f / (results.pitch_slider_rect.rect.w - 1.0))
elsif args.state.mouse_state == :held && args.inputs.mouse.position.inside_rect?(results.playtime_slider_rect.rect)
audio_entry.playtime = audio_entry.length_ * ((args.inputs.mouse.x - results.playtime_slider_rect.rect.x).to_f / (results.playtime_slider_rect.rect.w - 1.0))
elsif args.state.mouse_state == :held && args.inputs.mouse.position.inside_rect?(results.gain_slider_rect.rect)
audio_entry.gain = (args.inputs.mouse.x - results.gain_slider_rect.rect.x).to_f / (results.gain_slider_rect.rect.w - 1.0)
elsif args.inputs.mouse.click && args.inputs.mouse.position.inside_rect?(results.looping_checkbox_rect.rect)
audio_entry.looping = !audio_entry.looping
elsif args.inputs.mouse.click && args.inputs.mouse.position.inside_rect?(results.paused_checkbox_rect.rect)
audio_entry.paused = !audio_entry.paused
elsif args.inputs.mouse.click && args.inputs.mouse.position.inside_rect?(results.delete_button_rect.rect)
args.audio.delete args.state.selected
end
end
def render_sources args
args.outputs.primitives << args.audio.keys.map do |k|
s = args.audio[k]
isselected = (k == args.state.selected)
color = isselected ? [ 0, 255, 0, 255 ] : [ 0, 0, 255, 255 ]
[
[s.screenx, s.screeny, args.state.boxsize, args.state.boxsize, *color].solid,
{
x: s.screenx + args.state.boxsize.half,
y: s.screeny,
text: s.name,
r: 255,
g: 255,
b: 255,
alignment_enum: 1
}.label!
]
end
end
def playtime_str t
return "" unless t
minutes = (t / 60.0).floor
seconds = t - (minutes * 60.0).to_f
return minutes.to_s + ':' + seconds.floor.to_s + ((seconds - seconds.floor).to_s + "000")[1..3]
end
def label_with_drop_shadow x, y, text
[
{ x: x + 1, y: y + 1, text: text, vertical_alignment_enum: 1, alignment_enum: 1, r: 0, g: 0, b: 0 }.label!,
{ x: x + 2, y: y + 0, text: text, vertical_alignment_enum: 1, alignment_enum: 1, r: 0, g: 0, b: 0 }.label!,
{ x: x + 0, y: y + 1, text: text, vertical_alignment_enum: 1, alignment_enum: 1, r: 200, g: 200, b: 200 }.label!
]
end
def check_box opts = {}
checkbox_template = opts.args.layout.rect(w: 0.5, h: 0.5, col: 2)
final_rect = checkbox_template.center_inside_rect_y(opts.args.layout.rect(row: opts.row, col: opts.col))
color = { r: 0, g: 0, b: 0 }
color = { r: 255, g: 255, b: 255 } if opts.checked
{
rect: final_rect,
primitives: [
(final_rect.to_solid color)
]
}
end
def progress_bar opts = {}
outer_rect = opts.args.layout.rect(row: opts.row, col: opts.col, w: 5, h: 1)
color = opts.percentage * 255
baseline_progress_bar = opts.args
.layout
.rect(w: 5, h: 0.5)
final_rect = baseline_progress_bar.center_inside_rect(outer_rect)
center = final_rect.rect_center_point
{
rect: final_rect,
primitives: [
final_rect.merge(r: color, g: color, b: color, a: 128).solid!,
label_with_drop_shadow(center.x, center.y, opts.text)
]
}
end
def panel_primitives args, audio_entry
results = { primitives: [] }
return results unless audio_entry
# this uses DRGTK's layout apis to layout the controls
# imagine the screen is split into equal cells (24 cells across, 12 cells up and down)
# args.layout.rect returns a hash which we merge values with to create primitives
# using args.layout.rect removes the need for pixel pushing
# args.outputs.debug << args.layout.debug_primitives(r: 255, g: 255, b: 255)
white_color = { r: 255, g: 255, b: 255 }
label_style = white_color.merge(vertical_alignment_enum: 1)
# panel background
results.primitives << args.layout.rect(row: 0, col: 0, w: 7, h: 6, include_col_gutter: true, include_row_gutter: true)
.border!(r: 255, g: 255, b: 255)
# title
results.primitives << args.layout.point(row: 0, col: 3.5, row_anchor: 0.5)
.merge(label_style)
.merge(text: "Source #{args.state.selected} (#{args.audio[args.state.selected].name})",
size_enum: 3,
alignment_enum: 1)
# seperator line
results.primitives << args.layout.rect(row: 1, col: 0, w: 7, h: 0)
.line!(white_color)
# screen location
results.primitives << args.layout.point(row: 1.0, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "screen:")
results.primitives << args.layout.point(row: 1.0, col: 2, row_anchor: 0.5)
.merge(label_style)
.merge(text: "(#{audio_entry.screenx.to_i}, #{audio_entry.screeny.to_i})")
# position
results.primitives << args.layout.point(row: 1.5, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "position:")
results.primitives << args.layout.point(row: 1.5, col: 2, row_anchor: 0.5)
.merge(label_style)
.merge(text: "(#{audio_entry[:x].round(5).to_s[0..6]}, #{audio_entry[:y].round(5).to_s[0..6]})")
results.primitives << args.layout.point(row: 2.0, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "pitch:")
results.pitch_slider_rect = progress_bar(row: 2.0, col: 2,
percentage: audio_entry.pitch / 2.0,
text: "#{audio_entry.pitch.to_sf}",
args: args)
results.primitives << results.pitch_slider_rect.primitives
results.primitives << args.layout.point(row: 2.5, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "playtime:")
results.playtime_slider_rect = progress_bar(args: args,
row: 2.5,
col: 2,
percentage: (audio_entry.playtime || 1) / (audio_entry.length_ || 1),
text: "#{playtime_str(audio_entry.playtime)} / #{playtime_str(audio_entry.length_)}")
results.primitives << results.playtime_slider_rect.primitives
results.primitives << args.layout.point(row: 3.0, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "gain:")
results.gain_slider_rect = progress_bar(args: args,
row: 3.0,
col: 2,
percentage: audio_entry.gain,
text: "#{audio_entry.gain.to_sf}")
results.primitives << results.gain_slider_rect.primitives
results.primitives << args.layout.point(row: 3.5, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "looping:")
checkbox_template = args.layout.rect(w: 0.5, h: 0.5, col: 2)
results.looping_checkbox_rect = check_box(args: args, row: 3.5, col: 2, checked: audio_entry.looping)
results.primitives << results.looping_checkbox_rect.primitives
results.primitives << args.layout.point(row: 4.0, col: 0, row_anchor: 0.5)
.merge(label_style)
.merge(text: "paused:")
checkbox_template = args.layout.rect(w: 0.5, h: 0.5, col: 2)
results.paused_checkbox_rect = check_box(args: args, row: 4.0, col: 2, checked: !audio_entry.paused)
results.primitives << results.paused_checkbox_rect.primitives
results.delete_button_rect = { rect: args.layout.rect(row: 5, col: 0, w: 7, h: 1) }
results.primitives << results.delete_button_rect.rect.to_solid(r: 180)
results.primitives << args.layout.point(row: 5, col: 3.5, row_anchor: 0.5)
.merge(label_style)
.merge(text: "DELETE", alignment_enum: 1)
return results
end
def render_panel args
args.state.panel = nil
audio_entry = args.audio[args.state.selected]
return unless audio_entry
mouse_down = (args.state.mouse_held >= 0)
args.state.panel = panel_primitives args, audio_entry
args.outputs.primitives << args.state.panel.primitives
end
def new_sound_id! args
args.state.sound_id ||= 0
args.state.sound_id += 1
args.state.sound_id
end
def render_launcher args
args.outputs.primitives << args.state.spawn_sound_buttons.map(&:primitives)
end
def render_ui args
render_launcher args
render_panel args
end
def tick args
defaults args
render args
input args
end
def input args
if !args.audio[args.state.selected]
args.state.selected = nil
args.state.dragging = nil
end
# spawn button and node interaction
if args.inputs.mouse.click
spawn_sound_button = args.state.spawn_sound_buttons.find { |b| args.inputs.mouse.inside_rect? b.rect }
audio_click_key, audio_click_value = args.audio.find do |k, v|
args.inputs.mouse.inside_rect? [v.screenx, v.screeny, args.state.boxsize, args.state.boxsize]
end
if spawn_sound_button
args.state.selected = nil
spawn_new_sound args, spawn_sound_button.name, spawn_sound_button.path
elsif audio_click_key
args.state.selected = audio_click_key
end
end
if args.state.mouse_state == :held && args.state.selected
v = args.audio[args.state.selected]
if args.inputs.mouse.inside_rect? [v.screenx, v.screeny, args.state.boxsize, args.state.boxsize]
args.state.dragging = args.state.selected
end
if args.state.dragging
s = args.audio[args.state.selected]
# you can hang anything on the audio hashes you want, so we store the
# actual screen position so it doesn't scale weirdly vs your mouse.
s.screenx = args.inputs.mouse.x - (args.state.boxsize / 2)
s.screeny = args.inputs.mouse.y - (args.state.boxsize / 2)
s.screeny = 50 if s.screeny < 50
s.screeny = (719 - args.state.boxsize) if s.screeny > (719 - args.state.boxsize)
s.screenx = 0 if s.screenx < 0
s.screenx = (1279 - args.state.boxsize) if s.screenx > (1279 - args.state.boxsize)
s.x = ((s.screenx / 1279.0) * 2.0) - 1.0 # scale to -1.0 - 1.0 range
s.y = ((s.screeny / 719.0) * 2.0) - 1.0 # scale to -1.0 - 1.0 range
end
elsif args.state.mouse_state == :released
args.state.dragging = nil
end
input_panel args
end
def defaults args
args.state.mouse_state ||= :released
args.state.dragging_source ||= false
args.state.selected ||= 0
args.state.next_sound_index ||= 0
args.state.boxsize ||= 30
args.state.sound_files ||= [
{ name: :tada, path: "sounds/tada.wav" },
{ name: :splash, path: "sounds/splash.wav" },
{ name: :drum, path: "sounds/drum.mp3" },
{ name: :spring, path: "sounds/spring.wav" },
{ name: :music, path: "sounds/music.ogg" }
]
# generate buttons based off the sound collection above
args.state.spawn_sound_buttons ||= begin
# create a group of buttons
# column centered (using col_offset to calculate the column offset)
# where each item is 2 columns apart
rects = args.layout.rect_group row: 11,
col_offset: {
count: args.state.sound_files.length,
w: 2
},
dcol: 2,
w: 2,
h: 1,
group: args.state.sound_files
# now that you have the rects
# construct the metadata for the buttons
rects.map do |rect|
{
rect: rect,
name: rect.name,
path: rect.path,
primitives: [
rect.to_border(r: 255, g: 255, b: 255),
rect.to_label(x: rect.center_x,
y: rect.center_y,
text: "#{rect.name}",
alignment_enum: 1,
vertical_alignment_enum: 1,
r: 255, g: 255, b: 255)
]
}
end
end
if args.inputs.mouse.up
args.state.mouse_state = :released
args.state.dragging_source = false
elsif args.inputs.mouse.down
args.state.mouse_state = :held
end
args.outputs.background_color = [ 0, 0, 0, 255 ]
end
def render args
render_ui args
render_sources args
end
Audio Mixer - server_ip_address.txt link
# ./samples/07_advanced_audio/01_audio_mixer/app/server_ip_address.txt
192.168.1.65
Sound Synthesis - main.rb link
# ./samples/07_advanced_audio/02_sound_synthesis/app/main.rb
begin # region: top level tick methods
def tick args
defaults args
render args
input args
process_audio_queue args
end
def defaults args
args.state.sine_waves ||= {}
args.state.square_waves ||= {}
args.state.saw_tooth_waves ||= {}
args.state.triangle_waves ||= {}
args.state.audio_queue ||= []
args.state.buttons ||= [
(frequency_buttons args),
(sine_wave_note_buttons args),
(bell_buttons args),
(square_wave_note_buttons args),
(saw_tooth_wave_note_buttons args),
(triangle_wave_note_buttons args),
].flatten
end
def render args
args.outputs.borders << args.state.buttons.map { |b| b[:border] }
args.outputs.labels << args.state.buttons.map { |b| b[:label] }
end
def input args
args.state.buttons.each do |b|
if args.inputs.mouse.click && (args.inputs.mouse.click.inside_rect? b[:rect])
parameter_string = (b.slice :frequency, :note, :octave).map { |k, v| "#{k}: #{v}" }.join ", "
args.gtk.notify! "#{b[:method_to_call]} #{parameter_string}"
send b[:method_to_call], args, b
end
end
if args.inputs.mouse.click && (args.inputs.mouse.click.inside_rect? (args.layout.rect(row: 0).yield_self { |r| r.merge y: r.y + r.h.half, h: r.h.half }))
args.gtk.openurl 'https://www.youtube.com/watch?v=zEzovM5jT-k&ab_channel=AmirRajan'
end
end
def process_audio_queue args
to_queue = args.state.audio_queue.find_all { |v| v[:queue_at] <= args.tick_count }
args.state.audio_queue -= to_queue
to_queue.each { |a| args.audio[a[:id]] = a }
args.audio.find_all { |k, v| v[:decay_rate] }
.each { |k, v| v[:gain] -= v[:decay_rate] }
sounds_to_stop = args.audio
.find_all { |k, v| v[:stop_at] && args.state.tick_count >= v[:stop_at] }
.map { |k, v| k }
sounds_to_stop.each { |k| args.audio.delete k }
end
end
begin # region: button definitions, ui layout, callback functions
def button args, opts
button_def = opts.merge rect: (args.layout.rect (opts.merge w: 2, h: 1))
button_def[:border] = button_def[:rect].merge r: 0, g: 0, b: 0
label_offset_x = 5
label_offset_y = 30
button_def[:label] = button_def[:rect].merge text: opts[:text],
size_enum: -2.5,
x: button_def[:rect].x + label_offset_x,
y: button_def[:rect].y + label_offset_y
button_def
end
def play_sine_wave args, sender
queue_sine_wave args,
frequency: sender[:frequency],
duration: 1.seconds,
fade_out: true
end
def play_note args, sender
method_to_call = :queue_sine_wave
method_to_call = :queue_square_wave if sender[:type] == :square
method_to_call = :queue_saw_tooth_wave if sender[:type] == :saw_tooth
method_to_call = :queue_triangle_wave if sender[:type] == :triangle
method_to_call = :queue_bell if sender[:type] == :bell
send method_to_call, args,
frequency: (frequency_for note: sender[:note], octave: sender[:octave]),
duration: 1.seconds,
fade_out: true
end
def frequency_buttons args
[
(button args,
row: 4.0, col: 0, text: "300hz",
frequency: 300,
method_to_call: :play_sine_wave),
(button args,
row: 5.0, col: 0, text: "400hz",
frequency: 400,
method_to_call: :play_sine_wave),
(button args,
row: 6.0, col: 0, text: "500hz",
frequency: 500,
method_to_call: :play_sine_wave),
]
end
def sine_wave_note_buttons args
[
(button args,
row: 1.5, col: 2, text: "Sine C4",
note: :c, octave: 4, type: :sine, method_to_call: :play_note),
(button args,
row: 2.5, col: 2, text: "Sine D4",
note: :d, octave: 4, type: :sine, method_to_call: :play_note),
(button args,
row: 3.5, col: 2, text: "Sine E4",
note: :e, octave: 4, type: :sine, method_to_call: :play_note),
(button args,
row: 4.5, col: 2, text: "Sine F4",
note: :f, octave: 4, type: :sine, method_to_call: :play_note),
(button args,
row: 5.5, col: 2, text: "Sine G4",
note: :g, octave: 4, type: :sine, method_to_call: :play_note),
(button args,
row: 6.5, col: 2, text: "Sine A5",
note: :a, octave: 5, type: :sine, method_to_call: :play_note),
(button args,
row: 7.5, col: 2, text: "Sine B5",
note: :b, octave: 5, type: :sine, method_to_call: :play_note),
(button args,
row: 8.5, col: 2, text: "Sine C5",
note: :c, octave: 5, type: :sine, method_to_call: :play_note),
]
end
def square_wave_note_buttons args
[
(button args,
row: 1.5, col: 6, text: "Square C4",
note: :c, octave: 4, type: :square, method_to_call: :play_note),
(button args,
row: 2.5, col: 6, text: "Square D4",
note: :d, octave: 4, type: :square, method_to_call: :play_note),
(button args,
row: 3.5, col: 6, text: "Square E4",
note: :e, octave: 4, type: :square, method_to_call: :play_note),
(button args,
row: 4.5, col: 6, text: "Square F4",
note: :f, octave: 4, type: :square, method_to_call: :play_note),
(button args,
row: 5.5, col: 6, text: "Square G4",
note: :g, octave: 4, type: :square, method_to_call: :play_note),
(button args,
row: 6.5, col: 6, text: "Square A5",
note: :a, octave: 5, type: :square, method_to_call: :play_note),
(button args,
row: 7.5, col: 6, text: "Square B5",
note: :b, octave: 5, type: :square, method_to_call: :play_note),
(button args,
row: 8.5, col: 6, text: "Square C5",
note: :c, octave: 5, type: :square, method_to_call: :play_note),
]
end
def saw_tooth_wave_note_buttons args
[
(button args,
row: 1.5, col: 8, text: "Saw C4",
note: :c, octave: 4, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 2.5, col: 8, text: "Saw D4",
note: :d, octave: 4, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 3.5, col: 8, text: "Saw E4",
note: :e, octave: 4, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 4.5, col: 8, text: "Saw F4",
note: :f, octave: 4, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 5.5, col: 8, text: "Saw G4",
note: :g, octave: 4, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 6.5, col: 8, text: "Saw A5",
note: :a, octave: 5, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 7.5, col: 8, text: "Saw B5",
note: :b, octave: 5, type: :saw_tooth, method_to_call: :play_note),
(button args,
row: 8.5, col: 8, text: "Saw C5",
note: :c, octave: 5, type: :saw_tooth, method_to_call: :play_note),
]
end
def triangle_wave_note_buttons args
[
(button args,
row: 1.5, col: 10, text: "Triangle C4",
note: :c, octave: 4, type: :triangle, method_to_call: :play_note),
(button args,
row: 2.5, col: 10, text: "Triangle D4",
note: :d, octave: 4, type: :triangle, method_to_call: :play_note),
(button args,
row: 3.5, col: 10, text: "Triangle E4",
note: :e, octave: 4, type: :triangle, method_to_call: :play_note),
(button args,
row: 4.5, col: 10, text: "Triangle F4",
note: :f, octave: 4, type: :triangle, method_to_call: :play_note),
(button args,
row: 5.5, col: 10, text: "Triangle G4",
note: :g, octave: 4, type: :triangle, method_to_call: :play_note),
(button args,
row: 6.5, col: 10, text: "Triangle A5",
note: :a, octave: 5, type: :triangle, method_to_call: :play_note),
(button args,
row: 7.5, col: 10, text: "Triangle B5",
note: :b, octave: 5, type: :triangle, method_to_call: :play_note),
(button args,
row: 8.5, col: 10, text: "Triangle C5",
note: :c, octave: 5, type: :triangle, method_to_call: :play_note),
]
end
def bell_buttons args
[
(button args,
row: 1.5, col: 4, text: "Bell C4",
note: :c, octave: 4, type: :bell, method_to_call: :play_note),
(button args,
row: 2.5, col: 4, text: "Bell D4",
note: :d, octave: 4, type: :bell, method_to_call: :play_note),
(button args,
row: 3.5, col: 4, text: "Bell E4",
note: :e, octave: 4, type: :bell, method_to_call: :play_note),
(button args,
row: 4.5, col: 4, text: "Bell F4",
note: :f, octave: 4, type: :bell, method_to_call: :play_note),
(button args,
row: 5.5, col: 4, text: "Bell G4",
note: :g, octave: 4, type: :bell, method_to_call: :play_note),
(button args,
row: 6.5, col: 4, text: "Bell A5",
note: :a, octave: 5, type: :bell, method_to_call: :play_note),
(button args,
row: 7.5, col: 4, text: "Bell B5",
note: :b, octave: 5, type: :bell, method_to_call: :play_note),
(button args,
row: 8.5, col: 4, text: "Bell C5",
note: :c, octave: 5, type: :bell, method_to_call: :play_note),
]
end
end
begin # region: wave generation
begin # sine wave
def defaults_sine_wave_for
{ frequency: 440, sample_rate: 48000 }
end
def sine_wave_for opts = {}
opts = defaults_sine_wave_for.merge opts
frequency = opts[:frequency]
sample_rate = opts[:sample_rate]
period_size = (sample_rate.fdiv frequency).ceil
period_size.map_with_index do |i|
Math::sin((2.0 * Math::PI) / (sample_rate.to_f / frequency.to_f) * i)
end.to_a
end
def defaults_queue_sine_wave
{ frequency: 440, duration: 60, gain: 1.0, fade_out: false, queue_in: 0 }
end
def queue_sine_wave args, opts = {}
opts = defaults_queue_sine_wave.merge opts
frequency = opts[:frequency]
sample_rate = 48000
sine_wave = sine_wave_for frequency: frequency, sample_rate: sample_rate
args.state.sine_waves[frequency] ||= sine_wave_for frequency: frequency, sample_rate: sample_rate
proc = lambda do
generate_audio_data args.state.sine_waves[frequency], sample_rate
end
audio_state = new_audio_state args, opts
audio_state[:input] = [1, sample_rate, proc]
queue_audio args, audio_state: audio_state, wave: sine_wave
end
end
begin # region: square wave
def defaults_square_wave_for
{ frequency: 440, sample_rate: 48000 }
end
def square_wave_for opts = {}
opts = defaults_square_wave_for.merge opts
sine_wave = sine_wave_for opts
sine_wave.map do |v|
if v >= 0
1.0
else
-1.0
end
end.to_a
end
def defaults_queue_square_wave
{ frequency: 440, duration: 60, gain: 0.3, fade_out: false, queue_in: 0 }
end
def queue_square_wave args, opts = {}
opts = defaults_queue_square_wave.merge opts
frequency = opts[:frequency]
sample_rate = 48000
square_wave = square_wave_for frequency: frequency, sample_rate: sample_rate
args.state.square_waves[frequency] ||= square_wave_for frequency: frequency, sample_rate: sample_rate
proc = lambda do
generate_audio_data args.state.square_waves[frequency], sample_rate
end
audio_state = new_audio_state args, opts
audio_state[:input] = [1, sample_rate, proc]
queue_audio args, audio_state: audio_state, wave: square_wave
end
end
begin # region: saw tooth wave
def defaults_saw_tooth_wave_for
{ frequency: 440, sample_rate: 48000 }
end
def saw_tooth_wave_for opts = {}
opts = defaults_saw_tooth_wave_for.merge opts
sine_wave = sine_wave_for opts
period_size = sine_wave.length
sine_wave.map_with_index do |v, i|
(((i % period_size).fdiv period_size) * 2) - 1
end
end
def defaults_queue_saw_tooth_wave
{ frequency: 440, duration: 60, gain: 0.3, fade_out: false, queue_in: 0 }
end
def queue_saw_tooth_wave args, opts = {}
opts = defaults_queue_saw_tooth_wave.merge opts
frequency = opts[:frequency]
sample_rate = 48000
saw_tooth_wave = saw_tooth_wave_for frequency: frequency, sample_rate: sample_rate
args.state.saw_tooth_waves[frequency] ||= saw_tooth_wave_for frequency: frequency, sample_rate: sample_rate
proc = lambda do
generate_audio_data args.state.saw_tooth_waves[frequency], sample_rate
end
audio_state = new_audio_state args, opts
audio_state[:input] = [1, sample_rate, proc]
queue_audio args, audio_state: audio_state, wave: saw_tooth_wave
end
end
begin # region: triangle wave
def defaults_triangle_wave_for
{ frequency: 440, sample_rate: 48000 }
end
def triangle_wave_for opts = {}
opts = defaults_saw_tooth_wave_for.merge opts
sine_wave = sine_wave_for opts
period_size = sine_wave.length
sine_wave.map_with_index do |v, i|
ratio = (i.fdiv period_size)
if ratio <= 0.5
(ratio * 4) - 1
else
ratio -= 0.5
1 - (ratio * 4)
end
end
end
def defaults_queue_triangle_wave
{ frequency: 440, duration: 60, gain: 1.0, fade_out: false, queue_in: 0 }
end
def queue_triangle_wave args, opts = {}
opts = defaults_queue_triangle_wave.merge opts
frequency = opts[:frequency]
sample_rate = 48000
triangle_wave = triangle_wave_for frequency: frequency, sample_rate: sample_rate
args.state.triangle_waves[frequency] ||= triangle_wave_for frequency: frequency, sample_rate: sample_rate
proc = lambda do
generate_audio_data args.state.triangle_waves[frequency], sample_rate
end
audio_state = new_audio_state args, opts
audio_state[:input] = [1, sample_rate, proc]
queue_audio args, audio_state: audio_state, wave: triangle_wave
end
end
begin # region: bell
def defaults_queue_bell
{ frequency: 440, duration: 1.seconds, queue_in: 0 }
end
def queue_bell args, opts = {}
(bell_to_sine_waves (defaults_queue_bell.merge opts)).each { |b| queue_sine_wave args, b }
end
def bell_harmonics
[
{ frequency_ratio: 0.5, duration_ratio: 1.00 },
{ frequency_ratio: 1.0, duration_ratio: 0.80 },
{ frequency_ratio: 2.0, duration_ratio: 0.60 },
{ frequency_ratio: 3.0, duration_ratio: 0.40 },
{ frequency_ratio: 4.2, duration_ratio: 0.25 },
{ frequency_ratio: 5.4, duration_ratio: 0.20 },
{ frequency_ratio: 6.8, duration_ratio: 0.15 }
]
end
def defaults_bell_to_sine_waves
{ frequency: 440, duration: 1.seconds, queue_in: 0 }
end
def bell_to_sine_waves opts = {}
opts = defaults_bell_to_sine_waves.merge opts
bell_harmonics.map do |b|
{
frequency: opts[:frequency] * b[:frequency_ratio],
duration: opts[:duration] * b[:duration_ratio],
queue_in: opts[:queue_in],
gain: (1.fdiv bell_harmonics.length),
fade_out: true
}
end
end
end
begin # audio entity construction
def generate_audio_data sine_wave, sample_rate
sample_size = (sample_rate.fdiv (1000.fdiv 60)).ceil
copy_count = (sample_size.fdiv sine_wave.length).ceil
sine_wave * copy_count
end
def defaults_new_audio_state
{ frequency: 440, duration: 60, gain: 1.0, fade_out: false, queue_in: 0 }
end
def new_audio_state args, opts = {}
opts = defaults_new_audio_state.merge opts
decay_rate = 0
decay_rate = 1.fdiv(opts[:duration]) * opts[:gain] if opts[:fade_out]
frequency = opts[:frequency]
sample_rate = 48000
{
id: (new_id! args),
frequency: frequency,
sample_rate: 48000,
stop_at: args.tick_count + opts[:queue_in] + opts[:duration],
gain: opts[:gain].to_f,
queue_at: args.state.tick_count + opts[:queue_in],
decay_rate: decay_rate,
pitch: 1.0,
looping: true,
paused: false
}
end
def queue_audio args, opts = {}
graph_wave args, opts[:wave], opts[:audio_state][:frequency]
args.state.audio_queue << opts[:audio_state]
end
def new_id! args
args.state.audio_id ||= 0
args.state.audio_id += 1
end
def graph_wave args, wave, frequency
if args.state.tick_count != args.state.graphed_at
args.outputs.static_lines.clear
args.outputs.static_sprites.clear
end
wave = wave
r, g, b = frequency.to_i % 85,
frequency.to_i % 170,
frequency.to_i % 255
starting_rect = args.layout.rect(row: 5, col: 13)
x_scale = 10
y_scale = 100
max_points = 25
points = wave
if wave.length > max_points
resolution = wave.length.idiv max_points
points = wave.find_all.with_index { |y, i| (i % resolution == 0) }
end
args.outputs.static_lines << points.map_with_index do |y, x|
next_y = points[x + 1]
if next_y
{
x: starting_rect.x + (x * x_scale),
y: starting_rect.y + starting_rect.h.half + y_scale * y,
x2: starting_rect.x + ((x + 1) * x_scale),
y2: starting_rect.y + starting_rect.h.half + y_scale * next_y,
r: r,
g: g,
b: b
}
end
end
args.outputs.static_sprites << points.map_with_index do |y, x|
{
x: (starting_rect.x + (x * x_scale)) - 2,
y: (starting_rect.y + starting_rect.h.half + y_scale * y) - 2,
w: 4,
h: 4,
path: 'sprites/square-white.png',
r: r,
g: g,
b: b
}
end
args.state.graphed_at = args.state.tick_count
end
end
begin # region: musical note mapping
def defaults_frequency_for
{ note: :a, octave: 5, sharp: false, flat: false }
end
def frequency_for opts = {}
opts = defaults_frequency_for.merge opts
octave_offset_multiplier = opts[:octave] - 5
note = note_frequencies_octave_5[opts[:note]]
if octave_offset_multiplier < 0
note = note * 1 / (octave_offset_multiplier.abs + 1)
elsif octave_offset_multiplier > 0
note = note * (octave_offset_multiplier.abs + 1) / 1
end
note
end
def note_frequencies_octave_5
{
a: 440.0,
a_sharp: 466.16, b_flat: 466.16,
b: 493.88,
c: 523.25,
c_sharp: 554.37, d_flat: 587.33,
d: 587.33,
d_sharp: 622.25, e_flat: 659.25,
e: 659.25,
f: 698.25,
f_sharp: 739.99, g_flat: 739.99,
g: 783.99,
g_sharp: 830.61, a_flat: 830.61
}
end
end
end
$gtk.reset
Advanced Rendering link
Labels With Wrapped Text - main.rb link
# ./samples/07_advanced_rendering/00_labels_with_wrapped_text/app/main.rb
def tick args
# defaults
args.state.scroll_location ||= 0
args.state.textbox.messages ||= []
args.state.textbox.scroll ||= 0
# render
args.outputs.background_color = [0, 0, 0, 255]
render_messages args
render_instructions args
# inputs
if args.inputs.keyboard.key_down.one
queue_message args, "Hello there neighbour! my name is mark, how is your day today?"
end
if args.inputs.keyboard.key_down.two
queue_message args, "I'm doing great sir, actually I'm having a picnic today"
end
if args.inputs.keyboard.key_down.three
queue_message args, "Well that sounds wonderful!"
end
if args.inputs.keyboard.key_down.home
args.state.scroll_location = 1
end
if args.inputs.keyboard.key_down.delete
clear_message_queue args
end
end
def queue_message args, msg
args.state.textbox.messages.concat msg.wrapped_lines 50
end
def clear_message_queue args
args.state.textbox.messages = nil
args.state.textbox.scroll = 0
end
def render_messages args
args.outputs[:textbox].transient!
args.outputs[:textbox].w = 400
args.outputs[:textbox].h = 720
args.outputs.primitives << args.state.textbox.messages.each_with_index.map do |s, idx|
{
x: 0,
y: 20 * (args.state.textbox.messages.size - idx) + args.state.textbox.scroll * 20,
text: s,
size_enum: -3,
alignment_enum: 0,
r: 255, g:255, b: 255, a: 255
}
end
args.outputs[:textbox].labels << args.state.textbox.messages.each_with_index.map do |s, idx|
{
x: 0,
y: 20 * (args.state.textbox.messages.size - idx) + args.state.textbox.scroll * 20,
text: s,
size_enum: -3,
alignment_enum: 0,
r: 255, g:255, b: 255, a: 255
}
end
args.outputs[:textbox].borders << [0, 0, args.outputs[:textbox].w, 720]
args.state.textbox.scroll += args.inputs.mouse.wheel.y unless args.inputs.mouse.wheel.nil?
if args.state.scroll_location > 0
args.state.textbox.scroll = 0
args.state.scroll_location = 0
end
args.outputs.sprites << [900, 0, args.outputs[:textbox].w, 720, :textbox]
end
def render_instructions args
args.outputs.labels << [30,
30.from_top,
"press 1, 2, 3 to display messages, MOUSE WHEEL to scroll, HOME to go to top, BACKSPACE to delete.",
0, 255, 255]
args.outputs.primitives << [0, 55.from_top, 1280, 30, :pixel, 0, 255, 0, 0, 0].sprite
end
Rotating Label - main.rb link
# ./samples/07_advanced_rendering/00_rotating_label/app/main.rb
def tick args
# set the render target width and height to match the label
args.outputs[:scene].transient!
args.outputs[:scene].w = 220
args.outputs[:scene].h = 30
# make the background transparent
args.outputs[:scene].background_color = [255, 255, 255, 0]
# set the blendmode of the label to 0 (no blending)
# center it inside of the scene
# set the vertical_alignment_enum to 1 (center)
args.outputs[:scene].labels << { x: 0,
y: 15,
text: "label in render target",
blendmode_enum: 0,
vertical_alignment_enum: 1 }
# add a border to the render target
args.outputs[:scene].borders << { x: 0,
y: 0,
w: args.outputs[:scene].w,
h: args.outputs[:scene].h }
# add the rendertarget to the main output as a sprite
args.outputs.sprites << { x: 640 - args.outputs[:scene].w.half,
y: 360 - args.outputs[:scene].h.half,
w: args.outputs[:scene].w,
h: args.outputs[:scene].h,
angle: args.state.tick_count,
path: :scene }
end
Render Targets Clip Area - main.rb link
# ./samples/07_advanced_rendering/01_render_targets_clip_area/app/main.rb
def tick args
# define your state
args.state.player ||= { x: 0, y: 0, w: 300, h: 300, path: "sprites/square/blue.png" }
# controller input for player
args.state.player.x += args.inputs.left_right * 5
args.state.player.y += args.inputs.up_down * 5
# create a render target that holds the
# full view that you want to render
# make the background transparent
args.outputs[:clipped_area].background_color = [0, 0, 0, 0]
# set the w/h to match the screen
args.outputs[:clipped_area].w = 1280
args.outputs[:clipped_area].h = 720
# mark it as transient so that the render target
# isn't cached (since we are going to be changing it every frame)
args.outputs[:clipped_area].transient!
# render the player in the render target
args.outputs[:clipped_area].sprites << args.state.player
# render the player and clip area as borders to
# keep track of where everything is at regardless of clip mode
args.outputs.borders << args.state.player
args.outputs.borders << { x: 540, y: 460, w: 200, h: 200 }
# render the render target, but only the clipped area
args.outputs.sprites << {
# where to render the render target
x: 540,
y: 460,
w: 200,
h: 200,
# what part of the render target to render
source_x: 540,
source_y: 460,
source_w: 200,
source_h: 200,
# path of render target to render
path: :clipped_area
}
# mini map
args.outputs.borders << { x: 1280 - 160, y: 0, w: 160, h: 90 }
args.outputs.sprites << { x: 1280 - 160, y: 0, w: 160, h: 90, path: :clipped_area }
end
$gtk.reset
Render Targets Combining Sprites - main.rb link
# ./samples/07_advanced_rendering/01_render_targets_combining_sprites/app/main.rb
# sample app shows how to use a render target to
# create a combined sprite
def tick args
create_combined_sprite args
# render the combined sprite
# using its name :two_squares
# have it move across the screen and rotate
args.outputs.sprites << { x: args.state.tick_count % 1280,
y: 0,
w: 80,
h: 80,
angle: args.state.tick_count,
path: :two_squares }
end
def create_combined_sprite args
# NOTE: you can have the construction of the combined
# sprite to happen every tick or only once (if the
# combined sprite never changes).
#
# if the combined sprite never changes, comment out the line
# below to only construct it on the first frame and then
# use the cached texture
# return if args.state.tick_count != 0 # <---- guard clause to only construct on first frame and cache
# define the dimensions of the combined sprite
# the name of the combined sprite is :two_squares
args.outputs[:two_squares].transient!
args.outputs[:two_squares].w = 80
args.outputs[:two_squares].h = 80
# put a blue sprite within the combined sprite
# who's width is "thin"
args.outputs[:two_squares].sprites << {
x: 40 - 10,
y: 0,
w: 20,
h: 80,
path: 'sprites/square/blue.png'
}
# put a red sprite within the combined sprite
# who's height is "thin"
args.outputs[:two_squares].sprites << {
x: 0,
y: 40 - 10,
w: 80,
h: 20,
path: 'sprites/square/red.png'
}
end
Simple Render Targets - main.rb link
# ./samples/07_advanced_rendering/01_simple_render_targets/app/main.rb
def tick args
# args.outputs.render_targets are really really powerful.
# They essentially allow you to create a sprite programmatically and cache the result.
# Create a render_target of a :block and a :gradient on tick zero.
if args.state.tick_count == 0
args.render_target(:block).solids << [0, 0, 1280, 100]
# The gradient is actually just a collection of black solids with increasing
# opacities.
args.render_target(:gradient).solids << 90.map_with_index do |x|
50.map_with_index do |y|
[x * 15, y * 15, 15, 15, 0, 0, 0, (x * 3).fdiv(255) * 255]
end
end
end
# Take the :block render_target and present it horizontally centered.
# Use a subsection of the render_targetd specified by source_x,
# source_y, source_w, source_h.
args.outputs.sprites << { x: 0,
y: 310,
w: 1280,
h: 100,
path: :block,
source_x: 0,
source_y: 0,
source_w: 1280,
source_h: 100 }
# After rendering :block, render gradient on top of :block.
args.outputs.sprites << [0, 0, 1280, 720, :gradient]
args.outputs.labels << [1270, 710, args.gtk.current_framerate, 0, 2, 255, 255, 255]
tick_instructions args, "Sample app shows how to use render_targets (programmatically create cached sprites)."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
$gtk.reset
Coordinate Systems And Render Targets - main.rb link
# ./samples/07_advanced_rendering/02_coordinate_systems_and_render_targets/app/main.rb
def tick args
# every 4.5 seconds, swap between origin_bottom_left and origin_center
args.state.origin_state ||= :bottom_left
if args.state.tick_count.zmod? 270
args.state.origin_state = if args.state.origin_state == :bottom_left
:center
else
:bottom_left
end
end
if args.state.origin_state == :bottom_left
tick_origin_bottom_left args
else
tick_origin_center args
end
end
def tick_origin_center args
# set the coordinate system to origin_center
args.grid.origin_center!
args.outputs.labels << { x: 0, y: 100, text: "args.grid.origin_center! with sprite inside of a render target, centered at 0, 0", vertical_alignment_enum: 1, alignment_enum: 1 }
# create a render target with a sprint in the center assuming the origin is center screen
args.outputs[:scene].transient!
args.outputs[:scene].sprites << { x: -50, y: -50, w: 100, h: 100, path: 'sprites/square/blue.png' }
args.outputs.sprites << { x: -640, y: -360, w: 1280, h: 720, path: :scene }
end
def tick_origin_bottom_left args
args.grid.origin_bottom_left!
args.outputs.labels << { x: 640, y: 360 + 100, text: "args.grid.origin_bottom_left! with sprite inside of a render target, centered at 640, 360", vertical_alignment_enum: 1, alignment_enum: 1 }
# create a render target with a sprint in the center assuming the origin is bottom left
args.outputs[:scene].transient!
args.outputs[:scene].sprites << { x: 640 - 50, y: 360 - 50, w: 100, h: 100, path: 'sprites/square/blue.png' }
args.outputs.sprites << { x: 0, y: 0, w: 1280, h: 720, path: :scene }
end
Render Targets Thick Lines - main.rb link
# ./samples/07_advanced_rendering/02_render_targets_thick_lines/app/main.rb
# Sample app shows how you can use render targets to create arbitrary shapes like a thicker line
def tick args
args.state.line_cache ||= {}
args.outputs.primitives << thick_line(args,
args.state.line_cache,
x: 0, y: 0, x2: 640, y2: 360, thickness: 3).merge(r: 0, g: 0, b: 0)
end
def thick_line args, cache, line
line_length = Math.sqrt((line.x2 - line.x)**2 + (line.y2 - line.y)**2)
name = "line-sprite-#{line_length}-#{line.thickness}"
cached_line = cache[name]
line_angle = Math.atan2(line.y2 - line.y1, line.x2 - line.x1) * 180 / Math::PI
if cached_line
perpendicular_angle = (line_angle + 90) % 360
return cached_line.sprite.merge(x: line.x - perpendicular_angle.vector_x * (line.thickness / 2),
y: line.y - perpendicular_angle.vector_y * (line.thickness / 2),
angle: line_angle)
end
cache[name] = {
line: line,
thickness: line.thickness,
sprite: {
w: line_length,
h: line.thickness,
path: name,
angle_anchor_x: 0,
angle_anchor_y: 0
}
}
args.outputs[name].w = line_length
args.outputs[name].h = line.thickness
args.outputs[name].solids << { x: 0, y: 0, w: line_length, h: line.thickness, r: 255, g: 255, b: 255 }
return thick_line args, cache, line
end
Render Targets With Tile Manipulation - main.rb link
# ./samples/07_advanced_rendering/02_render_targets_with_tile_manipulation/app/main.rb
# This sample is meant to show you how to do that dripping transition thing
# at the start of the original Doom. Most of this file is here to animate
# a scene to wipe away; the actual wipe effect is in the last 20 lines or
# so.
$gtk.reset # reset all game state if reloaded.
def circle_of_blocks pass, xoffset, yoffset, angleoffset, blocksize, distance
numblocks = 10
for i in 1..numblocks do
angle = ((360 / numblocks) * i) + angleoffset
radians = angle * (Math::PI / 180)
x = (xoffset + (distance * Math.cos(radians))).round
y = (yoffset + (distance * Math.sin(radians))).round
pass.solids << [ x, y, blocksize, blocksize, 255, 255, 0 ]
end
end
def draw_scene args, pass
pass.solids << [0, 360, 1280, 360, 0, 0, 200]
pass.solids << [0, 0, 1280, 360, 0, 127, 0]
blocksize = 100
angleoffset = args.state.tick_count * 2.5
centerx = (1280 - blocksize) / 2
centery = (720 - blocksize) / 2
circle_of_blocks pass, centerx, centery, angleoffset, blocksize * 2, 500
circle_of_blocks pass, centerx, centery, angleoffset, blocksize, 325
circle_of_blocks pass, centerx, centery, angleoffset, blocksize / 2, 200
circle_of_blocks pass, centerx, centery, angleoffset, blocksize / 4, 100
end
def tick args
segments = 160
# On the first tick, initialize some stuff.
if !args.state.yoffsets
args.state.baseyoff = 0
args.state.yoffsets = []
for i in 0..segments do
args.state.yoffsets << rand * 100
end
end
# Just draw some random stuff for a few seconds.
args.state.static_debounce ||= 60 * 2.5
if args.state.static_debounce > 0
last_frame = args.state.static_debounce == 1
target = last_frame ? args.render_target(:last_frame) : args.outputs
draw_scene args, target
args.state.static_debounce -= 1
return unless last_frame
end
# build up the wipe...
# this is the thing we're wiping to.
args.outputs.sprites << [ 0, 0, 1280, 720, 'dragonruby.png' ]
return if (args.state.baseyoff > (1280 + 100)) # stop when done sliding
segmentw = 1280 / segments
x = 0
for i in 0..segments do
yoffset = 0
if args.state.yoffsets[i] < args.state.baseyoff
yoffset = args.state.baseyoff - args.state.yoffsets[i]
end
# (720 - yoffset) flips the coordinate system, (- 720) adjusts for the height of the segment.
args.outputs.sprites << [ x, (720 - yoffset) - 720, segmentw, 720, 'last_frame', 0, 255, 255, 255, 255, x, 0, segmentw, 720 ]
x += segmentw
end
args.state.baseyoff += 4
tick_instructions args, "Sample app shows an advanced usage of render_target."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Render Target Viewports - main.rb link
# ./samples/07_advanced_rendering/03_render_target_viewports/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- args.state.new_entity: Used when we want to create a new object, like a sprite or button.
For example, if we want to create a new button, we would declare it as a new entity and
then define its properties. (Remember, you can use state to define ANY property and it will
be retained across frames.)
If you have a solar system and you're creating args.state.sun and setting its image path to an
image in the sprites folder, you would do the following:
(See samples/99_sample_nddnug_workshop for more details.)
args.state.sun ||= args.state.new_entity(:sun) do |s|
s.path = 'sprites/sun.png'
end
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
For example, if we have a variable
name = "Ruby"
then the line
puts "How are you, #{name}?"
would print "How are you, Ruby?" to the console.
(Remember, string interpolation only works with double quotes!)
- Ternary operator (?): Similar to if statement; first evalulates whether a statement is
true or false, and then executes a command depending on that result.
For example, if we had a variable
grade = 75
and used the ternary operator in the command
pass_or_fail = grade > 65 ? "pass" : "fail"
then the value of pass_or_fail would be "pass" since grade's value was greater than 65.
Reminders:
- args.grid.(left|right|top|bottom): Pixel value for the boundaries of the virtual
720 p screen (Dragon Ruby Game Toolkits's virtual resolution is always 1280x720).
- Numeric#shift_(left|right|up|down): Shifts the Numeric in the correct direction
by adding or subracting.
- ARRAY#inside_rect?: An array with at least two values is considered a point. An array
with at least four values is considered a rect. The inside_rect? function returns true
or false depending on if the point is inside the rect.
- ARRAY#intersect_rect?: Returns true or false depending on if the two rectangles intersect.
- args.inputs.mouse.click: This property will be set if the mouse was clicked.
For more information about the mouse, go to mygame/documentation/07-mouse.md.
- args.inputs.keyboard.key_up.KEY: The value of the properties will be set
to the frame that the key_up event occurred (the frame correlates
to args.state.tick_count).
For more information about the keyboard, go to mygame/documentation/06-keyboard.md.
- args.state.labels:
The parameters for a label are
1. the position (x, y)
2. the text
3. the size
4. the alignment
5. the color (red, green, and blue saturations)
6. the alpha (or transparency)
For more information about labels, go to mygame/documentation/02-labels.md.
- args.state.lines:
The parameters for a line are
1. the starting position (x, y)
2. the ending position (x2, y2)
3. the color (red, green, and blue saturations)
4. the alpha (or transparency)
For more information about lines, go to mygame/documentation/04-lines.md.
- args.state.solids (and args.state.borders):
The parameters for a solid (or border) are
1. the position (x, y)
2. the width (w)
3. the height (h)
4. the color (r, g, b)
5. the alpha (or transparency)
For more information about solids and borders, go to mygame/documentation/03-solids-and-borders.md.
- args.state.sprites:
The parameters for a sprite are
1. the position (x, y)
2. the width (w)
3. the height (h)
4. the image path
5. the angle
6. the alpha (or transparency)
For more information about sprites, go to mygame/documentation/05-sprites.md.
=end
# This sample app shows different objects that can be used when making games, such as labels,
# lines, sprites, solids, buttons, etc. Each demo section shows how these objects can be used.
# Also note that state.tick_count refers to the passage of time, or current frame.
class TechDemo
attr_accessor :inputs, :state, :outputs, :grid, :args
# Calls all methods necessary for the app to run properly.
def tick
labels_tech_demo
lines_tech_demo
solids_tech_demo
borders_tech_demo
sprites_tech_demo
keyboards_tech_demo
controller_tech_demo
mouse_tech_demo
point_to_rect_tech_demo
rect_to_rect_tech_demo
button_tech_demo
export_game_state_demo
window_state_demo
render_seperators
end
# Shows output of different kinds of labels on the screen
def labels_tech_demo
outputs.labels << [grid.left.shift_right(5), grid.top.shift_down(5), "This is a label located at the top left."]
outputs.labels << [grid.left.shift_right(5), grid.bottom.shift_up(30), "This is a label located at the bottom left."]
outputs.labels << [ 5, 690, "Labels (x, y, text, size, align, r, g, b, a)"]
outputs.labels << [ 5, 660, "Smaller label.", -2]
outputs.labels << [ 5, 630, "Small label.", -1]
outputs.labels << [ 5, 600, "Medium label.", 0]
outputs.labels << [ 5, 570, "Large label.", 1]
outputs.labels << [ 5, 540, "Larger label.", 2]
outputs.labels << [300, 660, "Left aligned.", 0, 2]
outputs.labels << [300, 640, "Center aligned.", 0, 1]
outputs.labels << [300, 620, "Right aligned.", 0, 0]
outputs.labels << [175, 595, "Red Label.", 0, 0, 255, 0, 0]
outputs.labels << [175, 575, "Green Label.", 0, 0, 0, 255, 0]
outputs.labels << [175, 555, "Blue Label.", 0, 0, 0, 0, 255]
outputs.labels << [175, 535, "Faded Label.", 0, 0, 0, 0, 0, 128]
end
# Shows output of lines on the screen
def lines_tech_demo
outputs.labels << [5, 500, "Lines (x, y, x2, y2, r, g, b, a)"]
outputs.lines << [5, 450, 100, 450]
outputs.lines << [5, 430, 300, 430]
outputs.lines << [5, 410, 300, 410, state.tick_count % 255, 0, 0, 255] # red saturation changes
outputs.lines << [5, 390 - state.tick_count % 25, 300, 390, 0, 0, 0, 255] # y position changes
outputs.lines << [5 + state.tick_count % 200, 360, 300, 360, 0, 0, 0, 255] # x position changes
end
# Shows output of different kinds of solids on the screen
def solids_tech_demo
outputs.labels << [ 5, 350, "Solids (x, y, w, h, r, g, b, a)"]
outputs.solids << [ 10, 270, 50, 50]
outputs.solids << [ 70, 270, 50, 50, 0, 0, 0]
outputs.solids << [130, 270, 50, 50, 255, 0, 0]
outputs.solids << [190, 270, 50, 50, 255, 0, 0, 128]
outputs.solids << [250, 270, 50, 50, 0, 0, 0, 128 + state.tick_count % 128] # transparency changes
end
# Shows output of different kinds of borders on the screen
# The parameters for a border are the same as the parameters for a solid
def borders_tech_demo
outputs.labels << [ 5, 260, "Borders (x, y, w, h, r, g, b, a)"]
outputs.borders << [ 10, 180, 50, 50]
outputs.borders << [ 70, 180, 50, 50, 0, 0, 0]
outputs.borders << [130, 180, 50, 50, 255, 0, 0]
outputs.borders << [190, 180, 50, 50, 255, 0, 0, 128]
outputs.borders << [250, 180, 50, 50, 0, 0, 0, 128 + state.tick_count % 128] # transparency changes
end
# Shows output of different kinds of sprites on the screen
def sprites_tech_demo
outputs.labels << [ 5, 170, "Sprites (x, y, w, h, path, angle, a)"]
outputs.sprites << [ 10, 40, 128, 101, 'dragonruby.png']
outputs.sprites << [ 150, 40, 128, 101, 'dragonruby.png', state.tick_count % 360] # angle changes
outputs.sprites << [ 300, 40, 128, 101, 'dragonruby.png', 0, state.tick_count % 255] # transparency changes
end
# Holds size, alignment, color (black), and alpha (transparency) parameters
# Using small_font as a parameter accounts for all remaining parameters
# so they don't have to be repeatedly typed
def small_font
[-2, 0, 0, 0, 0, 255]
end
# Sets position of each row
# Converts given row value to pixels that DragonRuby understands
def row_to_px row_number
# Row 0 starts 5 units below the top of the grid.
# Each row afterward is 20 units lower.
grid.top.shift_down(5).shift_down(20 * row_number)
end
# Uses labels to output current game time (passage of time), and whether or not "h" was pressed
# If "h" is pressed, the frame is output when the key_up event occurred
def keyboards_tech_demo
outputs.labels << [460, row_to_px(0), "Current game time: #{state.tick_count}", small_font]
outputs.labels << [460, row_to_px(2), "Keyboard input: inputs.keyboard.key_up.h", small_font]
outputs.labels << [460, row_to_px(3), "Press \"h\" on the keyboard.", small_font]
if inputs.keyboard.key_up.h # if "h" key_up event occurs
state.h_pressed_at = state.tick_count # frame it occurred is stored
end
# h_pressed_at is initially set to false, and changes once the user presses the "h" key.
state.h_pressed_at ||= false
if state.h_pressed_at # if h is pressed (pressed_at has a frame number and is no longer false)
outputs.labels << [460, row_to_px(4), "\"h\" was pressed at time: #{state.h_pressed_at}", small_font]
else # otherwise, label says "h" was never pressed
outputs.labels << [460, row_to_px(4), "\"h\" has never been pressed.", small_font]
end
# border around keyboard input demo section
outputs.borders << [455, row_to_px(5), 360, row_to_px(2).shift_up(5) - row_to_px(5)]
end
# Sets definition for a small label
# Makes it easier to position labels in respect to the position of other labels
def small_label x, row, message
[x, row_to_px(row), message, small_font]
end
# Uses small labels to show whether the "a" button on the controller is down, held, or up.
# y value of each small label is set by calling the row_to_px method
def controller_tech_demo
x = 460
outputs.labels << small_label(x, 6, "Controller one input: inputs.controller_one")
outputs.labels << small_label(x, 7, "Current state of the \"a\" button.")
outputs.labels << small_label(x, 8, "Check console window for more info.")
if inputs.controller_one.key_down.a # if "a" is in "down" state
outputs.labels << small_label(x, 9, "\"a\" button down: #{inputs.controller_one.key_down.a}")
puts "\"a\" button down at #{inputs.controller_one.key_down.a}" # prints frame the event occurred
elsif inputs.controller_one.key_held.a # if "a" is held down
outputs.labels << small_label(x, 9, "\"a\" button held: #{inputs.controller_one.key_held.a}")
elsif inputs.controller_one.key_up.a # if "a" is in up state
outputs.labels << small_label(x, 9, "\"a\" button up: #{inputs.controller_one.key_up.a}")
puts "\"a\" key up at #{inputs.controller_one.key_up.a}"
else # if no event has occurred
outputs.labels << small_label(x, 9, "\"a\" button state is nil.")
end
# border around controller input demo section
outputs.borders << [455, row_to_px(10), 360, row_to_px(6).shift_up(5) - row_to_px(10)]
end
# Outputs when the mouse was clicked, as well as the coordinates on the screen
# of where the click occurred
def mouse_tech_demo
x = 460
outputs.labels << small_label(x, 11, "Mouse input: inputs.mouse")
if inputs.mouse.click # if click has a value and is not nil
state.last_mouse_click = inputs.mouse.click # coordinates of click are stored
end
if state.last_mouse_click # if mouse is clicked (has coordinates as value)
# outputs the time (frame) the click occurred, as well as how many frames have passed since the event
outputs.labels << small_label(x, 12, "Mouse click happened at: #{state.last_mouse_click.created_at}, #{state.last_mouse_click.created_at_elapsed}")
# outputs coordinates of click
outputs.labels << small_label(x, 13, "Mouse click location: #{state.last_mouse_click.point.x}, #{state.last_mouse_click.point.y}")
else # otherwise if the mouse has not been clicked
outputs.labels << small_label(x, 12, "Mouse click has not occurred yet.")
outputs.labels << small_label(x, 13, "Please click mouse.")
end
end
# Outputs whether a mouse click occurred inside or outside of a box
def point_to_rect_tech_demo
x = 460
outputs.labels << small_label(x, 15, "Click inside the blue box maybe ---->")
box = [765, 370, 50, 50, 0, 0, 170] # blue box
outputs.borders << box
if state.last_mouse_click # if the mouse was clicked
if state.last_mouse_click.point.inside_rect? box # if mouse clicked inside box
outputs.labels << small_label(x, 16, "Mouse click happened inside the box.")
else # otherwise, if mouse was clicked outside the box
outputs.labels << small_label(x, 16, "Mouse click happened outside the box.")
end
else # otherwise, if was not clicked at all
outputs.labels << small_label(x, 16, "Mouse click has not occurred yet.") # output if the mouse was not clicked
end
# border around mouse input demo section
outputs.borders << [455, row_to_px(14), 360, row_to_px(11).shift_up(5) - row_to_px(14)]
end
# Outputs a red box onto the screen. A mouse click from the user inside of the red box will output
# a smaller box. If two small boxes are inside of the red box, it will be determined whether or not
# they intersect.
def rect_to_rect_tech_demo
x = 460
outputs.labels << small_label(x, 17.5, "Click inside the red box below.") # label with instructions
red_box = [460, 250, 355, 90, 170, 0, 0] # definition of the red box
outputs.borders << red_box # output as a border (not filled in)
# If the mouse is clicked inside the red box, two collision boxes are created.
if inputs.mouse.click
if inputs.mouse.click.point.inside_rect? red_box
if !state.box_collision_one # if the collision_one box does not yet have a definition
# Subtracts 25 from the x and y positions of the click point in order to make the click point the center of the box.
# You can try deleting the subtraction to see how it impacts the box placement.
state.box_collision_one = [inputs.mouse.click.point.x - 25, inputs.mouse.click.point.y - 25, 50, 50, 180, 0, 0, 180] # sets definition
elsif !state.box_collision_two # if collision_two does not yet have a definition
state.box_collision_two = [inputs.mouse.click.point.x - 25, inputs.mouse.click.point.y - 25, 50, 50, 0, 0, 180, 180] # sets definition
else
state.box_collision_one = nil # both boxes are empty
state.box_collision_two = nil
end
end
end
# If collision boxes exist, they are output onto screen inside the red box as solids
if state.box_collision_one
outputs.solids << state.box_collision_one
end
if state.box_collision_two
outputs.solids << state.box_collision_two
end
# Outputs whether or not the two collision boxes intersect.
if state.box_collision_one && state.box_collision_two # if both collision_boxes are defined (and not nil or empty)
if state.box_collision_one.intersect_rect? state.box_collision_two # if the two boxes intersect
outputs.labels << small_label(x, 23.5, 'The boxes intersect.')
else # otherwise, if the two boxes do not intersect
outputs.labels << small_label(x, 23.5, 'The boxes do not intersect.')
end
else
outputs.labels << small_label(x, 23.5, '--') # if the two boxes are not defined (are nil or empty), this label is output
end
end
# Creates a button and outputs it onto the screen using labels and borders.
# If the button is clicked, the color changes to make it look faded.
def button_tech_demo
x, y, w, h = 460, 160, 300, 50
state.button ||= state.new_entity(:button_with_fade)
# Adds w.half to x and h.half + 10 to y in order to display the text inside the button's borders.
state.button.label ||= [x + w.half, y + h.half + 10, "click me and watch me fade", 0, 1]
state.button.border ||= [x, y, w, h]
if inputs.mouse.click && inputs.mouse.click.point.inside_rect?(state.button.border) # if mouse is clicked, and clicked inside button's border
state.button.clicked_at = inputs.mouse.click.created_at # stores the time the click occurred
end
outputs.labels << state.button.label
outputs.borders << state.button.border
if state.button.clicked_at # if button was clicked (variable has a value and is not nil)
# The appearance of the button changes for 0.25 seconds after the time the button is clicked at.
# The color changes (rgb is set to 0, 180, 80) and the transparency gradually changes.
# Change 0.25 to 1.25 and notice that the transparency takes longer to return to normal.
outputs.solids << [x, y, w, h, 0, 180, 80, 255 * state.button.clicked_at.ease(0.25.seconds, :flip)]
end
end
# Creates a new button by declaring it as a new entity, and sets values.
def new_button_prefab x, y, message
w, h = 300, 50
button = state.new_entity(:button_with_fade)
button.label = [x + w.half, y + h.half + 10, message, 0, 1] # '+ 10' keeps label's text within button's borders
button.border = [x, y, w, h] # sets border definition
button
end
# If the mouse has been clicked and the click's location is inside of the button's border, that means
# that the button has been clicked. This method returns a boolean value.
def button_clicked? button
inputs.mouse.click && inputs.mouse.click.point.inside_rect?(button.border)
end
# Determines if button was clicked, and changes its appearance if it is clicked
def tick_button_prefab button
outputs.labels << button.label # outputs button's label and border
outputs.borders << button.border
if button_clicked? button # if button is clicked
button.clicked_at = inputs.mouse.click.created_at # stores the time that the button was clicked
end
if button.clicked_at # if clicked_at has a frame value and is not nil
# button is output; color changes and transparency changes for 0.25 seconds after click occurs
outputs.solids << [button.border.x, button.border.y, button.border.w, button.border.h,
0, 180, 80, 255 * button.clicked_at.ease(0.25.seconds, :flip)] # transparency changes for 0.25 seconds
end
end
# Exports the app's game state if the export button is clicked.
def export_game_state_demo
state.export_game_state_button ||= new_button_prefab(460, 100, "click to export app state")
tick_button_prefab(state.export_game_state_button) # calls method to output button
if button_clicked? state.export_game_state_button # if the export button is clicked
args.gtk.export! "Exported from clicking the export button in the tech demo." # the export occurs
end
end
# The mouse and keyboard focus are set to "yes" when the Dragonruby window is the active window.
def window_state_demo
m = $gtk.args.inputs.mouse.has_focus ? 'Y' : 'N' # ternary operator (similar to if statement)
k = $gtk.args.inputs.keyboard.has_focus ? 'Y' : 'N'
outputs.labels << [460, 20, "mouse focus: #{m} keyboard focus: #{k}", small_font]
end
#Sets values for the horizontal separator (divides demo sections)
def horizontal_seperator y, x, x2
[x, y, x2, y, 150, 150, 150]
end
#Sets the values for the vertical separator (divides demo sections)
def vertical_seperator x, y, y2
[x, y, x, y2, 150, 150, 150]
end
# Outputs vertical and horizontal separators onto the screen to separate each demo section.
def render_seperators
outputs.lines << horizontal_seperator(505, grid.left, 445)
outputs.lines << horizontal_seperator(353, grid.left, 445)
outputs.lines << horizontal_seperator(264, grid.left, 445)
outputs.lines << horizontal_seperator(174, grid.left, 445)
outputs.lines << vertical_seperator(445, grid.top, grid.bottom)
outputs.lines << horizontal_seperator(690, 445, 820)
outputs.lines << horizontal_seperator(426, 445, 820)
outputs.lines << vertical_seperator(820, grid.top, grid.bottom)
end
end
$tech_demo = TechDemo.new
def tick args
$tech_demo.inputs = args.inputs
$tech_demo.state = args.state
$tech_demo.grid = args.grid
$tech_demo.args = args
$tech_demo.outputs = args.render_target(:mini_map)
$tech_demo.outputs.transient = true
$tech_demo.tick
args.outputs.labels << [830, 715, "Render target:", [-2, 0, 0, 0, 0, 255]]
args.outputs.sprites << [0, 0, 1280, 720, :mini_map]
args.outputs.sprites << [830, 300, 675, 379, :mini_map]
tick_instructions args, "Sample app shows all the rendering apis available."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Render Primitive Hierarchies - main.rb link
# ./samples/07_advanced_rendering/04_render_primitive_hierarchies/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- Nested array: An array whose individual elements are also arrays; useful for
storing groups of similar data. Also called multidimensional arrays.
In this sample app, we see nested arrays being used in object definitions.
Notice the parameters for solids, listed below. Parameters 1-3 set the
definition for the rect, and parameter 4 sets the definition of the color.
Instead of having a solid definition that looks like this,
[X, Y, W, H, R, G, B]
we can separate it into two separate array definitions in one, like this
[[X, Y, W, H], [R, G, B]]
and both options work fine in defining our solid (or any object).
- Collections: Lists of data; useful for organizing large amounts of data.
One element of a collection could be an array (which itself contains many elements).
For example, a collection that stores two solid objects would look like this:
[
[100, 100, 50, 50, 0, 0, 0],
[100, 150, 50, 50, 255, 255, 255]
]
If this collection was added to args.outputs.solids, two solids would be output
next to each other, one black and one white.
Nested arrays can be used in collections, as you will see in this sample app.
Reminders:
- args.outputs.solids: An array. The values generate a solid.
The parameters for a solid are
1. The position on the screen (x, y)
2. The width (w)
3. The height (h)
4. The color (r, g, b) (if a color is not assigned, the object's default color will be black)
NOTE: THE PARAMETERS ARE THE SAME FOR BORDERS!
Here is an example of a (red) border or solid definition:
[100, 100, 400, 500, 255, 0, 0]
It will be a solid or border depending on if it is added to args.outputs.solids or args.outputs.borders.
For more information about solids and borders, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.sprites: An array. The values generate a sprite.
The parameters for sprites are
1. The position on the screen (x, y)
2. The width (w)
3. The height (h)
4. The image path (p)
Here is an example of a sprite definition:
[100, 100, 400, 500, 'sprites/dragonruby.png']
For more information about sprites, go to mygame/documentation/05-sprites.md.
=end
# This code demonstrates the creation and output of objects like sprites, borders, and solids
# If filled in, they are solids
# If hollow, they are borders
# If images, they are sprites
# Solids are added to args.outputs.solids
# Borders are added to args.outputs.borders
# Sprites are added to args.outputs.sprites
# The tick method runs 60 frames every second.
# Your game is going to happen under this one function.
def tick args
border_as_solid_and_solid_as_border args
sprite_as_border_or_solids args
collection_of_borders_and_solids args
collection_of_sprites args
end
# Shows a border being output onto the screen as a border and a solid
# Also shows how colors can be set
def border_as_solid_and_solid_as_border args
border = [0, 0, 50, 50]
args.outputs.borders << border
args.outputs.solids << border
# Red, green, blue saturations (last three parameters) can be any number between 0 and 255
border_with_color = [0, 100, 50, 50, 255, 0, 0]
args.outputs.borders << border_with_color
args.outputs.solids << border_with_color
border_with_nested_color = [0, 200, 50, 50, [0, 255, 0]] # nested color
args.outputs.borders << border_with_nested_color
args.outputs.solids << border_with_nested_color
border_with_nested_rect = [[0, 300, 50, 50], 0, 0, 255] # nested rect
args.outputs.borders << border_with_nested_rect
args.outputs.solids << border_with_nested_rect
border_with_nested_color_and_rect = [[0, 400, 50, 50], [255, 0, 255]] # nested rect and color
args.outputs.borders << border_with_nested_color_and_rect
args.outputs.solids << border_with_nested_color_and_rect
end
# Shows a sprite output onto the screen as a sprite, border, and solid
# Demonstrates that all three outputs appear differently on screen
def sprite_as_border_or_solids args
sprite = [100, 0, 50, 50, 'sprites/ship.png']
args.outputs.sprites << sprite
# Sprite_as_border variable has same parameters (excluding position) as above object,
# but will appear differently on screen because it is added to args.outputs.borders
sprite_as_border = [100, 100, 50, 50, 'sprites/ship.png']
args.outputs.borders << sprite_as_border
# Sprite_as_solid variable has same parameters (excluding position) as above object,
# but will appear differently on screen because it is added to args.outputs.solids
sprite_as_solid = [100, 200, 50, 50, 'sprites/ship.png']
args.outputs.solids << sprite_as_solid
end
# Holds and outputs a collection of borders and a collection of solids
# Collections are created by using arrays to hold parameters of each individual object
def collection_of_borders_and_solids args
collection_borders = [
[
[200, 0, 50, 50], # black border
[200, 100, 50, 50, 255, 0, 0], # red border
[200, 200, 50, 50, [0, 255, 0]], # nested color
],
[[200, 300, 50, 50], 0, 0, 255], # nested rect
[[200, 400, 50, 50], [255, 0, 255]] # nested rect and nested color
]
args.outputs.borders << collection_borders
collection_solids = [
[
[[300, 300, 50, 50], 0, 0, 255], # nested rect
[[300, 400, 50, 50], [255, 0, 255]] # nested rect and nested color
],
[300, 0, 50, 50],
[300, 100, 50, 50, 255, 0, 0],
[300, 200, 50, 50, [0, 255, 0]], # nested color
]
args.outputs.solids << collection_solids
end
# Holds and outputs a collection of sprites by adding it to args.outputs.sprites
# Also outputs a collection with same parameters (excluding position) by adding
# it to args.outputs.solids and another to args.outputs.borders
def collection_of_sprites args
sprites_collection = [
[
[400, 0, 50, 50, 'sprites/ship.png'],
[400, 100, 50, 50, 'sprites/ship.png'],
],
[400, 200, 50, 50, 'sprites/ship.png']
]
args.outputs.sprites << sprites_collection
args.outputs.solids << [
[500, 0, 50, 50, 'sprites/ship.png'],
[500, 100, 50, 50, 'sprites/ship.png'],
[[[500, 200, 50, 50, 'sprites/ship.png']]]
]
args.outputs.borders << [
[
[600, 0, 50, 50, 'sprites/ship.png'],
[600, 100, 50, 50, 'sprites/ship.png'],
],
[600, 200, 50, 50, 'sprites/ship.png']
]
end
Render Primitives As Hash - main.rb link
# ./samples/07_advanced_rendering/05_render_primitives_as_hash/app/main.rb
=begin
Reminders:
- Hashes: Collection of unique keys and their corresponding values. The value can be found
using their keys.
For example, if we have a "numbers" hash that stores numbers in English as the
key and numbers in Spanish as the value, we'd have a hash that looks like this...
numbers = { "one" => "uno", "two" => "dos", "three" => "tres" }
and on it goes.
Now if we wanted to find the corresponding value of the "one" key, we could say
puts numbers["one"]
which would print "uno" to the console.
- args.outputs.sprites: An array. The values generate a sprite.
The parameters are [X, Y, WIDTH, HEIGHT, PATH, ANGLE, ALPHA, RED, GREEN, BLUE]
For more information about sprites, go to mygame/documentation/05-sprites.md.
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- args.outputs.solids: An array. The values generate a solid.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE, ALPHA]
For more information about solids, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.borders: An array. The values generate a border.
The parameters are the same as a solid.
For more information about borders, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.lines: An array. The values generate a line.
The parameters are [X1, Y1, X2, Y2, RED, GREEN, BLUE]
For more information about labels, go to mygame/documentation/02-labels.md.
=end
# This sample app demonstrates how hashes can be used to output different kinds of objects.
def tick args
args.state.angle ||= 0 # initializes angle to 0
args.state.angle += 1 # increments angle by 1 every frame (60 times a second)
# Outputs sprite using a hash
args.outputs.sprites << {
x: 30, # sprite position
y: 550,
w: 128, # sprite size
h: 101,
path: "dragonruby.png", # image path
angle: args.state.angle, # angle
a: 255, # alpha (transparency)
r: 255, # color saturation
g: 255,
b: 255,
tile_x: 0, # sprite sub division/tile
tile_y: 0,
tile_w: -1,
tile_h: -1,
flip_vertically: false, # don't flip sprite
flip_horizontally: false,
angle_anchor_x: 0.5, # rotation center set to middle
angle_anchor_y: 0.5
}
# Outputs label using a hash
args.outputs.labels << {
x: 200, # label position
y: 550,
text: "dragonruby", # label text
size_enum: 2,
alignment_enum: 1,
r: 155, # color saturation
g: 50,
b: 50,
a: 255, # transparency
font: "fonts/manaspc.ttf" # font style; without mentioned file, label won't output correctly
}
# Outputs solid using a hash
# [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE, ALPHA]
args.outputs.solids << {
x: 400, # position
y: 550,
w: 160, # size
h: 90,
r: 120, # color saturation
g: 50,
b: 50,
a: 255 # transparency
}
# Outputs border using a hash
# Same parameters as a solid
args.outputs.borders << {
x: 600,
y: 550,
w: 160,
h: 90,
r: 120,
g: 50,
b: 50,
a: 255
}
# Outputs line using a hash
args.outputs.lines << {
x: 900, # starting position
y: 550,
x2: 1200, # ending position
y2: 550,
r: 120, # color saturation
g: 50,
b: 50,
a: 255 # transparency
}
# Outputs sprite as a primitive using a hash
args.outputs.primitives << {
x: 30, # position
y: 200,
w: 128, # size
h: 101,
path: "dragonruby.png", # image path
angle: args.state.angle, # angle
a: 255, # transparency
r: 255, # color saturation
g: 255,
b: 255,
tile_x: 0, # sprite sub division/tile
tile_y: 0,
tile_w: -1,
tile_h: -1,
flip_vertically: false, # don't flip
flip_horizontally: false,
angle_anchor_x: 0.5, # rotation center set to middle
angle_anchor_y: 0.5
}.sprite!
# Outputs label as primitive using a hash
args.outputs.primitives << {
x: 200, # position
y: 200,
text: "dragonruby", # text
size: 2,
alignment: 1,
r: 155, # color saturation
g: 50,
b: 50,
a: 255, # transparency
font: "fonts/manaspc.ttf" # font style
}.label!
# Outputs solid as primitive using a hash
args.outputs.primitives << {
x: 400, # position
y: 200,
w: 160, # size
h: 90,
r: 120, # color saturation
g: 50,
b: 50,
a: 255 # transparency
}.solid!
# Outputs border as primitive using a hash
# Same parameters as solid
args.outputs.primitives << {
x: 600, # position
y: 200,
w: 160, # size
h: 90,
r: 120, # color saturation
g: 50,
b: 50,
a: 255 # transparency
}.border!
# Outputs line as primitive using a hash
args.outputs.primitives << {
x: 900, # starting position
y: 200,
x2: 1200, # ending position
y2: 200,
r: 120, # color saturation
g: 50,
b: 50,
a: 255 # transparency
}.line!
end
Buttons As Render Targets - main.rb link
# ./samples/07_advanced_rendering/06_buttons_as_render_targets/app/main.rb
def tick args
# create a texture/render_target that's composed of a border and a label
create_button args, :hello_world_button, "Hello World", 500, 50
# two button primitives using the hello_world_button render_target
args.state.buttons ||= [
# one button at the top
{ id: :top_button, x: 640 - 250, y: 80.from_top, w: 500, h: 50, path: :hello_world_button },
# another button at the buttom, upside down, and flipped horizontally
{ id: :bottom_button, x: 640 - 250, y: 30, w: 500, h: 50, path: :hello_world_button, angle: 180, flip_horizontally: true },
]
# check if a mouse click occurred
if args.inputs.mouse.click
# check to see if any of the buttons were intersected
# and set the selected button if so
args.state.selected_button = args.state.buttons.find { |b| b.intersect_rect? args.inputs.mouse }
end
# render the buttons
args.outputs.sprites << args.state.buttons
# if there was a selected button, print it's id
if args.state.selected_button
args.outputs.labels << { x: 30, y: 30.from_top, text: "#{args.state.selected_button.id} was clicked." }
end
end
def create_button args, id, text, w, h
# render_targets only need to be created once, we use the the id to determine if the texture
# has already been created
args.state.created_buttons ||= {}
return if args.state.created_buttons[id]
# if the render_target hasn't been created, then generate it and store it in the created_buttons cache
args.state.created_buttons[id] = { created_at: args.state.tick_count, id: id, w: w, h: h, text: text }
# define the w/h of the texture
args.outputs[id].w = w
args.outputs[id].h = h
# create a border
args.outputs[id].borders << { x: 0, y: 0, w: w, h: h }
# create a label centered vertically and horizontally within the texture
args.outputs[id].labels << { x: w / 2, y: h / 2, text: text, vertical_alignment_enum: 1, alignment_enum: 1 }
end
Pixel Arrays - main.rb link
# ./samples/07_advanced_rendering/06_pixel_arrays/app/main.rb
def tick args
args.state.posinc ||= 1
args.state.pos ||= 0
args.state.rotation ||= 0
dimension = 10 # keep it small and let the GPU scale it when rendering the sprite.
# Set up our "scanner" pixel array and fill it with black pixels.
args.pixel_array(:scanner).width = dimension
args.pixel_array(:scanner).height = dimension
args.pixel_array(:scanner).pixels.fill(0xFF000000, 0, dimension * dimension) # black, full alpha
# Draw a green line that bounces up and down the sprite.
args.pixel_array(:scanner).pixels.fill(0xFF00FF00, dimension * args.state.pos, dimension) # green, full alpha
# Adjust position for next frame.
args.state.pos += args.state.posinc
if args.state.posinc > 0 && args.state.pos >= dimension
args.state.posinc = -1
args.state.pos = dimension - 1
elsif args.state.posinc < 0 && args.state.pos < 0
args.state.posinc = 1
args.state.pos = 1
end
# New/changed pixel arrays get uploaded to the GPU before we render
# anything. At that point, they can be scaled, rotated, and otherwise
# used like any other sprite.
w = 100
h = 100
x = (1280 - w) / 2
y = (720 - h) / 2
args.outputs.background_color = [64, 0, 128]
args.outputs.primitives << [x, y, w, h, :scanner, args.state.rotation].sprite
args.state.rotation += 1
args.outputs.primitives << args.gtk.current_framerate_primitives
end
$gtk.reset
Pixel Arrays From File - main.rb link
# ./samples/07_advanced_rendering/06_pixel_arrays_from_file/app/main.rb
def tick args
args.state.rotation ||= 0
# on load, get pixels from png and load it into a pixel array
if args.state.tick_count == 0
pixel_array = args.gtk.get_pixels 'sprites/square/blue.png'
args.pixel_array(:square).w = pixel_array.w
args.pixel_array(:square).h = pixel_array.h
pixel_array.pixels.each_with_index do |p, i|
args.pixel_array(:square).pixels[i] = p
end
end
w = 100
h = 100
x = (1280 - w) / 2
y = (720 - h) / 2
args.outputs.background_color = [64, 0, 128]
# render the pixel array by name
args.outputs.primitives << { x: x, y: y, w: w, h: h, path: :square, angle: args.state.rotation }
args.state.rotation += 1
args.outputs.primitives << args.gtk.current_framerate_primitives
end
$gtk.reset
Shake Camera - main.rb link
# ./samples/07_advanced_rendering/07_shake_camera/app/main.rb
# Demo of camera shake
# Hold space to shake and release to stop
class ScreenShake
attr_gtk
def tick
defaults
calc_camera
outputs.labels << { x: 600, y: 400, text: "Hold Space!" }
# Add outputs to :scene
outputs[:scene].transient!
outputs[:scene].sprites << { x: 100, y: 100, w: 80, h: 80, path: 'sprites/square/blue.png' }
outputs[:scene].sprites << { x: 200, y: 300.from_top, w: 80, h: 80, path: 'sprites/square/blue.png' }
outputs[:scene].sprites << { x: 900, y: 200, w: 80, h: 80, path: 'sprites/square/blue.png' }
# Describe how to render :scene
outputs.sprites << { x: 0 - state.camera.x_offset,
y: 0 - state.camera.y_offset,
w: 1280,
h: 720,
angle: state.camera.angle,
path: :scene }
end
def defaults
state.camera.trauma ||= 0
state.camera.angle ||= 0
state.camera.x_offset ||= 0
state.camera.y_offset ||= 0
end
def calc_camera
if inputs.keyboard.key_held.space
state.camera.trauma += 0.02
end
next_camera_angle = 180.0 / 20.0 * state.camera.trauma**2
next_offset = 100.0 * state.camera.trauma**2
# Ensure that the camera angle always switches from
# positive to negative and vice versa
# which gives the effect of shaking back and forth
state.camera.angle = state.camera.angle > 0 ?
next_camera_angle * -1 :
next_camera_angle
state.camera.x_offset = next_offset.randomize(:sign, :ratio)
state.camera.y_offset = next_offset.randomize(:sign, :ratio)
# Gracefully degrade trauma
state.camera.trauma *= 0.95
end
end
def tick args
$screen_shake ||= ScreenShake.new
$screen_shake.args = args
$screen_shake.tick
end
Simple Camera - main.rb link
# ./samples/07_advanced_rendering/07_simple_camera/app/main.rb
def tick args
# variables you can play around with
args.state.world.w ||= 1280
args.state.world.h ||= 720
args.state.player.x ||= 0
args.state.player.y ||= 0
args.state.player.size ||= 32
args.state.enemy.x ||= 700
args.state.enemy.y ||= 700
args.state.enemy.size ||= 16
args.state.camera.x ||= 640
args.state.camera.y ||= 300
args.state.camera.scale ||= 1.0
args.state.camera.show_empty_space ||= :yes
# instructions
args.outputs.primitives << { x: 0, y: 80.from_top, w: 360, h: 80, r: 0, g: 0, b: 0, a: 128 }.solid!
args.outputs.primitives << { x: 10, y: 10.from_top, text: "arrow keys to move around", r: 255, g: 255, b: 255}.label!
args.outputs.primitives << { x: 10, y: 30.from_top, text: "+/- to change zoom of camera", r: 255, g: 255, b: 255}.label!
args.outputs.primitives << { x: 10, y: 50.from_top, text: "tab to change camera edge behavior", r: 255, g: 255, b: 255}.label!
# render scene
args.outputs[:scene].transient!
args.outputs[:scene].w = args.state.world.w
args.outputs[:scene].h = args.state.world.h
args.outputs[:scene].solids << { x: 0, y: 0, w: args.state.world.w, h: args.state.world.h, r: 20, g: 60, b: 80 }
args.outputs[:scene].solids << { x: args.state.player.x, y: args.state.player.y,
w: args.state.player.size, h: args.state.player.size, r: 80, g: 155, b: 80 }
args.outputs[:scene].solids << { x: args.state.enemy.x, y: args.state.enemy.y,
w: args.state.enemy.size, h: args.state.enemy.size, r: 155, g: 80, b: 80 }
# render camera
scene_position = calc_scene_position args
args.outputs.sprites << { x: scene_position.x,
y: scene_position.y,
w: scene_position.w,
h: scene_position.h,
path: :scene }
# move player
if args.inputs.directional_angle
args.state.player.x += args.inputs.directional_angle.vector_x * 5
args.state.player.y += args.inputs.directional_angle.vector_y * 5
args.state.player.x = args.state.player.x.clamp(0, args.state.world.w - args.state.player.size)
args.state.player.y = args.state.player.y.clamp(0, args.state.world.h - args.state.player.size)
end
# +/- to zoom in and out
if args.inputs.keyboard.plus && args.state.tick_count.zmod?(3)
args.state.camera.scale += 0.05
elsif args.inputs.keyboard.hyphen && args.state.tick_count.zmod?(3)
args.state.camera.scale -= 0.05
elsif args.inputs.keyboard.key_down.tab
if args.state.camera.show_empty_space == :yes
args.state.camera.show_empty_space = :no
else
args.state.camera.show_empty_space = :yes
end
end
args.state.camera.scale = args.state.camera.scale.greater(0.1)
end
def calc_scene_position args
result = { x: args.state.camera.x - (args.state.player.x * args.state.camera.scale),
y: args.state.camera.y - (args.state.player.y * args.state.camera.scale),
w: args.state.world.w * args.state.camera.scale,
h: args.state.world.h * args.state.camera.scale,
scale: args.state.camera.scale }
return result if args.state.camera.show_empty_space == :yes
if result.w < args.grid.w
result.merge!(x: (args.grid.w - result.w).half)
elsif (args.state.player.x * result.scale) < args.grid.w.half
result.merge!(x: 10)
elsif (result.x + result.w) < args.grid.w
result.merge!(x: - result.w + (args.grid.w - 10))
end
if result.h < args.grid.h
result.merge!(y: (args.grid.h - result.h).half)
elsif (result.y) > 10
result.merge!(y: 10)
elsif (result.y + result.h) < args.grid.h
result.merge!(y: - result.h + (args.grid.h - 10))
end
result
end
Simple Camera Multiple Targets - main.rb link
# ./samples/07_advanced_rendering/07_simple_camera_multiple_targets/app/main.rb
def tick args
args.outputs.background_color = [0, 0, 0]
# variables you can play around with
args.state.world.w ||= 1280
args.state.world.h ||= 720
args.state.target_hero ||= :hero_1
args.state.target_hero_changed_at ||= -30
args.state.hero_size ||= 32
# initial state of heros and camera
args.state.hero_1 ||= { x: 100, y: 100 }
args.state.hero_2 ||= { x: 100, y: 600 }
args.state.camera ||= { x: 640, y: 360, scale: 1.0 }
# render instructions
args.outputs.primitives << { x: 0, y: 80.from_top, w: 360, h: 80, r: 0, g: 0, b: 0, a: 128 }.solid!
args.outputs.primitives << { x: 10, y: 10.from_top, text: "+/- to change zoom of camera", r: 255, g: 255, b: 255}.label!
args.outputs.primitives << { x: 10, y: 30.from_top, text: "arrow keys to move target hero", r: 255, g: 255, b: 255}.label!
args.outputs.primitives << { x: 10, y: 50.from_top, text: "space to cycle target hero", r: 255, g: 255, b: 255}.label!
# render scene
args.outputs[:scene].transient!
args.outputs[:scene].w = args.state.world.w
args.outputs[:scene].h = args.state.world.h
# render world
args.outputs[:scene].solids << { x: 0, y: 0, w: args.state.world.w, h: args.state.world.h, r: 20, g: 60, b: 80 }
# render hero_1
args.outputs[:scene].solids << { x: args.state.hero_1.x, y: args.state.hero_1.y,
w: args.state.hero_size, h: args.state.hero_size, r: 255, g: 155, b: 80 }
# render hero_2
args.outputs[:scene].solids << { x: args.state.hero_2.x, y: args.state.hero_2.y,
w: args.state.hero_size, h: args.state.hero_size, r: 155, g: 255, b: 155 }
# render scene relative to camera
scene_position = calc_scene_position args
args.outputs.sprites << { x: scene_position.x,
y: scene_position.y,
w: scene_position.w,
h: scene_position.h,
path: :scene }
# mini map
args.outputs.borders << { x: 10,
y: 10,
w: args.state.world.w.idiv(8),
h: args.state.world.h.idiv(8),
r: 255,
g: 255,
b: 255 }
args.outputs.sprites << { x: 10,
y: 10,
w: args.state.world.w.idiv(8),
h: args.state.world.h.idiv(8),
path: :scene }
# cycle target hero
if args.inputs.keyboard.key_down.space
if args.state.target_hero == :hero_1
args.state.target_hero = :hero_2
else
args.state.target_hero = :hero_1
end
args.state.target_hero_changed_at = args.state.tick_count
end
# move target hero
hero_to_move = if args.state.target_hero == :hero_1
args.state.hero_1
else
args.state.hero_2
end
if args.inputs.directional_angle
hero_to_move.x += args.inputs.directional_angle.vector_x * 5
hero_to_move.y += args.inputs.directional_angle.vector_y * 5
hero_to_move.x = hero_to_move.x.clamp(0, args.state.world.w - hero_to_move.size)
hero_to_move.y = hero_to_move.y.clamp(0, args.state.world.h - hero_to_move.size)
end
# +/- to zoom in and out
if args.inputs.keyboard.plus && args.state.tick_count.zmod?(3)
args.state.camera.scale += 0.05
elsif args.inputs.keyboard.hyphen && args.state.tick_count.zmod?(3)
args.state.camera.scale -= 0.05
end
args.state.camera.scale = 0.1 if args.state.camera.scale < 0.1
end
def other_hero args
if args.state.target_hero == :hero_1
return args.state.hero_2
else
return args.state.hero_1
end
end
def calc_scene_position args
target_hero = if args.state.target_hero == :hero_1
args.state.hero_1
else
args.state.hero_2
end
other_hero = if args.state.target_hero == :hero_1
args.state.hero_2
else
args.state.hero_1
end
# calculate the lerp percentage based on the time since the target hero changed
lerp_percentage = args.easing.ease args.state.target_hero_changed_at,
args.state.tick_count,
30,
:smooth_stop_quint,
:flip
# calculate the angle and distance between the target hero and the other hero
angle_to_other_hero = args.geometry.angle_to target_hero, other_hero
# calculate the distance between the target hero and the other hero
distance_to_other_hero = args.geometry.distance target_hero, other_hero
# the camera position is the target hero position plus the angle and distance to the other hero (lerped)
{ x: args.state.camera.x - (target_hero.x + (angle_to_other_hero.vector_x * distance_to_other_hero * lerp_percentage)) * args.state.camera.scale,
y: args.state.camera.y - (target_hero.y + (angle_to_other_hero.vector_y * distance_to_other_hero * lerp_percentage)) * args.state.camera.scale,
w: args.state.world.w * args.state.camera.scale,
h: args.state.world.h * args.state.camera.scale }
end
Splitscreen Camera - main.rb link
# ./samples/07_advanced_rendering/08_splitscreen_camera/app/main.rb
class CameraMovement
attr_accessor :state, :inputs, :outputs, :grid
#==============================================================================================
#Serialize
def serialize
{state: state, inputs: inputs, outputs: outputs, grid: grid }
end
def inspect
serialize.to_s
end
def to_s
serialize.to_s
end
#==============================================================================================
#Tick
def tick
defaults
calc
render
input
end
#==============================================================================================
#Default functions
def defaults
outputs[:scene].transient!
outputs[:scene].background_color = [0,0,0]
state.trauma ||= 0.0
state.trauma_power ||= 2
state.player_cyan ||= new_player_cyan
state.player_magenta ||= new_player_magenta
state.camera_magenta ||= new_camera_magenta
state.camera_cyan ||= new_camera_cyan
state.camera_center ||= new_camera_center
state.room ||= new_room
end
def default_player x, y, w, h, sprite_path
state.new_entity(:player,
{ x: x,
y: y,
dy: 0,
dx: 0,
w: w,
h: h,
damage: 0,
dead: false,
orientation: "down",
max_alpha: 255,
sprite_path: sprite_path})
end
def default_floor_tile x, y, w, h, sprite_path
state.new_entity(:room,
{ x: x,
y: y,
w: w,
h: h,
sprite_path: sprite_path})
end
def default_camera x, y, w, h
state.new_entity(:camera,
{ x: x,
y: y,
dx: 0,
dy: 0,
w: w,
h: h})
end
def new_player_cyan
default_player(0, 0, 64, 64,
"sprites/player/player_#{state.player_cyan.orientation}_standing.png")
end
def new_player_magenta
default_player(64, 0, 64, 64,
"sprites/player/player_#{state.player_magenta.orientation}_standing.png")
end
def new_camera_magenta
default_camera(0,0,720,720)
end
def new_camera_cyan
default_camera(0,0,720,720)
end
def new_camera_center
default_camera(0,0,1280,720)
end
def new_room
default_floor_tile(0,0,1024,1024,'sprites/rooms/camera_room.png')
end
#==============================================================================================
#Calculation functions
def calc
calc_camera_magenta
calc_camera_cyan
calc_camera_center
calc_player_cyan
calc_player_magenta
calc_trauma_decay
end
def center_camera_tolerance
return Math.sqrt(((state.player_magenta.x - state.player_cyan.x) ** 2) +
((state.player_magenta.y - state.player_cyan.y) ** 2)) > 640
end
def calc_player_cyan
state.player_cyan.x += state.player_cyan.dx
state.player_cyan.y += state.player_cyan.dy
end
def calc_player_magenta
state.player_magenta.x += state.player_magenta.dx
state.player_magenta.y += state.player_magenta.dy
end
def calc_camera_center
timeScale = 1
midX = (state.player_magenta.x + state.player_cyan.x)/2
midY = (state.player_magenta.y + state.player_cyan.y)/2
targetX = midX - state.camera_center.w/2
targetY = midY - state.camera_center.h/2
state.camera_center.x += (targetX - state.camera_center.x) * 0.1 * timeScale
state.camera_center.y += (targetY - state.camera_center.y) * 0.1 * timeScale
end
def calc_camera_magenta
timeScale = 1
targetX = state.player_magenta.x + state.player_magenta.w - state.camera_magenta.w/2
targetY = state.player_magenta.y + state.player_magenta.h - state.camera_magenta.h/2
state.camera_magenta.x += (targetX - state.camera_magenta.x) * 0.1 * timeScale
state.camera_magenta.y += (targetY - state.camera_magenta.y) * 0.1 * timeScale
end
def calc_camera_cyan
timeScale = 1
targetX = state.player_cyan.x + state.player_cyan.w - state.camera_cyan.w/2
targetY = state.player_cyan.y + state.player_cyan.h - state.camera_cyan.h/2
state.camera_cyan.x += (targetX - state.camera_cyan.x) * 0.1 * timeScale
state.camera_cyan.y += (targetY - state.camera_cyan.y) * 0.1 * timeScale
end
def calc_player_quadrant angle
if angle < 45 and angle > -45 and state.player_cyan.x < state.player_magenta.x
return 1
elsif angle < 45 and angle > -45 and state.player_cyan.x > state.player_magenta.x
return 3
elsif (angle > 45 or angle < -45) and state.player_cyan.y < state.player_magenta.y
return 2
elsif (angle > 45 or angle < -45) and state.player_cyan.y > state.player_magenta.y
return 4
end
end
def calc_camera_shake
state.trauma
end
def calc_trauma_decay
state.trauma = state.trauma * 0.9
end
def calc_random_float_range(min, max)
rand * (max-min) + min
end
#==============================================================================================
#Render Functions
def render
render_floor
render_player_cyan
render_player_magenta
if center_camera_tolerance
render_split_camera_scene
else
render_camera_center_scene
end
end
def render_player_cyan
outputs[:scene].sprites << {x: state.player_cyan.x,
y: state.player_cyan.y,
w: state.player_cyan.w,
h: state.player_cyan.h,
path: "sprites/player/player_#{state.player_cyan.orientation}_standing.png",
r: 0,
g: 255,
b: 255}
end
def render_player_magenta
outputs[:scene].sprites << {x: state.player_magenta.x,
y: state.player_magenta.y,
w: state.player_magenta.w,
h: state.player_magenta.h,
path: "sprites/player/player_#{state.player_magenta.orientation}_standing.png",
r: 255,
g: 0,
b: 255}
end
def render_floor
outputs[:scene].sprites << [state.room.x, state.room.y,
state.room.w, state.room.h,
state.room.sprite_path]
end
def render_camera_center_scene
zoomFactor = 1
outputs[:scene].width = state.room.w
outputs[:scene].height = state.room.h
maxAngle = 10.0
maxOffset = 20.0
angle = maxAngle * calc_camera_shake * calc_random_float_range(-1,1)
offsetX = 32 - (maxOffset * calc_camera_shake * calc_random_float_range(-1,1))
offsetY = 32 - (maxOffset * calc_camera_shake * calc_random_float_range(-1,1))
outputs.sprites << {x: (-state.camera_center.x - offsetX)/zoomFactor,
y: (-state.camera_center.y - offsetY)/zoomFactor,
w: outputs[:scene].width/zoomFactor,
h: outputs[:scene].height/zoomFactor,
path: :scene,
angle: angle,
source_w: -1,
source_h: -1}
outputs.labels << [128,64,"#{state.trauma.round(1)}",8,2,255,0,255,255]
end
def render_split_camera_scene
outputs[:scene].width = state.room.w
outputs[:scene].height = state.room.h
render_camera_magenta_scene
render_camera_cyan_scene
angle = Math.atan((state.player_magenta.y - state.player_cyan.y)/(state.player_magenta.x- state.player_cyan.x)) * 180/Math::PI
output_split_camera angle
end
def render_camera_magenta_scene
zoomFactor = 1
offsetX = 32
offsetY = 32
outputs[:scene_magenta].transient!
outputs[:scene_magenta].sprites << {x: (-state.camera_magenta.x*2),
y: (-state.camera_magenta.y),
w: outputs[:scene].width*2,
h: outputs[:scene].height,
path: :scene}
end
def render_camera_cyan_scene
zoomFactor = 1
offsetX = 32
offsetY = 32
outputs[:scene_cyan].transient!
outputs[:scene_cyan].sprites << {x: (-state.camera_cyan.x*2),
y: (-state.camera_cyan.y),
w: outputs[:scene].width*2,
h: outputs[:scene].height,
path: :scene}
end
def output_split_camera angle
#TODO: Clean this up!
quadrant = calc_player_quadrant angle
outputs.labels << [128,64,"#{quadrant}",8,2,255,0,255,255]
if quadrant == 1
set_camera_attributes(w: 640, h: 720, m_x: 640, m_y: 0, c_x: 0, c_y: 0)
elsif quadrant == 2
set_camera_attributes(w: 1280, h: 360, m_x: 0, m_y: 360, c_x: 0, c_y: 0)
elsif quadrant == 3
set_camera_attributes(w: 640, h: 720, m_x: 0, m_y: 0, c_x: 640, c_y: 0)
elsif quadrant == 4
set_camera_attributes(w: 1280, h: 360, m_x: 0, m_y: 0, c_x: 0, c_y: 360)
end
end
def set_camera_attributes(w: 0, h: 0, m_x: 0, m_y: 0, c_x: 0, c_y: 0)
state.camera_cyan.w = w + 64
state.camera_cyan.h = h + 64
outputs[:scene_cyan].width = (w) * 2
outputs[:scene_cyan].height = h
state.camera_magenta.w = w + 64
state.camera_magenta.h = h + 64
outputs[:scene_magenta].width = (w) * 2
outputs[:scene_magenta].height = h
outputs.sprites << {x: m_x,
y: m_y,
w: w,
h: h,
path: :scene_magenta}
outputs.sprites << {x: c_x,
y: c_y,
w: w,
h: h,
path: :scene_cyan}
end
def add_trauma amount
state.trauma = [state.trauma + amount, 1.0].min
end
def remove_trauma amount
state.trauma = [state.trauma - amount, 0.0].max
end
#==============================================================================================
#Input functions
def input
input_move_cyan
input_move_magenta
if inputs.keyboard.key_down.t
add_trauma(0.5)
elsif inputs.keyboard.key_down.y
remove_trauma(0.1)
end
end
def input_move_cyan
if inputs.keyboard.key_held.up
state.player_cyan.dy = 5
state.player_cyan.orientation = "up"
elsif inputs.keyboard.key_held.down
state.player_cyan.dy = -5
state.player_cyan.orientation = "down"
else
state.player_cyan.dy *= 0.8
end
if inputs.keyboard.key_held.left
state.player_cyan.dx = -5
state.player_cyan.orientation = "left"
elsif inputs.keyboard.key_held.right
state.player_cyan.dx = 5
state.player_cyan.orientation = "right"
else
state.player_cyan.dx *= 0.8
end
outputs.labels << [128,512,"#{state.player_cyan.x.round()}",8,2,0,255,255,255]
outputs.labels << [128,480,"#{state.player_cyan.y.round()}",8,2,0,255,255,255]
end
def input_move_magenta
if inputs.keyboard.key_held.w
state.player_magenta.dy = 5
state.player_magenta.orientation = "up"
elsif inputs.keyboard.key_held.s
state.player_magenta.dy = -5
state.player_magenta.orientation = "down"
else
state.player_magenta.dy *= 0.8
end
if inputs.keyboard.key_held.a
state.player_magenta.dx = -5
state.player_magenta.orientation = "left"
elsif inputs.keyboard.key_held.d
state.player_magenta.dx = 5
state.player_magenta.orientation = "right"
else
state.player_magenta.dx *= 0.8
end
outputs.labels << [128,360,"#{state.player_magenta.x.round()}",8,2,255,0,255,255]
outputs.labels << [128,328,"#{state.player_magenta.y.round()}",8,2,255,0,255,255]
end
end
$camera_movement = CameraMovement.new
def tick args
args.outputs.background_color = [0,0,0]
$camera_movement.inputs = args.inputs
$camera_movement.outputs = args.outputs
$camera_movement.state = args.state
$camera_movement.grid = args.grid
$camera_movement.tick
end
Z Targeting Camera - main.rb link
# ./samples/07_advanced_rendering/09_z_targeting_camera/app/main.rb
class Game
attr_gtk
def tick
defaults
render
input
calc
end
def defaults
outputs.background_color = [219, 208, 191]
player.x ||= 634
player.y ||= 153
player.angle ||= 90
player.distance ||= arena_radius
target.x ||= 634
target.y ||= 359
end
def render
outputs[:scene].transient!
outputs[:scene].sprites << ({ x: 0, y: 0, w: 933, h: 700, path: 'sprites/arena.png' }.center_inside_rect grid.rect)
outputs[:scene].sprites << target_sprite
outputs[:scene].sprites << player_sprite
outputs.sprites << scene
end
def target_sprite
{
x: target.x, y: target.y,
w: 10, h: 10,
path: 'sprites/square/black.png'
}.anchor_rect 0.5, 0.5
end
def input
if inputs.up && player.distance > 30
player.distance -= 2
elsif inputs.down && player.distance < 200
player.distance += 2
end
player.angle += inputs.left_right * -1
end
def calc
player.x = target.x + ((player.angle * 1).vector_x player.distance)
player.y = target.y + ((player.angle * -1).vector_y player.distance)
end
def player_sprite
{
x: player.x,
y: player.y,
w: 50,
h: 100,
path: 'sprites/player.png',
angle: (player.angle * -1) + 90
}.anchor_rect 0.5, 0
end
def center_map
{ x: 634, y: 359 }
end
def zoom_factor_single
2 - ((args.geometry.distance player, center_map).fdiv arena_radius)
end
def zoom_factor
zoom_factor_single ** 2
end
def arena_radius
206
end
def scene
{
x: (640 - player.x) + (640 - (640 * zoom_factor)),
y: (360 - player.y - (75 * zoom_factor)) + (320 - (320 * zoom_factor)),
w: 1280 * zoom_factor,
h: 720 * zoom_factor,
path: :scene,
angle: player.angle - 90,
angle_anchor_x: (player.x.fdiv 1280),
angle_anchor_y: (player.y.fdiv 720)
}
end
def player
state.player
end
def target
state.target
end
end
def tick args
$game ||= Game.new
$game.args = args
$game.tick
end
$gtk.reset
Camera And Large Map - main.rb link
# ./samples/07_advanced_rendering/10_camera_and_large_map/app/main.rb
def tick args
# you want to make sure all of your pngs are a maximum size of 1280x1280
# low-end android devices and machines with underpowered GPUs are unable to
# load very large textures.
# this sample app creates 640x640 tiles of a 6400x6400 pixel png and displays them
# on the screen relative to the player's position
# tile creation process
create_tiles_if_needed args
# if tiles are already present the show map
display_tiles args
end
def display_tiles args
# set the player's starting location
args.state.player ||= {
x: 0,
y: 0,
w: 40,
h: 40,
path: "sprites/square/blue.png"
}
# if all tiles have been created, then we are
# in "displaying_tiles" mode
if args.state.displaying_tiles
# create a render target that can hold 9 640x640 tiles
args.outputs[:scene].transient!
args.outputs[:scene].background_color = [0, 0, 0, 0]
args.outputs[:scene].w = 1920
args.outputs[:scene].h = 1920
# allow player to be moved with arrow keys
args.state.player.x += args.inputs.left_right * 10
args.state.player.y += args.inputs.up_down * 10
# given the player's location, return a collection of primitives
# to render that are within the 1920x1920 viewport
args.outputs[:scene].primitives << tiles_in_viewport(args)
# place the player in the center of the render_target
args.outputs[:scene].primitives << {
x: 960 - 20,
y: 960 - 20,
w: 40,
h: 40,
path: "sprites/square/blue.png"
}
# center the 1920x1920 render target within the 1280x720 window
args.outputs.sprites << {
x: -320,
y: -600,
w: 1920,
h: 1920,
path: :scene
}
end
end
def tiles_in_viewport args
state = args.state
# define the size of each tile
tile_size = 640
# determine what tile the player is on
tile_player_is_on = { x: state.player.x.idiv(tile_size), y: state.player.y.idiv(tile_size) }
# calculate the x and y offset of the player so that tiles are positioned correctly
offset_x = 960 - (state.player.x - (tile_player_is_on.x * tile_size))
offset_y = 960 - (state.player.y - (tile_player_is_on.y * tile_size))
primitives = []
# get 9 tiles in total (the tile the player is on and the 8 surrounding tiles)
# center tile
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: 0,
offset_col: 0,
dy: offset_y,
dx: offset_x)
# tile to the right
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: 0,
offset_col: 1,
dy: offset_y,
dx: offset_x)
# tile to the left
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: 0,
offset_col: -1,
dy: offset_y,
dx: offset_x)
# tile directly above
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: 1,
offset_col: 0,
dy: offset_y,
dx: offset_x)
# tile directly below
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: -1,
offset_col: 0,
dy: offset_y,
dx: offset_x)
# tile up and to the left
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: 1,
offset_col: -1,
dy: offset_y,
dx: offset_x)
# tile up and to the right
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: 1,
offset_col: 1,
dy: offset_y,
dx: offset_x)
# tile down and to the left
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: -1,
offset_col: -1,
dy: offset_y,
dx: offset_x)
# tile down and to the right
primitives << (tile_in_viewport size: tile_size,
from_row: tile_player_is_on.y,
from_col: tile_player_is_on.x,
offset_row: -1,
offset_col: 1,
dy: offset_y,
dx: offset_x)
primitives
end
def tile_in_viewport size:, from_row:, from_col:, offset_row:, offset_col:, dy:, dx:;
x = size * offset_col + dx
y = size * offset_row + dy
return nil if (from_row + offset_row) < 0
return nil if (from_row + offset_row) > 9
return nil if (from_col + offset_col) < 0
return nil if (from_col + offset_col) > 9
# return the tile sprite, a border demarcation, and label of which tile x and y
[
{
x: x,
y: y,
w: size,
h: size,
path: "sprites/tile-#{from_col + offset_col}-#{from_row + offset_row}.png",
},
{
x: x,
y: y,
w: size,
h: size,
r: 255,
primitive_marker: :border,
},
{
x: x + size / 2 - 150,
y: y + size / 2 - 25,
w: 300,
h: 50,
primitive_marker: :solid,
r: 0,
g: 0,
b: 0,
a: 128
},
{
x: x + size / 2,
y: y + size / 2,
text: "tile #{from_col + offset_col}, #{from_row + offset_row}",
alignment_enum: 1,
vertical_alignment_enum: 1,
size_enum: 2,
r: 255,
g: 255,
b: 255
},
]
end
def create_tiles_if_needed args
# We are going to use args.outputs.screenshots to generate tiles of a
# png of size 6400x6400 called sprites/large.png.
if !args.gtk.stat_file("sprites/tile-9-9.png") && !args.state.creating_tiles
args.state.displaying_tiles = false
args.outputs.labels << {
x: 960,
y: 360,
text: "Press enter to generate tiles of sprites/large.png.",
alignment_enum: 1,
vertical_alignment_enum: 1
}
elsif !args.state.creating_tiles
args.state.displaying_tiles = true
end
# pressing enter will start the tile creation process
if args.inputs.keyboard.key_down.enter && !args.state.creating_tiles
args.state.displaying_tiles = false
args.state.creating_tiles = true
args.state.tile_clock = 0
end
# the tile creation process renders an area of sprites/large.png
# to the screen and takes a screenshot of it every half second
# until all tiles are generated.
# once all tiles are generated a map viewport will be rendered that
# stitches tiles together.
if args.state.creating_tiles
args.state.tile_x ||= 0
args.state.tile_y ||= 0
# render a sub-square of the large png.
args.outputs.sprites << {
x: 0,
y: 0,
w: 640,
h: 640,
source_x: args.state.tile_x * 640,
source_y: args.state.tile_y * 640,
source_w: 640,
source_h: 640,
path: "sprites/large.png"
}
# determine tile file name
tile_path = "sprites/tile-#{args.state.tile_x}-#{args.state.tile_y}.png"
args.outputs.labels << {
x: 960,
y: 320,
text: "Generating #{tile_path}",
alignment_enum: 1,
vertical_alignment_enum: 1
}
# take a screenshot on frames divisible by 29
if args.state.tile_clock.zmod?(29)
args.outputs.screenshots << {
x: 0,
y: 0,
w: 640,
h: 640,
path: tile_path,
a: 255
}
end
# increment tile to render on frames divisible by 30 (half a second)
# (one frame is allotted to take screenshot)
if args.state.tile_clock.zmod?(30)
args.state.tile_x += 1
if args.state.tile_x >= 10
args.state.tile_x = 0
args.state.tile_y += 1
end
# once all of tile tiles are created, begin displaying map
if args.state.tile_y >= 10
args.state.creating_tiles = false
args.state.displaying_tiles = true
end
end
args.state.tile_clock += 1
end
end
$gtk.reset
Blend Modes - main.rb link
# ./samples/07_advanced_rendering/11_blend_modes/app/main.rb
$gtk.reset
def draw_blendmode args, mode
w = 160
h = w
args.state.x += (1280-w) / (args.state.blendmodes.length + 1)
x = args.state.x
y = (720 - h) / 2
s = 'sprites/blue-feathered.png'
args.outputs.sprites << { blendmode_enum: mode.value, x: x, y: y, w: w, h: h, path: s }
args.outputs.labels << [x + (w/2), y, mode.name.to_s, 1, 1, 255, 255, 255]
end
def tick args
# Different blend modes do different things, depending on what they
# blend against (in this case, the pixels of the background color).
args.state.bg_element ||= 1
args.state.bg_color ||= 255
args.state.bg_color_direction ||= 1
bg_r = (args.state.bg_element == 1) ? args.state.bg_color : 0
bg_g = (args.state.bg_element == 2) ? args.state.bg_color : 0
bg_b = (args.state.bg_element == 3) ? args.state.bg_color : 0
args.state.bg_color += args.state.bg_color_direction
if (args.state.bg_color_direction > 0) && (args.state.bg_color >= 255)
args.state.bg_color_direction = -1
args.state.bg_color = 255
elsif (args.state.bg_color_direction < 0) && (args.state.bg_color <= 0)
args.state.bg_color_direction = 1
args.state.bg_color = 0
args.state.bg_element += 1
if args.state.bg_element >= 4
args.state.bg_element = 1
end
end
args.outputs.background_color = [ bg_r, bg_g, bg_b, 255 ]
args.state.blendmodes ||= [
{ name: :none, value: 0 },
{ name: :blend, value: 1 },
{ name: :add, value: 2 },
{ name: :mod, value: 3 },
{ name: :mul, value: 4 }
]
args.state.x = 0 # reset this, draw_blendmode will increment it.
args.state.blendmodes.each { |blendmode| draw_blendmode args, blendmode }
end
Render Target Noclear - main.rb link
# ./samples/07_advanced_rendering/12_render_target_noclear/app/main.rb
def tick args
args.state.x ||= 500
args.state.y ||= 350
args.state.xinc ||= 7
args.state.yinc ||= 7
args.state.bgcolor ||= 1
args.state.bginc ||= 1
# clear the render target on the first tick, and then never again. Draw
# another box to it every tick, accumulating over time.
clear_target = (args.state.tick_count == 0) || (args.inputs.keyboard.key_down.space)
args.render_target(:accumulation).transient = true
args.render_target(:accumulation).background_color = [ 0, 0, 0, 0 ];
args.render_target(:accumulation).clear_before_render = clear_target
args.render_target(:accumulation).solids << [args.state.x, args.state.y, 25, 25, 255, 0, 0, 255];
args.state.x += args.state.xinc
args.state.y += args.state.yinc
args.state.bgcolor += args.state.bginc
# animation upkeep...change where we draw the next box and what color the
# window background will be.
if args.state.xinc > 0 && args.state.x >= 1280
args.state.xinc = -7
elsif args.state.xinc < 0 && args.state.x < 0
args.state.xinc = 7
end
if args.state.yinc > 0 && args.state.y >= 720
args.state.yinc = -7
elsif args.state.yinc < 0 && args.state.y < 0
args.state.yinc = 7
end
if args.state.bginc > 0 && args.state.bgcolor >= 255
args.state.bginc = -1
elsif args.state.bginc < 0 && args.state.bgcolor <= 0
args.state.bginc = 1
end
# clear the screen to a shade of blue and draw the render target, which
# is not clearing every frame, on top of it. Note that you can NOT opt to
# skip clearing the screen, only render targets. The screen clears every
# frame; double-buffering would prevent correct updates between frames.
args.outputs.background_color = [ 0, 0, args.state.bgcolor, 255 ]
args.outputs.sprites << [ 0, 0, 1280, 720, :accumulation ]
end
$gtk.reset
Lighting - main.rb link
# ./samples/07_advanced_rendering/13_lighting/app/main.rb
def calc args
args.state.swinging_light_sign ||= 1
args.state.swinging_light_start_at ||= 0
args.state.swinging_light_duration ||= 300
args.state.swinging_light_perc = args.state
.swinging_light_start_at
.ease_spline_extended args.state.tick_count,
args.state.swinging_light_duration,
[
[0.0, 1.0, 1.0, 1.0],
[1.0, 1.0, 1.0, 0.0]
]
args.state.max_swing_angle ||= 45
if args.state.swinging_light_start_at.elapsed_time > args.state.swinging_light_duration
args.state.swinging_light_start_at = args.state.tick_count
args.state.swinging_light_sign *= -1
end
args.state.swinging_light_angle = 360 + ((args.state.max_swing_angle * args.state.swinging_light_perc) * args.state.swinging_light_sign)
end
def render args
args.outputs.background_color = [0, 0, 0]
# render scene
args.outputs[:scene].transient!
args.outputs[:scene].sprites << { x: 0, y: 0, w: 1280, h: 720, path: :pixel }
args.outputs[:scene].sprites << { x: 640 - 40, y: 100, w: 80, h: 80, path: 'sprites/square/blue.png' }
args.outputs[:scene].sprites << { x: 640 - 40, y: 200, w: 80, h: 80, path: 'sprites/square/blue.png' }
args.outputs[:scene].sprites << { x: 640 - 40, y: 300, w: 80, h: 80, path: 'sprites/square/blue.png' }
args.outputs[:scene].sprites << { x: 640 - 40, y: 400, w: 80, h: 80, path: 'sprites/square/blue.png' }
args.outputs[:scene].sprites << { x: 640 - 40, y: 500, w: 80, h: 80, path: 'sprites/square/blue.png' }
# render light
swinging_light_w = 1100
args.outputs[:lights].transient!
args.outputs[:lights].background_color = [0, 0, 0, 0]
args.outputs[:lights].sprites << { x: 640 - swinging_light_w.half,
y: -1300,
w: swinging_light_w,
h: 3000,
angle_anchor_x: 0.5,
angle_anchor_y: 1.0,
path: "sprites/lights/mask.png",
angle: args.state.swinging_light_angle }
args.outputs[:lights].sprites << { x: args.inputs.mouse.x - 400,
y: args.inputs.mouse.y - 400,
w: 800,
h: 800,
path: "sprites/lights/mask.png" }
# merge unlighted scene with lights
args.outputs[:lighted_scene].transient!
args.outputs[:lighted_scene].sprites << { x: 0, y: 0, w: 1280, h: 720, path: :lights, blendmode_enum: 0 }
args.outputs[:lighted_scene].sprites << { blendmode_enum: 2, x: 0, y: 0, w: 1280, h: 720, path: :scene }
# output lighted scene to main canvas
args.outputs.sprites << { x: 0, y: 0, w: 1280, h: 720, path: :lighted_scene }
# render lights and scene render_targets as a mini map
args.outputs.debug << { x: 16, y: (16 + 90).from_top, w: 160, h: 90, r: 255, g: 255, b: 255 }.solid!
args.outputs.debug << { x: 16, y: (16 + 90).from_top, w: 160, h: 90, path: :lights }
args.outputs.debug << { x: 16 + 80, y: (16 + 90 + 8).from_top, text: ":lights render_target", r: 255, g: 255, b: 255, size_enum: -3, alignment_enum: 1 }
args.outputs.debug << { x: 16 + 160 + 16, y: (16 + 90).from_top, w: 160, h: 90, r: 255, g: 255, b: 255 }.solid!
args.outputs.debug << { x: 16 + 160 + 16, y: (16 + 90).from_top, w: 160, h: 90, path: :scene }
args.outputs.debug << { x: 16 + 160 + 16 + 80, y: (16 + 90 + 8).from_top, text: ":scene render_target", r: 255, g: 255, b: 255, size_enum: -3, alignment_enum: 1 }
end
def tick args
render args
calc args
end
$gtk.reset
Triangles - main.rb link
# ./samples/07_advanced_rendering/14_triangles/app/main.rb
def tick args
args.outputs.labels << {
x: 640,
y: 30.from_top,
text: "Triangle rendering is available in Indie and Pro versions (ignored in Standard Edition).",
alignment_enum: 1
}
dragonruby_logo_width = 128
dragonruby_logo_height = 101
row_0 = 400
row_1 = 250
col_0 = 384 - dragonruby_logo_width.half + dragonruby_logo_width * 0
col_1 = 384 - dragonruby_logo_width.half + dragonruby_logo_width * 1
col_2 = 384 - dragonruby_logo_width.half + dragonruby_logo_width * 2
col_3 = 384 - dragonruby_logo_width.half + dragonruby_logo_width * 3
col_4 = 384 - dragonruby_logo_width.half + dragonruby_logo_width * 4
# row 0
args.outputs.solids << make_triangle(
col_0,
row_0,
col_0 + dragonruby_logo_width.half,
row_0 + dragonruby_logo_height,
col_0 + dragonruby_logo_width.half + dragonruby_logo_width.half,
row_0,
0, 128, 128,
128
)
args.outputs.solids << {
x: col_1,
y: row_0,
x2: col_1 + dragonruby_logo_width.half,
y2: row_0 + dragonruby_logo_height,
x3: col_1 + dragonruby_logo_width,
y3: row_0,
}
args.outputs.sprites << {
x: col_2,
y: row_0,
w: dragonruby_logo_width,
h: dragonruby_logo_height,
path: 'dragonruby.png'
}
args.outputs.sprites << {
x: col_3,
y: row_0,
x2: col_3 + dragonruby_logo_width.half,
y2: row_0 + dragonruby_logo_height,
x3: col_3 + dragonruby_logo_width,
y3: row_0,
path: 'dragonruby.png',
source_x: 0,
source_y: 0,
source_x2: dragonruby_logo_width.half,
source_y2: dragonruby_logo_height,
source_x3: dragonruby_logo_width,
source_y3: 0
}
args.outputs.sprites << TriangleLogo.new(x: col_4,
y: row_0,
x2: col_4 + dragonruby_logo_width.half,
y2: row_0 + dragonruby_logo_height,
x3: col_4 + dragonruby_logo_width,
y3: row_0,
path: 'dragonruby.png',
source_x: 0,
source_y: 0,
source_x2: dragonruby_logo_width.half,
source_y2: dragonruby_logo_height,
source_x3: dragonruby_logo_width,
source_y3: 0)
# row 1
args.outputs.primitives << make_triangle(
col_0,
row_1,
col_0 + dragonruby_logo_width.half,
row_1 + dragonruby_logo_height,
col_0 + dragonruby_logo_width,
row_1,
0, 128, 128,
args.state.tick_count.to_radians.sin_r.abs * 255
)
args.outputs.primitives << {
x: col_1,
y: row_1,
x2: col_1 + dragonruby_logo_width.half,
y2: row_1 + dragonruby_logo_height,
x3: col_1 + dragonruby_logo_width,
y3: row_1,
r: 0, g: 0, b: 0, a: args.state.tick_count.to_radians.sin_r.abs * 255
}
args.outputs.sprites << {
x: col_2,
y: row_1,
w: dragonruby_logo_width,
h: dragonruby_logo_height,
path: 'dragonruby.png',
source_x: 0,
source_y: 0,
source_w: dragonruby_logo_width,
source_h: dragonruby_logo_height.half +
dragonruby_logo_height.half * Math.sin(args.state.tick_count.to_radians).abs,
}
args.outputs.primitives << {
x: col_3,
y: row_1,
x2: col_3 + dragonruby_logo_width.half,
y2: row_1 + dragonruby_logo_height,
x3: col_3 + dragonruby_logo_width,
y3: row_1,
path: 'dragonruby.png',
source_x: 0,
source_y: 0,
source_x2: dragonruby_logo_width.half,
source_y2: dragonruby_logo_height.half +
dragonruby_logo_height.half * Math.sin(args.state.tick_count.to_radians).abs,
source_x3: dragonruby_logo_width,
source_y3: 0
}
args.outputs.primitives << TriangleLogo.new(x: col_4,
y: row_1,
x2: col_4 + dragonruby_logo_width.half,
y2: row_1 + dragonruby_logo_height,
x3: col_4 + dragonruby_logo_width,
y3: row_1,
path: 'dragonruby.png',
source_x: 0,
source_y: 0,
source_x2: dragonruby_logo_width.half,
source_y2: dragonruby_logo_height.half +
dragonruby_logo_height.half * Math.sin(args.state.tick_count.to_radians).abs,
source_x3: dragonruby_logo_width,
source_y3: 0)
end
def make_triangle *opts
x, y, x2, y2, x3, y3, r, g, b, a = opts
{
x: x, y: y, x2: x2, y2: y2, x3: x3, y3: y3,
r: r || 0,
g: g || 0,
b: b || 0,
a: a || 255
}
end
class TriangleLogo
attr_sprite
def initialize x:, y:, x2:, y2:, x3:, y3:, path:, source_x:, source_y:, source_x2:, source_y2:, source_x3:, source_y3:;
@x = x
@y = y
@x2 = x2
@y2 = y2
@x3 = x3
@y3 = y3
@path = path
@source_x = source_x
@source_y = source_y
@source_x2 = source_x2
@source_y2 = source_y2
@source_x3 = source_x3
@source_y3 = source_y3
end
end
Triangles Trapezoid - main.rb link
# ./samples/07_advanced_rendering/15_triangles_trapezoid/app/main.rb
def tick args
args.outputs.labels << {
x: 640,
y: 30.from_top,
text: "Triangle rendering is available in Indie and Pro versions (ignored in Standard Edition).",
alignment_enum: 1
}
transform_scale = ((args.state.tick_count / 3).sin.abs ** 5).half
args.outputs.sprites << [
{ x: 600,
y: 320,
x2: 600,
y2: 400,
x3: 640,
y3: 360,
path: "sprites/square/blue.png",
source_x: 0,
source_y: 0,
source_x2: 0,
source_y2: 80,
source_x3: 40,
source_y3: 40 },
{ x: 600,
y: 400,
x2: 680,
y2: (400 - 80 * transform_scale).round,
x3: 640,
y3: 360,
path: "sprites/square/blue.png",
source_x: 0,
source_y: 80,
source_x2: 80,
source_y2: 80,
source_x3: 40,
source_y3: 40 },
{ x: 640,
y: 360,
x2: 680,
y2: (400 - 80 * transform_scale).round,
x3: 680,
y3: (320 + 80 * transform_scale).round,
path: "sprites/square/blue.png",
source_x: 40,
source_y: 40,
source_x2: 80,
source_y2: 80,
source_x3: 80,
source_y3: 0 },
{ x: 600,
y: 320,
x2: 640,
y2: 360,
x3: 680,
y3: (320 + 80 * transform_scale).round,
path: "sprites/square/blue.png",
source_x: 0,
source_y: 0,
source_x2: 40,
source_y2: 40,
source_x3: 80,
source_y3: 0 }
]
end
Camera Space World Space Simple - main.rb link
# ./samples/07_advanced_rendering/16_camera_space_world_space_simple/app/main.rb
def tick args
# camera must have the following properties (x, y, and scale)
args.state.camera ||= {
x: 0,
y: 0,
scale: 1
}
args.state.camera.x += args.inputs.left_right * 10 * args.state.camera.scale
args.state.camera.y += args.inputs.up_down * 10 * args.state.camera.scale
# generate 500 shapes with random positions
args.state.objects ||= 500.map do
{
x: -2000 + rand(4000),
y: -2000 + rand(4000),
w: 16,
h: 16,
path: 'sprites/square/blue.png'
}
end
# "i" to zoom in, "o" to zoom out
if args.inputs.keyboard.key_down.i || args.inputs.keyboard.key_down.equal_sign || args.inputs.keyboard.key_down.plus
args.state.camera.scale += 0.1
elsif args.inputs.keyboard.key_down.o || args.inputs.keyboard.key_down.minus
args.state.camera.scale -= 0.1
args.state.camera.scale = 0.1 if args.state.camera.scale < 0.1
end
# "zero" to reset zoom and camera
if args.inputs.keyboard.key_down.zero
args.state.camera.scale = 1
args.state.camera.x = 0
args.state.camera.y = 0
end
# if mouse is clicked
if args.inputs.mouse.click
# convert the mouse to world space and delete any objects that intersect with the mouse
rect = Camera.to_world_space args.state.camera, args.inputs.mouse
args.state.objects.reject! { |o| rect.intersect_rect? o }
end
# "r" to reset
if args.inputs.keyboard.key_down.r
$gtk.reset_next_tick
end
# define scene
args.outputs[:scene].transient!
args.outputs[:scene].w = Camera::WORLD_SIZE
args.outputs[:scene].h = Camera::WORLD_SIZE
# render diagonals and background of scene
args.outputs[:scene].lines << { x: 0, y: 0, x2: 1500, y2: 1500, r: 0, g: 0, b: 0, a: 255 }
args.outputs[:scene].lines << { x: 0, y: 1500, x2: 1500, y2: 0, r: 0, g: 0, b: 0, a: 255 }
args.outputs[:scene].solids << { x: 0, y: 0, w: 1500, h: 1500, a: 128 }
# find all objects to render
objects_to_render = Camera.find_all_intersect_viewport args.state.camera, args.state.objects
# for objects that were found, convert the rect to screen coordinates and place them in scene
args.outputs[:scene].sprites << objects_to_render.map { |o| Camera.to_screen_space args.state.camera, o }
# render scene to screen
args.outputs.sprites << { **Camera.viewport, path: :scene }
# render instructions
args.outputs.sprites << { x: 0, y: 110.from_top, w: 1280, h: 110, path: :pixel, r: 0, g: 0, b: 0, a: 128 }
label_style = { r: 255, g: 255, b: 255, anchor_y: 0.5 }
args.outputs.labels << { x: 30, y: 30.from_top, text: "Arrow keys to move around. I and O Keys to zoom in and zoom out (0 to reset camera, R to reset everything).", **label_style }
args.outputs.labels << { x: 30, y: 60.from_top, text: "Click square to remove from world.", **label_style }
args.outputs.labels << { x: 30, y: 90.from_top, text: "Mouse locationin world: #{(Camera.to_world_space args.state.camera, args.inputs.mouse).to_sf}", **label_style }
end
# helper methods to create a camera and go to and from screen space and world space
class Camera
SCREEN_WIDTH = 1280
SCREEN_HEIGHT = 720
WORLD_SIZE = 1500
WORLD_SIZE_HALF = WORLD_SIZE / 2
OFFSET_X = (SCREEN_WIDTH - WORLD_SIZE) / 2
OFFSET_Y = (SCREEN_HEIGHT - WORLD_SIZE) / 2
class << self
# given a rect in screen space, converts the rect to world space
def to_world_space camera, rect
rect_x = rect.x
rect_y = rect.y
rect_w = rect.w || 0
rect_h = rect.h || 0
x = (rect_x - WORLD_SIZE_HALF + camera.x * camera.scale - OFFSET_X) / camera.scale
y = (rect_y - WORLD_SIZE_HALF + camera.y * camera.scale - OFFSET_Y) / camera.scale
w = rect_w / camera.scale
h = rect_h / camera.scale
rect.merge x: x, y: y, w: w, h: h
end
# given a rect in world space, converts the rect to screen space
def to_screen_space camera, rect
rect_x = rect.x
rect_y = rect.y
rect_w = rect.w || 0
rect_h = rect.h || 0
x = rect_x * camera.scale - camera.x * camera.scale + WORLD_SIZE_HALF
y = rect_y * camera.scale - camera.y * camera.scale + WORLD_SIZE_HALF
w = rect_w * camera.scale
h = rect_h * camera.scale
rect.merge x: x, y: y, w: w, h: h
end
# viewport of the scene
def viewport
{
x: OFFSET_X,
y: OFFSET_Y,
w: 1500,
h: 1500
}
end
# viewport in the context of the world
def viewport_world camera
to_world_space camera, viewport
end
# helper method to find objects within viewport
def find_all_intersect_viewport camera, os
Geometry.find_all_intersect_rect viewport_world(camera), os
end
end
end
$gtk.reset
Camera Space World Space Simple Grid Map - main.rb link
# ./samples/07_advanced_rendering/16_camera_space_world_space_simple_grid_map/app/main.rb
def tick args
defaults args
calc args
render args
end
def defaults args
tile_size = 100
tiles_per_row = 32
number_of_rows = 32
number_of_tiles = tiles_per_row * number_of_rows
# generate map tiles
args.state.tiles ||= number_of_tiles.map_with_index do |i|
row = i.idiv(tiles_per_row)
col = i.mod(tiles_per_row)
{
x: row * tile_size,
y: col * tile_size,
w: tile_size,
h: tile_size,
path: 'sprites/square/blue.png'
}
end
center_map = {
x: tiles_per_row.idiv(2) * tile_size,
y: number_of_rows.idiv(2) * tile_size,
w: 1,
h: 1
}
args.state.center_tile ||= args.state.tiles.find { |o| o.intersect_rect? center_map }
args.state.selected_tile ||= args.state.center_tile
# camera must have the following properties (x, y, and scale)
if !args.state.camera
args.state.camera = {
x: 0,
y: 0,
scale: 1,
target_x: 0,
target_y: 0,
target_scale: 1
}
args.state.camera.target_x = args.state.selected_tile.x + args.state.selected_tile.w.half
args.state.camera.target_y = args.state.selected_tile.y + args.state.selected_tile.h.half
args.state.camera.x = args.state.camera.target_x
args.state.camera.y = args.state.camera.target_y
end
end
def calc args
calc_inputs args
calc_camera args
end
def calc_inputs args
# "i" to zoom in, "o" to zoom out
if args.inputs.keyboard.key_down.i || args.inputs.keyboard.key_down.equal_sign || args.inputs.keyboard.key_down.plus
args.state.camera.target_scale += 0.1 * args.state.camera.scale
elsif args.inputs.keyboard.key_down.o || args.inputs.keyboard.key_down.minus
args.state.camera.target_scale -= 0.1 * args.state.camera.scale
args.state.camera.target_scale = 0.1 if args.state.camera.scale < 0.1
end
# "zero" to reset zoom and camera
if args.inputs.keyboard.key_down.zero
args.state.camera.target_scale = 1
args.state.selected_tile = args.state.center_tile
end
# if mouse is clicked
if args.inputs.mouse.click
# convert the mouse to world space and delete any tiles that intersect with the mouse
rect = Camera.to_world_space args.state.camera, args.inputs.mouse
selected_tile = args.state.tiles.find { |o| rect.intersect_rect? o }
if selected_tile
args.state.selected_tile = selected_tile
args.state.camera.target_scale = 1
end
end
# "r" to reset
if args.inputs.keyboard.key_down.r
$gtk.reset_next_tick
end
end
def calc_camera args
args.state.camera.target_x = args.state.selected_tile.x + args.state.selected_tile.w.half
args.state.camera.target_y = args.state.selected_tile.y + args.state.selected_tile.h.half
dx = args.state.camera.target_x - args.state.camera.x
dy = args.state.camera.target_y - args.state.camera.y
ds = args.state.camera.target_scale - args.state.camera.scale
args.state.camera.x += dx * 0.1 * args.state.camera.scale
args.state.camera.y += dy * 0.1 * args.state.camera.scale
args.state.camera.scale += ds * 0.1
end
def render args
args.outputs.background_color = [0, 0, 0]
# define scene
args.outputs[:scene].transient!
args.outputs[:scene].w = Camera::WORLD_SIZE
args.outputs[:scene].h = Camera::WORLD_SIZE
args.outputs[:scene].background_color = [0, 0, 0, 0]
# render diagonals and background of scene
args.outputs[:scene].lines << { x: 0, y: 0, x2: 1500, y2: 1500, r: 0, g: 0, b: 0, a: 255 }
args.outputs[:scene].lines << { x: 0, y: 1500, x2: 1500, y2: 0, r: 0, g: 0, b: 0, a: 255 }
args.outputs[:scene].solids << { x: 0, y: 0, w: 1500, h: 1500, a: 128 }
# find all tiles to render
objects_to_render = Camera.find_all_intersect_viewport args.state.camera, args.state.tiles
# convert mouse to world space to see if it intersects with any tiles (hover color)
mouse_in_world = Camera.to_world_space args.state.camera, args.inputs.mouse
# for tiles that were found, convert the rect to screen coordinates and place them in scene
args.outputs[:scene].sprites << objects_to_render.map do |o|
if o == args.state.selected_tile
tile_to_render = o.merge path: 'sprites/square/green.png'
elsif o.intersect_rect? mouse_in_world
tile_to_render = o.merge path: 'sprites/square/orange.png'
else
tile_to_render = o.merge path: 'sprites/square/blue.png'
end
Camera.to_screen_space args.state.camera, tile_to_render
end
# render scene to screen
args.outputs.sprites << { **Camera.viewport, path: :scene }
# render instructions
args.outputs.sprites << { x: 0, y: 110.from_top, w: 1280, h: 110, path: :pixel, r: 0, g: 0, b: 0, a: 200 }
label_style = { r: 255, g: 255, b: 255, anchor_y: 0.5 }
args.outputs.labels << { x: 30, y: 30.from_top, text: "I/O or +/- keys to zoom in and zoom out (0 to reset camera, R to reset everything).", **label_style }
args.outputs.labels << { x: 30, y: 60.from_top, text: "Click to center on square.", **label_style }
args.outputs.labels << { x: 30, y: 90.from_top, text: "Mouse location in world: #{(Camera.to_world_space args.state.camera, args.inputs.mouse).to_sf}", **label_style }
end
# helper methods to create a camera and go to and from screen space and world space
class Camera
SCREEN_WIDTH = 1280
SCREEN_HEIGHT = 720
WORLD_SIZE = 1500
WORLD_SIZE_HALF = WORLD_SIZE / 2
OFFSET_X = (SCREEN_WIDTH - WORLD_SIZE) / 2
OFFSET_Y = (SCREEN_HEIGHT - WORLD_SIZE) / 2
class << self
# given a rect in screen space, converts the rect to world space
def to_world_space camera, rect
rect_x = rect.x
rect_y = rect.y
rect_w = rect.w || 0
rect_h = rect.h || 0
x = (rect_x - WORLD_SIZE_HALF + camera.x * camera.scale - OFFSET_X) / camera.scale
y = (rect_y - WORLD_SIZE_HALF + camera.y * camera.scale - OFFSET_Y) / camera.scale
w = rect_w / camera.scale
h = rect_h / camera.scale
rect.merge x: x, y: y, w: w, h: h
end
# given a rect in world space, converts the rect to screen space
def to_screen_space camera, rect
rect_x = rect.x
rect_y = rect.y
rect_w = rect.w || 0
rect_h = rect.h || 0
x = rect_x * camera.scale - camera.x * camera.scale + WORLD_SIZE_HALF
y = rect_y * camera.scale - camera.y * camera.scale + WORLD_SIZE_HALF
w = rect_w * camera.scale
h = rect_h * camera.scale
rect.merge x: x, y: y, w: w, h: h
end
# viewport of the scene
def viewport
{
x: OFFSET_X,
y: OFFSET_Y,
w: WORLD_SIZE,
h: WORLD_SIZE
}
end
# viewport in the context of the world
def viewport_world camera
to_world_space camera, viewport
end
# helper method to find objects within viewport
def find_all_intersect_viewport camera, os
Geometry.find_all_intersect_rect viewport_world(camera), os
end
end
end
$gtk.reset
Matrix And Triangles 2d - main.rb link
# ./samples/07_advanced_rendering/16_matrix_and_triangles_2d/app/main.rb
include MatrixFunctions
def tick args
args.state.square_one_sprite = { x: 0,
y: 0,
w: 100,
h: 100,
path: "sprites/square/blue.png",
source_x: 0,
source_y: 0,
source_w: 80,
source_h: 80 }
args.state.square_two_sprite = { x: 0,
y: 0,
w: 100,
h: 100,
path: "sprites/square/red.png",
source_x: 0,
source_y: 0,
source_w: 80,
source_h: 80 }
args.state.square_one = sprite_to_triangles args.state.square_one_sprite
args.state.square_two = sprite_to_triangles args.state.square_two_sprite
args.state.camera.x ||= 0
args.state.camera.y ||= 0
args.state.camera.zoom ||= 1
args.state.camera.rotation ||= 0
zmod = 1
move_multiplier = 1
dzoom = 0.01
if args.state.tick_count.zmod? zmod
args.state.camera.x += args.inputs.left_right * -1 * move_multiplier
args.state.camera.y += args.inputs.up_down * -1 * move_multiplier
end
if args.inputs.keyboard.i
args.state.camera.zoom += dzoom
elsif args.inputs.keyboard.o
args.state.camera.zoom -= dzoom
end
args.state.camera.zoom = args.state.camera.zoom.clamp(0.25, 10)
args.outputs.sprites << triangles_mat3_mul(args.state.square_one,
mat3_translate(-50, -50),
mat3_rotate(args.state.tick_count),
mat3_translate(0, 0),
mat3_translate(args.state.camera.x, args.state.camera.y),
mat3_scale(args.state.camera.zoom),
mat3_translate(640, 360))
args.outputs.sprites << triangles_mat3_mul(args.state.square_two,
mat3_translate(-50, -50),
mat3_rotate(args.state.tick_count),
mat3_translate(100, 100),
mat3_translate(args.state.camera.x, args.state.camera.y),
mat3_scale(args.state.camera.zoom),
mat3_translate(640, 360))
mouse_coord = vec3 args.inputs.mouse.x,
args.inputs.mouse.y,
1
mouse_coord = mul mouse_coord,
mat3_translate(-640, -360),
mat3_scale(args.state.camera.zoom),
mat3_translate(-args.state.camera.x, -args.state.camera.y)
args.outputs.lines << { x: 640, y: 0, h: 720 }
args.outputs.lines << { x: 0, y: 360, w: 1280 }
args.outputs.labels << { x: 30, y: 60.from_top, text: "x: #{args.state.camera.x.to_sf} y: #{args.state.camera.y.to_sf} z: #{args.state.camera.zoom.to_sf}" }
args.outputs.labels << { x: 30, y: 90.from_top, text: "Mouse: #{mouse_coord.x.to_sf} #{mouse_coord.y.to_sf}" }
args.outputs.labels << { x: 30,
y: 30.from_top,
text: "W,A,S,D to move. I, O to zoom. Triangles is a Indie/Pro Feature and will be ignored in Standard." }
end
def sprite_to_triangles sprite
[
{
x: sprite.x, y: sprite.y,
x2: sprite.x, y2: sprite.y + sprite.h,
x3: sprite.x + sprite.w, y3: sprite.y + sprite.h,
source_x: sprite.source_x, source_y: sprite.source_y,
source_x2: sprite.source_x, source_y2: sprite.source_y + sprite.source_h,
source_x3: sprite.source_x + sprite.source_w, source_y3: sprite.source_y + sprite.source_h,
path: sprite.path
},
{
x: sprite.x, y: sprite.y,
x2: sprite.x + sprite.w, y2: sprite.y + sprite.h,
x3: sprite.x + sprite.w, y3: sprite.y,
source_x: sprite.source_x, source_y: sprite.source_y,
source_x2: sprite.source_x + sprite.source_w, source_y2: sprite.source_y + sprite.source_h,
source_x3: sprite.source_x + sprite.source_w, source_y3: sprite.source_y,
path: sprite.path
}
]
end
def mat3_translate dx, dy
mat3 1, 0, dx,
0, 1, dy,
0, 0, 1
end
def mat3_rotate angle_d
angle_r = angle_d.to_radians
mat3 Math.cos(angle_r), -Math.sin(angle_r), 0,
Math.sin(angle_r), Math.cos(angle_r), 0,
0, 0, 1
end
def mat3_scale scale
mat3 scale, 0, 0,
0, scale, 0,
0, 0, 1
end
def triangles_mat3_mul triangles, *matrices
triangles.map { |triangle| triangle_mat3_mul triangle, *matrices }
end
def triangle_mat3_mul triangle, *matrices
result = [
(vec3 triangle.x, triangle.y, 1),
(vec3 triangle.x2, triangle.y2, 1),
(vec3 triangle.x3, triangle.y3, 1)
].map do |coord|
mul coord, *matrices
end
{
**triangle,
x: result[0].x,
y: result[0].y,
x2: result[1].x,
y2: result[1].y,
x3: result[2].x,
y3: result[2].y,
}
rescue Exception => e
pretty_print triangle
pretty_print result
pretty_print matrices
puts "#{matrices}"
raise e
end
Matrix And Triangles 3d - main.rb link
# ./samples/07_advanced_rendering/16_matrix_and_triangles_3d/app/main.rb
include MatrixFunctions
def tick args
args.outputs.labels << { x: 0,
y: 30.from_top,
text: "W,A,S,D to move. Q,E,U,O to turn, I,K for elevation. Triangles is a Indie/Pro Feature and will be ignored in Standard.",
alignment_enum: 1 }
args.grid.origin_center!
args.state.cam_x ||= 0.00
if args.inputs.keyboard.left
args.state.cam_x += 0.01
elsif args.inputs.keyboard.right
args.state.cam_x -= 0.01
end
args.state.cam_y ||= 0.00
if args.inputs.keyboard.i
args.state.cam_y += 0.01
elsif args.inputs.keyboard.k
args.state.cam_y -= 0.01
end
args.state.cam_z ||= 6.5
if args.inputs.keyboard.s
args.state.cam_z += 0.1
elsif args.inputs.keyboard.w
args.state.cam_z -= 0.1
end
args.state.cam_angle_y ||= 0
if args.inputs.keyboard.q
args.state.cam_angle_y += 0.25
elsif args.inputs.keyboard.e
args.state.cam_angle_y -= 0.25
end
args.state.cam_angle_x ||= 0
if args.inputs.keyboard.u
args.state.cam_angle_x += 0.1
elsif args.inputs.keyboard.o
args.state.cam_angle_x -= 0.1
end
# model A
args.state.a = [
[vec4(0, 0, 0, 1), vec4(0.5, 0, 0, 1), vec4(0, 0.5, 0, 1)],
[vec4(0.5, 0, 0, 1), vec4(0.5, 0.5, 0, 1), vec4(0, 0.5, 0, 1)]
]
# model to world
args.state.a_world = mul_world args,
args.state.a,
(translate -0.25, -0.25, 0),
(translate 0, 0, 0.25),
(rotate_x args.state.tick_count)
args.state.a_camera = mul_cam args, args.state.a_world
args.state.a_projected = mul_perspective args, args.state.a_camera
render_projection args, args.state.a_projected
# model B
args.state.b = [
[vec4(0, 0, 0, 1), vec4(0.5, 0, 0, 1), vec4(0, 0.5, 0, 1)],
[vec4(0.5, 0, 0, 1), vec4(0.5, 0.5, 0, 1), vec4(0, 0.5, 0, 1)]
]
# model to world
args.state.b_world = mul_world args,
args.state.b,
(translate -0.25, -0.25, 0),
(translate 0, 0, -0.25),
(rotate_x args.state.tick_count)
args.state.b_camera = mul_cam args, args.state.b_world
args.state.b_projected = mul_perspective args, args.state.b_camera
render_projection args, args.state.b_projected
# model C
args.state.c = [
[vec4(0, 0, 0, 1), vec4(0.5, 0, 0, 1), vec4(0, 0.5, 0, 1)],
[vec4(0.5, 0, 0, 1), vec4(0.5, 0.5, 0, 1), vec4(0, 0.5, 0, 1)]
]
# model to world
args.state.c_world = mul_world args,
args.state.c,
(translate -0.25, -0.25, 0),
(rotate_y 90),
(translate -0.25, 0, 0),
(rotate_x args.state.tick_count)
args.state.c_camera = mul_cam args, args.state.c_world
args.state.c_projected = mul_perspective args, args.state.c_camera
render_projection args, args.state.c_projected
# model D
args.state.d = [
[vec4(0, 0, 0, 1), vec4(0.5, 0, 0, 1), vec4(0, 0.5, 0, 1)],
[vec4(0.5, 0, 0, 1), vec4(0.5, 0.5, 0, 1), vec4(0, 0.5, 0, 1)]
]
# model to world
args.state.d_world = mul_world args,
args.state.d,
(translate -0.25, -0.25, 0),
(rotate_y 90),
(translate 0.25, 0, 0),
(rotate_x args.state.tick_count)
args.state.d_camera = mul_cam args, args.state.d_world
args.state.d_projected = mul_perspective args, args.state.d_camera
render_projection args, args.state.d_projected
# model E
args.state.e = [
[vec4(0, 0, 0, 1), vec4(0.5, 0, 0, 1), vec4(0, 0.5, 0, 1)],
[vec4(0.5, 0, 0, 1), vec4(0.5, 0.5, 0, 1), vec4(0, 0.5, 0, 1)]
]
# model to world
args.state.e_world = mul_world args,
args.state.e,
(translate -0.25, -0.25, 0),
(rotate_x 90),
(translate 0, 0.25, 0),
(rotate_x args.state.tick_count)
args.state.e_camera = mul_cam args, args.state.e_world
args.state.e_projected = mul_perspective args, args.state.e_camera
render_projection args, args.state.e_projected
# model E
args.state.f = [
[vec4(0, 0, 0, 1), vec4(0.5, 0, 0, 1), vec4(0, 0.5, 0, 1)],
[vec4(0.5, 0, 0, 1), vec4(0.5, 0.5, 0, 1), vec4(0, 0.5, 0, 1)]
]
# model to world
args.state.f_world = mul_world args,
args.state.f,
(translate -0.25, -0.25, 0),
(rotate_x 90),
(translate 0, -0.25, 0),
(rotate_x args.state.tick_count)
args.state.f_camera = mul_cam args, args.state.f_world
args.state.f_projected = mul_perspective args, args.state.f_camera
render_projection args, args.state.f_projected
# render_debug args, args.state.a, args.state.a_transform, args.state.a_projected
# args.outputs.labels << { x: -630, y: 10.from_top, text: "x: #{args.state.cam_x.to_sf} -> #{( args.state.cam_x * 1000 ).to_sf}" }
# args.outputs.labels << { x: -630, y: 30.from_top, text: "y: #{args.state.cam_y.to_sf} -> #{( args.state.cam_y * 1000 ).to_sf}" }
# args.outputs.labels << { x: -630, y: 50.from_top, text: "z: #{args.state.cam_z.fdiv(10).to_sf} -> #{( args.state.cam_z * 100 ).to_sf}" }
end
def mul_world args, model, *mul_def
model.map do |vecs|
vecs.map do |vec|
mul vec,
*mul_def
end
end
end
def mul_cam args, world_vecs
world_vecs.map do |vecs|
vecs.map do |vec|
mul vec,
(translate -args.state.cam_x, args.state.cam_y, -args.state.cam_z),
(rotate_y args.state.cam_angle_y),
(rotate_x args.state.cam_angle_x)
end
end
end
def mul_perspective args, camera_vecs
camera_vecs.map do |vecs|
vecs.map do |vec|
perspective vec
end
end
end
def render_debug args, model, transform, projected
args.outputs.labels << { x: -630, y: 10.from_top, text: "model: #{vecs_to_s model[0]}" }
args.outputs.labels << { x: -630, y: 30.from_top, text: " #{vecs_to_s model[1]}" }
args.outputs.labels << { x: -630, y: 50.from_top, text: "transform: #{vecs_to_s transform[0]}" }
args.outputs.labels << { x: -630, y: 70.from_top, text: " #{vecs_to_s transform[1]}" }
args.outputs.labels << { x: -630, y: 90.from_top, text: "projected: #{vecs_to_s projected[0]}" }
args.outputs.labels << { x: -630, y: 110.from_top, text: " #{vecs_to_s projected[1]}" }
end
def render_projection args, projection
p0 = projection[0]
args.outputs.sprites << {
x: p0[0].x, y: p0[0].y,
x2: p0[1].x, y2: p0[1].y,
x3: p0[2].x, y3: p0[2].y,
source_x: 0, source_y: 0,
source_x2: 80, source_y2: 0,
source_x3: 0, source_y3: 80,
a: 40,
# r: 128, g: 128, b: 128,
path: 'sprites/square/blue.png'
}
p1 = projection[1]
args.outputs.sprites << {
x: p1[0].x, y: p1[0].y,
x2: p1[1].x, y2: p1[1].y,
x3: p1[2].x, y3: p1[2].y,
source_x: 80, source_y: 0,
source_x2: 80, source_y2: 80,
source_x3: 0, source_y3: 80,
a: 40,
# r: 128, g: 128, b: 128,
path: 'sprites/square/blue.png'
}
end
def perspective vec
left = -1.0
right = 1.0
bottom = -1.0
top = 1.0
near = 300.0
far = 1000.0
sx = 2 * near / (right - left)
sy = 2 * near / (top - bottom)
c2 = - (far + near) / (far - near)
c1 = 2 * near * far / (near - far)
tx = -near * (left + right) / (right - left)
ty = -near * (bottom + top) / (top - bottom)
p = mat4 sx, 0, 0, tx,
0, sy, 0, ty,
0, 0, c2, c1,
0, 0, -1, 0
r = mul vec, p
r.x *= r.z / r.w / 100
r.y *= r.z / r.w / 100
r
end
def mat_scale scale
mat4 scale, 0, 0, 0,
0, scale, 0, 0,
0, 0, scale, 0,
0, 0, 0, 1
end
def rotate_y angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 cos_t, 0, sin_t, 0,
0, 1, 0, 0,
-sin_t, 0, cos_t, 0,
0, 0, 0, 1)
end
def rotate_z angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 cos_t, -sin_t, 0, 0,
sin_t, cos_t, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1)
end
def translate dx, dy, dz
mat4 1, 0, 0, dx,
0, 1, 0, dy,
0, 0, 1, dz,
0, 0, 0, 1
end
def rotate_x angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 1, 0, 0, 0,
0, cos_t, -sin_t, 0,
0, sin_t, cos_t, 0,
0, 0, 0, 1)
end
def vecs_to_s vecs
vecs.map do |vec|
"[#{vec.x.to_sf} #{vec.y.to_sf} #{vec.z.to_sf}]"
end.join " "
end
Matrix Camera Space World Space - main.rb link
# ./samples/07_advanced_rendering/16_matrix_camera_space_world_space/app/main.rb
# sample app shows how to translate between screen and world coordinates using matrix multiplication
class Game
attr_gtk
def tick
defaults
input
calc
render
end
def defaults
return if state.tick_count != 0
# define the size of the world
state.world_size = 1280
# initialize the camera
state.camera = {
x: 0,
y: 0,
zoom: 1
}
# initialize entities: place entities randomly in the world
state.entities = 200.map do
{
x: (rand * state.world_size - 100).to_i * (rand > 0.5 ? 1 : -1),
y: (rand * state.world_size - 100).to_i * (rand > 0.5 ? 1 : -1),
w: 32,
h: 32,
angle: 0,
path: "sprites/square/blue.png",
rotation_speed: rand * 5
}
end
# backdrop for the world
state.backdrop = { x: -state.world_size,
y: -state.world_size,
w: state.world_size * 2,
h: state.world_size * 2,
r: 200,
g: 100,
b: 0,
a: 128,
path: :pixel }
# rect representing the screen
state.screen_rect = { x: 0, y: 0, w: 1280, h: 720 }
# update the camera matricies (initial state)
update_matricies!
end
# if the camera is ever changed, recompute the matricies that are used
# to translate between screen and world coordinates. we want to cache
# the resolved matrix for speed
def update_matricies!
# camera space is defined with three matricies
# every entity is:
# - offset by the location of the camera
# - scaled
# - then centered on the screen
state.to_camera_space_matrix = MatrixFunctions.mul(mat3_translate(state.camera.x, state.camera.y),
mat3_scale(state.camera.zoom),
mat3_translate(640, 360))
# world space is defined based off the camera matricies but inverted:
# every entity is:
# - uncentered from the screen
# - unscaled
# - offset by the location of the camera in the opposite direction
state.to_world_space_matrix = MatrixFunctions.mul(mat3_translate(-640, -360),
mat3_scale(1.0 / state.camera.zoom),
mat3_translate(-state.camera.x, -state.camera.y))
# the viewport is computed by taking the screen rect and moving it into world space.
# what entities get rendered is based off of the viewport
state.viewport = rect_mul_matrix(state.screen_rect, state.to_world_space_matrix)
end
def input
# if the camera is changed, invalidate/recompute the translation matricies
should_update_matricies = false
# + and - keys zoom in and out
if inputs.keyboard.equal_sign || inputs.keyboard.plus || inputs.mouse.wheel && inputs.mouse.wheel.y > 0
state.camera.zoom += 0.01 * state.camera.zoom
should_update_matricies = true
elsif inputs.keyboard.minus || inputs.mouse.wheel && inputs.mouse.wheel.y < 0
state.camera.zoom -= 0.01 * state.camera.zoom
should_update_matricies = true
end
# clamp the zoom to a minimum of 0.25
if state.camera.zoom < 0.25
state.camera.zoom = 0.25
should_update_matricies = true
end
# left and right keys move the camera left and right
if inputs.left_right != 0
state.camera.x += -1 * (inputs.left_right * 10) * state.camera.zoom
should_update_matricies = true
end
# up and down keys move the camera up and down
if inputs.up_down != 0
state.camera.y += -1 * (inputs.up_down * 10) * state.camera.zoom
should_update_matricies = true
end
# reset the camera to the default position
if inputs.keyboard.key_down.zero
state.camera.x = 0
state.camera.y = 0
state.camera.zoom = 1
should_update_matricies = true
end
# if the update matricies flag is set, recompute the matricies
update_matricies! if should_update_matricies
end
def calc
# rotate all the entities by their rotation speed
# and reset their hovered state
state.entities.each do |entity|
entity.hovered = false
entity.angle += entity.rotation_speed
end
# find all the entities that are hovered by the mouse and update their state back to hovered
mouse_in_world = rect_to_world_coordinates inputs.mouse.rect
hovered_entities = geometry.find_all_intersect_rect mouse_in_world, state.entities
hovered_entities.each { |entity| entity.hovered = true }
end
def render
# create a render target to represent the camera's viewport
outputs[:scene].transient!
outputs[:scene].w = state.world_size
outputs[:scene].h = state.world_size
# render the backdrop
outputs[:scene].primitives << rect_to_screen_coordinates(state.backdrop)
# get all entities that are within the camera's viewport
entities_to_render = geometry.find_all_intersect_rect state.viewport, state.entities
# render all the entities within the viewport
outputs[:scene].primitives << entities_to_render.map do |entity|
r = rect_to_screen_coordinates entity
# change the color of the entity if it's hovered
r.merge!(path: "sprites/square/red.png") if entity.hovered
r
end
# render the camera's viewport
outputs.sprites << {
x: 0,
y: 0,
w: state.world_size,
h: state.world_size,
path: :scene
}
# show a label that shows the mouse's screen and world coordinates
outputs.labels << { x: 30, y: 30.from_top, text: "#{gtk.current_framerate.to_sf}" }
mouse_in_world = rect_to_world_coordinates inputs.mouse.rect
outputs.labels << {
x: 30,
y: 55.from_top,
text: "Screen Coordinates: #{inputs.mouse.x}, #{inputs.mouse.y}",
}
outputs.labels << {
x: 30,
y: 80.from_top,
text: "World Coordinates: #{mouse_in_world.x.to_sf}, #{mouse_in_world.y.to_sf}",
}
end
def rect_to_screen_coordinates rect
rect_mul_matrix rect, state.to_camera_space_matrix
end
def rect_to_world_coordinates rect
rect_mul_matrix rect, state.to_world_space_matrix
end
def rect_mul_matrix rect, matrix
# the bottom left and top right corners of the rect
# are multiplied by the matrix to get the new coordinates
bottom_left = MatrixFunctions.mul (MatrixFunctions.vec3 rect.x, rect.y, 1), matrix
top_right = MatrixFunctions.mul (MatrixFunctions.vec3 rect.x + rect.w, rect.y + rect.h, 1), matrix
# with the points of the rect recomputed, reconstruct the rect
rect.merge x: bottom_left.x,
y: bottom_left.y,
w: top_right.x - bottom_left.x,
h: top_right.y - bottom_left.y
end
# this is the definition of how to move a point in 2d space using a matrix
def mat3_translate x, y
MatrixFunctions.mat3 1, 0, x,
0, 1, y,
0, 0, 1
end
# this is the definition of how to scale a point in 2d space using a matrix
def mat3_scale scale
MatrixFunctions.mat3 scale, 0, 0,
0, scale, 0,
0, 0, 1
end
end
$game = Game.new
def tick args
$game.args = args
$game.tick
end
$gtk.reset
Matrix Cubeworld - main.rb link
# ./samples/07_advanced_rendering/16_matrix_cubeworld/app/main.rb
require 'app/modeling-api.rb'
include MatrixFunctions
def tick args
args.outputs.labels << { x: 0,
y: 30.from_top,
text: "W,A,S,D to move. Mouse to look. Triangles is a Indie/Pro Feature and will be ignored in Standard.",
alignment_enum: 1 }
args.grid.origin_center!
args.state.cam_y ||= 0.00
if args.inputs.keyboard.i
args.state.cam_y += 0.01
elsif args.inputs.keyboard.k
args.state.cam_y -= 0.01
end
args.state.cam_angle_y ||= 0
if args.inputs.keyboard.q
args.state.cam_angle_y += 0.25
elsif args.inputs.keyboard.e
args.state.cam_angle_y -= 0.25
end
args.state.cam_angle_x ||= 0
if args.inputs.keyboard.u
args.state.cam_angle_x += 0.1
elsif args.inputs.keyboard.o
args.state.cam_angle_x -= 0.1
end
if args.inputs.mouse.has_focus
y_change_rate = (args.inputs.mouse.x / 640) ** 2
if args.inputs.mouse.x < 0
args.state.cam_angle_y -= 0.8 * y_change_rate
else
args.state.cam_angle_y += 0.8 * y_change_rate
end
x_change_rate = (args.inputs.mouse.y / 360) ** 2
if args.inputs.mouse.y < 0
args.state.cam_angle_x += 0.8 * x_change_rate
else
args.state.cam_angle_x -= 0.8 * x_change_rate
end
end
args.state.cam_z ||= 6.4
if args.inputs.keyboard.up
point_1 = { x: 0, y: 0.02 }
point_r = args.geometry.rotate_point point_1, args.state.cam_angle_y
args.state.cam_x -= point_r.x
args.state.cam_z -= point_r.y
elsif args.inputs.keyboard.down
point_1 = { x: 0, y: -0.02 }
point_r = args.geometry.rotate_point point_1, args.state.cam_angle_y
args.state.cam_x -= point_r.x
args.state.cam_z -= point_r.y
end
args.state.cam_x ||= 0.00
if args.inputs.keyboard.right
point_1 = { x: -0.02, y: 0 }
point_r = args.geometry.rotate_point point_1, args.state.cam_angle_y
args.state.cam_x -= point_r.x
args.state.cam_z -= point_r.y
elsif args.inputs.keyboard.left
point_1 = { x: 0.02, y: 0 }
point_r = args.geometry.rotate_point point_1, args.state.cam_angle_y
args.state.cam_x -= point_r.x
args.state.cam_z -= point_r.y
end
if args.inputs.keyboard.key_down.r || args.inputs.keyboard.key_down.zero
args.state.cam_x = 0.00
args.state.cam_y = 0.00
args.state.cam_z = 1.00
args.state.cam_angle_y = 0
args.state.cam_angle_x = 0
end
if !args.state.models
args.state.models = []
25.times do
args.state.models.concat new_random_cube
end
end
args.state.models.each do |m|
render_triangles args, m
end
args.outputs.lines << { x: 0, y: -50, h: 100, a: 80 }
args.outputs.lines << { x: -50, y: 0, w: 100, a: 80 }
end
def mul_triangles model, *mul_def
combined = mul mul_def
model.map do |vecs|
vecs.map do |vec|
mul vec, *combined
end
end
end
def mul_cam args, world_vecs
mul_triangles world_vecs,
(translate -args.state.cam_x, -args.state.cam_y, -args.state.cam_z),
(rotate_y args.state.cam_angle_y),
(rotate_x args.state.cam_angle_x)
end
def mul_perspective camera_vecs
camera_vecs.map do |vecs|
r = vecs.map do |vec|
perspective vec
end
r if r[0] && r[1] && r[2]
end.reject_nil
end
def render_debug args, model, transform, projected
args.outputs.labels << { x: -630, y: 10.from_top, text: "model: #{vecs_to_s model[0]}" }
args.outputs.labels << { x: -630, y: 30.from_top, text: " #{vecs_to_s model[1]}" }
args.outputs.labels << { x: -630, y: 50.from_top, text: "transform: #{vecs_to_s transform[0]}" }
args.outputs.labels << { x: -630, y: 70.from_top, text: " #{vecs_to_s transform[1]}" }
args.outputs.labels << { x: -630, y: 90.from_top, text: "projected: #{vecs_to_s projected[0]}" }
args.outputs.labels << { x: -630, y: 110.from_top, text: " #{vecs_to_s projected[1]}" }
end
def render_triangles args, triangles
camera_space = mul_cam args, triangles
projection = mul_perspective camera_space
args.outputs.sprites << projection.map_with_index do |i, index|
if i
{
x: i[0].x, y: i[0].y,
x2: i[1].x, y2: i[1].y,
x3: i[2].x, y3: i[2].y,
source_x: 0, source_y: 0,
source_x2: 80, source_y2: 0,
source_x3: 0, source_y3: 80,
r: 128, g: 128, b: 128,
a: 80 + 128 * 1 / (index + 1),
path: :pixel
}
end
end
end
def perspective vec
left = 100.0
right = -100.0
bottom = 100.0
top = -100.0
near = 3000.0
far = 8000.0
sx = 2 * near / (right - left)
sy = 2 * near / (top - bottom)
c2 = - (far + near) / (far - near)
c1 = 2 * near * far / (near - far)
tx = -near * (left + right) / (right - left)
ty = -near * (bottom + top) / (top - bottom)
p = mat4 sx, 0, 0, tx,
0, sy, 0, ty,
0, 0, c2, c1,
0, 0, -1, 0
r = mul vec, p
return nil if r.w < 0
r.x *= r.z / r.w / 100
r.y *= r.z / r.w / 100
r
end
def mat_scale scale
mat4 scale, 0, 0, 0,
0, scale, 0, 0,
0, 0, scale, 0,
0, 0, 0, 1
end
def rotate_y angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 cos_t, 0, sin_t, 0,
0, 1, 0, 0,
-sin_t, 0, cos_t, 0,
0, 0, 0, 1)
end
def rotate_z angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 cos_t, -sin_t, 0, 0,
sin_t, cos_t, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1)
end
def translate dx, dy, dz
mat4 1, 0, 0, dx,
0, 1, 0, dy,
0, 0, 1, dz,
0, 0, 0, 1
end
def rotate_x angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 1, 0, 0, 0,
0, cos_t, -sin_t, 0,
0, sin_t, cos_t, 0,
0, 0, 0, 1)
end
def vecs_to_s vecs
vecs.map do |vec|
"[#{vec.x.to_sf} #{vec.y.to_sf} #{vec.z.to_sf}]"
end.join " "
end
def new_random_cube
cube_w = rand * 0.2 + 0.1
cube_h = rand * 0.2 + 0.1
randx = rand * 2.0 * [1, -1].sample
randy = rand * 2.0
randz = rand * 5 * [1, -1].sample
cube = [
square do
scale x: cube_w, y: cube_h
translate x: -cube_w / 2, y: -cube_h / 2
rotate_x 90
translate y: -cube_h / 2
translate x: randx, y: randy, z: randz
end,
square do
scale x: cube_w, y: cube_h
translate x: -cube_w / 2, y: -cube_h / 2
rotate_x 90
translate y: cube_h / 2
translate x: randx, y: randy, z: randz
end,
square do
scale x: cube_h, y: cube_h
translate x: -cube_h / 2, y: -cube_h / 2
rotate_y 90
translate x: -cube_w / 2
translate x: randx, y: randy, z: randz
end,
square do
scale x: cube_h, y: cube_h
translate x: -cube_h / 2, y: -cube_h / 2
rotate_y 90
translate x: cube_w / 2
translate x: randx, y: randy, z: randz
end,
square do
scale x: cube_w, y: cube_h
translate x: -cube_w / 2, y: -cube_h / 2
translate z: -cube_h / 2
translate x: randx, y: randy, z: randz
end,
square do
scale x: cube_w, y: cube_h
translate x: -cube_w / 2, y: -cube_h / 2
translate z: cube_h / 2
translate x: randx, y: randy, z: randz
end
]
cube
end
$gtk.reset
Matrix Cubeworld - modeling-api.rb link
# ./samples/07_advanced_rendering/16_matrix_cubeworld/app/modeling-api.rb
class ModelingApi
attr :matricies
def initialize
@matricies = []
end
def scale x: 1, y: 1, z: 1
@matricies << scale_matrix(x: x, y: y, z: z)
if block_given?
yield
@matricies << scale_matrix(x: -x, y: -y, z: -z)
end
end
def translate x: 0, y: 0, z: 0
@matricies << translate_matrix(x: x, y: y, z: z)
if block_given?
yield
@matricies << translate_matrix(x: -x, y: -y, z: -z)
end
end
def rotate_x x
@matricies << rotate_x_matrix(x)
if block_given?
yield
@matricies << rotate_x_matrix(-x)
end
end
def rotate_y y
@matricies << rotate_y_matrix(y)
if block_given?
yield
@matricies << rotate_y_matrix(-y)
end
end
def rotate_z z
@matricies << rotate_z_matrix(z)
if block_given?
yield
@matricies << rotate_z_matrix(-z)
end
end
def scale_matrix x:, y:, z:;
mat4 x, 0, 0, 0,
0, y, 0, 0,
0, 0, z, 0,
0, 0, 0, 1
end
def translate_matrix x:, y:, z:;
mat4 1, 0, 0, x,
0, 1, 0, y,
0, 0, 1, z,
0, 0, 0, 1
end
def rotate_y_matrix angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 cos_t, 0, sin_t, 0,
0, 1, 0, 0,
-sin_t, 0, cos_t, 0,
0, 0, 0, 1)
end
def rotate_z_matrix angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 cos_t, -sin_t, 0, 0,
sin_t, cos_t, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1)
end
def rotate_x_matrix angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
(mat4 1, 0, 0, 0,
0, cos_t, -sin_t, 0,
0, sin_t, cos_t, 0,
0, 0, 0, 1)
end
def __mul_triangles__ model, *mul_def
model.map do |vecs|
vecs.map do |vec|
mul vec,
*mul_def
end
end
end
end
def square &block
square_verticies = [
[vec4(0, 0, 0, 1), vec4(1.0, 0, 0, 1), vec4(0, 1.0, 0, 1)],
[vec4(1.0, 0, 0, 1), vec4(1.0, 1.0, 0, 1), vec4(0, 1.0, 0, 1)]
]
m = ModelingApi.new
m.instance_eval &block if block
m.__mul_triangles__ square_verticies, *m.matricies
end
Override Core Rendering - main.rb link
# ./samples/07_advanced_rendering/17_override_core_rendering/app/main.rb
class GTK::Runtime
# You can completely override how DR renders by defining this method
# It is strongly recommend that you do not do this unless you know what you're doing.
def primitives pass
# fn.each_send pass.solids, self, :draw_solid
# fn.each_send pass.static_solids, self, :draw_solid
# fn.each_send pass.sprites, self, :draw_sprite
# fn.each_send pass.static_sprites, self, :draw_sprite
# fn.each_send pass.primitives, self, :draw_primitive
# fn.each_send pass.static_primitives, self, :draw_primitive
fn.each_send pass.labels, self, :draw_label
fn.each_send pass.static_labels, self, :draw_label
# fn.each_send pass.lines, self, :draw_line
# fn.each_send pass.static_lines, self, :draw_line
# fn.each_send pass.borders, self, :draw_border
# fn.each_send pass.static_borders, self, :draw_border
# if !self.production
# fn.each_send pass.debug, self, :draw_primitive
# fn.each_send pass.static_debug, self, :draw_primitive
# end
# fn.each_send pass.reserved, self, :draw_primitive
# fn.each_send pass.static_reserved, self, :draw_primitive
end
end
def tick args
args.outputs.labels << { x: 30, y: 30, text: "primitives function defined, only labels rendered" }
args.outputs.sprites << { x: 100, y: 100, w: 100, h: 100, path: "dragonruby.png" }
end
Layouts - main.rb link
# ./samples/07_advanced_rendering/18_layouts/app/main.rb
def tick args
args.outputs.solids << args.layout.rect(row: 0,
col: 0,
w: 24,
h: 12,
include_row_gutter: true,
include_col_gutter: true).merge(b: 255, a: 80)
render_row_examples args
render_column_examples args
render_max_width_max_height_examples args
render_points_with_anchored_label_examples args
render_centered_rect_examples args
render_rect_group_examples args
end
def render_row_examples args
# rows (light blue)
args.outputs.labels << args.layout.rect(row: 1, col: 6 + 3).merge(text: "row examples", anchor_x: 0.5, anchor_y: 0.5)
4.map_with_index do |row|
args.outputs.solids << args.layout.rect(row: row, col: 6, w: 1, h: 1).merge(**light_blue)
end
2.map_with_index do |row|
args.outputs.solids << args.layout.rect(row: row * 2, col: 6 + 1, w: 1, h: 2).merge(**light_blue)
end
4.map_with_index do |row|
args.outputs.solids << args.layout.rect(row: row, col: 6 + 2, w: 2, h: 1).merge(**light_blue)
end
2.map_with_index do |row|
args.outputs.solids << args.layout.rect(row: row * 2, col: 6 + 4, w: 2, h: 2).merge(**light_blue)
end
end
def render_column_examples args
# columns (yellow)
yellow = { r: 255, g: 255, b: 128 }
args.outputs.labels << args.layout.rect(row: 1, col: 12 + 3).merge(text: "column examples", anchor_x: 0.5, anchor_y: 0.5)
6.times do |col|
args.outputs.solids << args.layout.rect(row: 0, col: 12 + col, w: 1, h: 1).merge(**yellow)
end
3.times do |col|
args.outputs.solids << args.layout.rect(row: 1, col: 12 + col * 2, w: 2, h: 1).merge(**yellow)
end
6.times do |col|
args.outputs.solids << args.layout.rect(row: 2, col: 12 + col, w: 1, h: 2).merge(**yellow)
end
end
def render_max_width_max_height_examples args
# max width/height baseline (transparent green)
args.outputs.labels << args.layout.rect(row: 4, col: 12).merge(text: "max width/height examples", anchor_x: 0.5, anchor_y: 0.5)
args.outputs.solids << args.layout.rect(row: 4, col: 0, w: 24, h: 2).merge(a: 64, **green)
# max height
args.outputs.solids << args.layout.rect(row: 4, col: 0, w: 24, h: 2, max_height: 1).merge(a: 64, **green)
# max width
args.outputs.solids << args.layout.rect(row: 4, col: 0, w: 24, h: 2, max_width: 12).merge(a: 64, **green)
end
def render_points_with_anchored_label_examples args
# labels relative to rects
label_color = { r: 0, g: 0, b: 0 }
# labels realtive to point, achored at 0.0, 0.0
args.outputs.borders << args.layout.rect(row: 6, col: 3, w: 6, h: 5)
args.outputs.labels << args.layout.rect(row: 6, col: 3, w: 6, h: 1).center.merge(text: "layout.point anchored to 0.0, 0.0", anchor_x: 0.5, anchor_y: 0.5, size_px: 15)
grey = { r: 128, g: 128, b: 128 }
args.outputs.solids << args.layout.rect(row: 7, col: 4.5).merge(**grey)
args.outputs.labels << args.layout.point(row: 7, col: 4.5, row_anchor: 1.0, col_anchor: 0.0).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
args.outputs.solids << args.layout.rect(row: 7, col: 5.5).merge(**grey)
args.outputs.labels << args.layout.point(row: 7, col: 5.5, row_anchor: 1.0, col_anchor: 0.5).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
args.outputs.solids << args.layout.rect(row: 7, col: 6.5).merge(**grey)
args.outputs.labels << args.layout.point(row: 7, col: 6.5, row_anchor: 1.0, col_anchor: 1.0).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
args.outputs.solids << args.layout.rect(row: 8, col: 4.5).merge(**grey)
args.outputs.labels << args.layout.point(row: 8, col: 4.5, row_anchor: 0.5, col_anchor: 0.0).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
args.outputs.solids << args.layout.rect(row: 8, col: 5.5).merge(**grey)
args.outputs.labels << args.layout.point(row: 8, col: 5.5, row_anchor: 0.5, col_anchor: 0.5).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
args.outputs.solids << args.layout.rect(row: 8, col: 6.5).merge(**grey)
args.outputs.labels << args.layout.point(row: 8, col: 6.5, row_anchor: 0.5, col_anchor: 1.0).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
args.outputs.solids << args.layout.rect(row: 9, col: 4.5).merge(**grey)
args.outputs.labels << args.layout.point(row: 9, col: 4.5, row_anchor: 0.0, col_anchor: 0.0).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
args.outputs.solids << args.layout.rect(row: 9, col: 5.5).merge(**grey)
args.outputs.labels << args.layout.point(row: 9, col: 5.5, row_anchor: 0.0, col_anchor: 0.5).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
args.outputs.solids << args.layout.rect(row: 9, col: 6.5).merge(**grey)
args.outputs.labels << args.layout.point(row: 9, col: 6.5, row_anchor: 0.0, col_anchor: 1.0).merge(text: "[x]", anchor_x: 0.5, anchor_y: 0.5, **label_color)
end
def render_centered_rect_examples args
# centering rects
args.outputs.borders << args.layout.rect(row: 6, col: 9, w: 6, h: 5)
args.outputs.labels << args.layout.rect(row: 6, col: 9, w: 6, h: 1).center.merge(text: "layout.rect centered inside another rect", anchor_x: 0.5, anchor_y: 0.5, size_px: 15)
outer_rect = args.layout.rect(row: 7, col: 10.5, w: 3, h: 3)
# render outer rect
args.outputs.solids << outer_rect.merge(**light_blue)
# # center a yellow rect with w and h of two
args.outputs.solids << args.layout.rect_center(
args.layout.rect(w: 1, h: 5), # inner rect
outer_rect, # outer rect
).merge(**yellow)
# # center a black rect with w three h of one
args.outputs.solids << args.layout.rect_center(
args.layout.rect(w: 5, h: 1), # inner rect
outer_rect, # outer rect
)
end
def render_rect_group_examples args
args.outputs.labels << args.layout.rect(row: 6, col: 15, w: 6, h: 1).center.merge(text: "layout.rect_group usage", anchor_x: 0.5, anchor_y: 0.5, size_px: 15)
args.outputs.borders << args.layout.rect(row: 6, col: 15, w: 6, h: 5)
horizontal_markers = [
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
]
args.outputs.solids << args.layout.rect_group(row: 7,
col: 15,
dcol: 1,
w: 1,
h: 1,
group: horizontal_markers)
vertical_markers = [
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 }
]
args.outputs.solids << args.layout.rect_group(row: 7,
col: 15,
drow: 1,
w: 1,
h: 1,
group: vertical_markers)
colors = [
{ r: 0, g: 0, b: 0 },
{ r: 50, g: 50, b: 50 },
{ r: 100, g: 100, b: 100 },
{ r: 150, g: 150, b: 150 },
{ r: 200, g: 200, b: 200 },
{ r: 250, g: 250, b: 250 },
]
args.outputs.solids << args.layout.rect_group(row: 8,
col: 15,
dcol: 1,
w: 1,
h: 1,
group: colors)
end
def light_blue
{ r: 128, g: 255, b: 255 }
end
def yellow
{ r: 255, g: 255, b: 128 }
end
def green
{ r: 0, g: 128, b: 80 }
end
def white
{ r: 255, g: 255, b: 255 }
end
def label_color
{ r: 0, g: 0, b: 0 }
end
$gtk.reset
Advanced Rendering Hd link
Hd Labels - main.rb link
# ./samples/07_advanced_rendering_hd/01_hd_labels/app/main.rb
def tick args
args.state.output_cycle ||= :top_level
args.outputs.background_color = [0, 0, 0]
args.outputs.solids << [0, 0, 1280, 720, 255, 255, 255]
if args.state.output_cycle == :top_level
render_main args
else
render_scene args
end
# cycle between labels in top level args.outputs
# and labels inside of render target
if args.state.tick_count.zmod? 300
if args.state.output_cycle == :top_level
args.state.output_cycle = :render_target
else
args.state.output_cycle = :top_level
end
end
end
def render_main args
# center line
args.outputs.lines << { x: 0, y: 360, x2: 1280, y2: 360 }
args.outputs.lines << { x: 640, y: 0, x2: 640, y2: 720 }
# horizontal ruler
args.outputs.lines << { x: 0, y: 370, x2: 1280, y2: 370 }
args.outputs.lines << { x: 0, y: 351, x2: 1280, y2: 351 }
# vertical ruler
args.outputs.lines << { x: 575, y: 0, x2: 575, y2: 720 }
args.outputs.lines << { x: 701, y: 0, x2: 701, y2: 720 }
args.outputs.sprites << { x: 640 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square/blue.png", a: 128 }
args.outputs.labels << { x: 640, y: 0, text: "(bottom)", alignment_enum: 1, vertical_alignment_enum: 0 }
args.outputs.labels << { x: 640, y: 425, text: "top_level", alignment_enum: 1, vertical_alignment_enum: 1 }
args.outputs.labels << { x: 640, y: 720, text: "(top)", alignment_enum: 1, vertical_alignment_enum: 2 }
args.outputs.labels << { x: 0, y: 360, text: "(left)", alignment_enum: 0, vertical_alignment_enum: 1 }
args.outputs.labels << { x: 1280, y: 360, text: "(right)", alignment_enum: 2, vertical_alignment_enum: 1 }
end
def render_scene args
args.outputs[:scene].transient!
args.outputs[:scene].background_color = [255, 255, 255, 0]
# center line
args.outputs[:scene].lines << { x: 0, y: 360, x2: 1280, y2: 360 }
args.outputs[:scene].lines << { x: 640, y: 0, x2: 640, y2: 720 }
# horizontal ruler
args.outputs[:scene].lines << { x: 0, y: 370, x2: 1280, y2: 370 }
args.outputs[:scene].lines << { x: 0, y: 351, x2: 1280, y2: 351 }
# vertical ruler
args.outputs[:scene].lines << { x: 575, y: 0, x2: 575, y2: 720 }
args.outputs[:scene].lines << { x: 701, y: 0, x2: 701, y2: 720 }
args.outputs[:scene].sprites << { x: 640 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square/blue.png", a: 128, blendmode_enum: 0 }
args.outputs[:scene].labels << { x: 640, y: 0, text: "(bottom)", alignment_enum: 1, vertical_alignment_enum: 0, blendmode_enum: 0 }
args.outputs[:scene].labels << { x: 640, y: 425, text: "render target", alignment_enum: 1, vertical_alignment_enum: 1, blendmode_enum: 0 }
args.outputs[:scene].labels << { x: 640, y: 720, text: "(top)", alignment_enum: 1, vertical_alignment_enum: 2, blendmode_enum: 0 }
args.outputs[:scene].labels << { x: 0, y: 360, text: "(left)", alignment_enum: 0, vertical_alignment_enum: 1, blendmode_enum: 0 }
args.outputs[:scene].labels << { x: 1280, y: 360, text: "(right)", alignment_enum: 2, vertical_alignment_enum: 1, blendmode_enum: 0 }
args.outputs.sprites << { x: 0, y: 0, w: 1280, h: 720, path: :scene }
end
Texture Atlases - main.rb link
# ./samples/07_advanced_rendering_hd/02_texture_atlases/app/main.rb
# With HD mode enabled. DragonRuby will automatically use HD sprites given the following
# naming convention (assume we are using a sprite called =player.png=):
#
# | Name | Resolution | File Naming Convention |
# |-------+------------+-------------------------------|
# | 720p | 1280x720 | =player.png= |
# | HD+ | 1600x900 | [email protected]= |
# | 1080p | 1920x1080 | [email protected]= |
# | 1440p | 2560x1440 | [email protected]= |
# | 1800p | 3200x1800 | [email protected]= |
# | 4k | 3200x2160 | [email protected]= |
# | 5k | 6400x2880 | [email protected]= |
# Note: Review the sample app's game_metadata.txt file for what configurations are enabled.
def tick args
args.outputs.background_color = [0, 0, 0]
args.outputs.borders << { x: 0, y: 0, w: 1280, h: 720, r: 255, g: 255, b: 255 }
args.outputs.labels << { x: 30, y: 30.from_top, text: "render scale: #{args.grid.native_scale}", r: 255, g: 255, b: 255 }
args.outputs.labels << { x: 30, y: 60.from_top, text: "render scale: #{args.grid.native_scale_enum}", r: 255, g: 255, b: 255 }
args.outputs.sprites << { x: -640 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: -320 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 0 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 320 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 640 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 960 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 1280 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 1600 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 1920 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 640 - 50, y: 720, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 640 - 50, y: 100.from_top, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 640 - 50, y: 360 - 50, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 640 - 50, y: 0, w: 100, h: 100, path: "sprites/square.png" }
args.outputs.sprites << { x: 640 - 50, y: -100, w: 100, h: 100, path: "sprites/square.png" }
end
Allscreen Properties - main.rb link
# ./samples/07_advanced_rendering_hd/03_allscreen_properties/app/main.rb
def tick args
label_style = { r: 255, g: 255, b: 255, size_enum: 4 }
args.outputs.background_color = [0, 0, 0]
args.outputs.borders << { x: 0, y: 0, w: 1280, h: 720, r: 255, g: 255, b: 255 }
args.outputs.labels << { x: 10, y: 10.from_top, text: "native_scale: #{args.grid.native_scale}", **label_style }
args.outputs.labels << { x: 10, y: 40.from_top, text: "native_scale_enum: #{args.grid.native_scale_enum}", **label_style }
args.outputs.labels << { x: 10, y: 70.from_top, text: "hd_offset_x: #{args.grid.hd_offset_x}", **label_style }
args.outputs.labels << { x: 10, y: 100.from_top, text: "hd_offset_y: #{args.grid.hd_offset_y}", **label_style }
if (args.state.tick_count % 500) < 250
args.outputs.labels << { x: 10, y: 130.from_top, text: "cropped to: grid", **label_style }
args.outputs.sprites << { x: 0,
y: 0,
w: 1280,
h: 720,
source_x: 2000 - 640,
source_y: 2000 - 320,
source_w: 1280,
source_h: 720,
path: "sprites/world.png" }
else
args.outputs.labels << { x: 10, y: 130.from_top, text: "cropped to: allscreen", **label_style }
args.outputs.sprites << { x: 0 - args.grid.hd_offset_x,
y: 0 - args.grid.hd_offset_y,
w: 1280 + args.grid.hd_offset_x * 2,
h: 720 + args.grid.hd_offset_y * 2,
source_x: 2000 - 640 - args.grid.hd_offset_x,
source_y: 2000 - 320 - args.grid.hd_offset_y,
source_w: 1280 + args.grid.hd_offset_x * 2,
source_h: 720 + args.grid.hd_offset_y * 2,
path: "sprites/world.png" }
args.outputs.sprites << { x: 0 - args.grid.hd_offset_x,
y: 0 - args.grid.hd_offset_y,
w: 1280 + args.grid.hd_offset_x * 2,
h: 720 + args.grid.hd_offset_y * 2,
source_x: 2000 - 640 - args.grid.hd_offset_x,
source_y: 2000 - 320 - args.grid.hd_offset_y,
source_w: 1280 + args.grid.hd_offset_x * 2,
source_h: 720 + args.grid.hd_offset_y * 2,
path: "sprites/world.png" }
end
args.outputs.sprites << { x: 0, y: 0.from_top - 165, w: 410, h: 165, r: 0, g: 0, b: 0, a: 200, path: :pixel }
end
Layouts And Portrait Mode - main.rb link
# ./samples/07_advanced_rendering_hd/04_layouts_and_portrait_mode/app/main.rb
def tick args
args.outputs.solids << args.layout.rect(row: 0, col: 0, w: 12, h: 24, include_row_gutter: true, include_col_gutter: true).merge(b: 255, a: 80)
# rows (light blue)
light_blue = { r: 128, g: 255, b: 255 }
args.outputs.labels << args.layout.rect(row: 1, col: 3).merge(text: "row examples", vertical_alignment_enum: 1, alignment_enum: 1)
4.map_with_index do |row|
args.outputs.solids << args.layout.rect(row: row, col: 0, w: 1, h: 1).merge(**light_blue)
end
2.map_with_index do |row|
args.outputs.solids << args.layout.rect(row: row * 2, col: 1, w: 1, h: 2).merge(**light_blue)
end
4.map_with_index do |row|
args.outputs.solids << args.layout.rect(row: row, col: 2, w: 2, h: 1).merge(**light_blue)
end
2.map_with_index do |row|
args.outputs.solids << args.layout.rect(row: row * 2, col: 4, w: 2, h: 2).merge(**light_blue)
end
# columns (yellow)
yellow = { r: 255, g: 255, b: 128 }
args.outputs.labels << args.layout.rect(row: 1, col: 9).merge(text: "column examples", vertical_alignment_enum: 1, alignment_enum: 1)
6.times do |col|
args.outputs.solids << args.layout.rect(row: 0, col: 6 + col, w: 1, h: 1).merge(**yellow)
end
3.times do |col|
args.outputs.solids << args.layout.rect(row: 1, col: 6 + col * 2, w: 2, h: 1).merge(**yellow)
end
6.times do |col|
args.outputs.solids << args.layout.rect(row: 2, col: 6 + col, w: 1, h: 2).merge(**yellow)
end
# max width/height baseline (transparent green)
green = { r: 0, g: 128, b: 80 }
args.outputs.labels << args.layout.rect(row: 4, col: 6).merge(text: "max width/height examples", vertical_alignment_enum: 1, alignment_enum: 1)
args.outputs.solids << args.layout.rect(row: 4, col: 0, w: 12, h: 2).merge(a: 64, **green)
# max height
args.outputs.solids << args.layout.rect(row: 4, col: 0, w: 12, h: 2, max_height: 1).merge(a: 64, **green)
# max width
args.outputs.solids << args.layout.rect(row: 4, col: 0, w: 12, h: 2, max_width: 6).merge(a: 64, **green)
# labels relative to rects
label_color = { r: 0, g: 0, b: 0 }
white = { r: 232, g: 232, b: 232 }
# labels realtive to point, achored at 0.0, 0.0
args.outputs.labels << args.layout.rect(row: 5.5, col: 6).merge(text: "labels using args.layout.point anchored to 0.0, 0.0", vertical_alignment_enum: 1, alignment_enum: 1)
grey = { r: 128, g: 128, b: 128 }
args.outputs.solids << args.layout.rect(row: 7, col: 4).merge(**grey)
args.outputs.labels << args.layout.point(row: 7, col: 4, row_anchor: 1.0, col_anchor: 0.0).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
args.outputs.solids << args.layout.rect(row: 7, col: 5).merge(**grey)
args.outputs.labels << args.layout.point(row: 7, col: 5, row_anchor: 1.0, col_anchor: 0.5).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
args.outputs.solids << args.layout.rect(row: 7, col: 6).merge(**grey)
args.outputs.labels << args.layout.point(row: 7, col: 6, row_anchor: 1.0, col_anchor: 1.0).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
args.outputs.solids << args.layout.rect(row: 8, col: 4).merge(**grey)
args.outputs.labels << args.layout.point(row: 8, col: 4, row_anchor: 0.5, col_anchor: 0.0).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
args.outputs.solids << args.layout.rect(row: 8, col: 5).merge(**grey)
args.outputs.labels << args.layout.point(row: 8, col: 5, row_anchor: 0.5, col_anchor: 0.5).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
args.outputs.solids << args.layout.rect(row: 8, col: 6).merge(**grey)
args.outputs.labels << args.layout.point(row: 8, col: 6, row_anchor: 0.5, col_anchor: 1.0).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
args.outputs.solids << args.layout.rect(row: 9, col: 4).merge(**grey)
args.outputs.labels << args.layout.point(row: 9, col: 4, row_anchor: 0.0, col_anchor: 0.0).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
args.outputs.solids << args.layout.rect(row: 9, col: 5).merge(**grey)
args.outputs.labels << args.layout.point(row: 9, col: 5, row_anchor: 0.0, col_anchor: 0.5).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
args.outputs.solids << args.layout.rect(row: 9, col: 6).merge(**grey)
args.outputs.labels << args.layout.point(row: 9, col: 6, row_anchor: 0.0, col_anchor: 1.0).merge(text: "[x]", alignment_enum: 1, vertical_alignment_enum: 1, **label_color)
# centering rects
args.outputs.labels << args.layout.rect(row: 10.5, col: 6).merge(text: "layout.rect centered inside another layout.rect", vertical_alignment_enum: 1, alignment_enum: 1)
outer_rect = args.layout.rect(row: 12, col: 4, w: 3, h: 3)
# render outer rect
args.outputs.solids << outer_rect.merge(**light_blue)
# center a yellow rect with w and h of two
args.outputs.solids << args.layout.rect_center(
args.layout.rect(w: 1, h: 5), # inner rect
outer_rect, # outer rect
).merge(**yellow)
# center a black rect with w three h of one
args.outputs.solids << args.layout.rect_center(
args.layout.rect(w: 5, h: 1), # inner rect
outer_rect, # outer rect
)
args.outputs.labels << args.layout.rect(row: 16.5, col: 6).merge(text: "layout.rect_group usage", vertical_alignment_enum: 1, alignment_enum: 1)
horizontal_markers = [
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 }
]
args.outputs.solids << args.layout.rect_group(row: 18,
dcol: 1,
w: 1,
h: 1,
group: horizontal_markers)
vertical_markers = [
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 },
{ r: 0, g: 0, b: 0 }
]
args.outputs.solids << args.layout.rect_group(row: 18,
drow: 1,
w: 1,
h: 1,
group: vertical_markers)
colors = [
{ r: 0, g: 0, b: 0 },
{ r: 50, g: 50, b: 50 },
{ r: 100, g: 100, b: 100 },
{ r: 150, g: 150, b: 150 },
{ r: 200, g: 200, b: 200 },
]
args.outputs.solids << args.layout.rect_group(row: 19,
col: 1,
dcol: 2,
w: 2,
h: 1,
group: colors)
args.outputs.solids << args.layout.rect_group(row: 19,
col: 1,
drow: 1,
w: 2,
h: 1,
group: colors)
end
$gtk.reset
Tweening Lerping Easing Functions link
Easing Functions - main.rb link
# ./samples/08_tweening_lerping_easing_functions/01_easing_functions/app/main.rb
def tick args
# STOP! Watch the following presentation first!!!!
# Math for Game Programmers: Fast and Funky 1D Nonlinear Transformations
# https://www.youtube.com/watch?v=mr5xkf6zSzk
# You've watched the talk, yes? YES???
# define starting and ending points of properties to animate
args.state.target_x = 1180
args.state.target_y = 620
args.state.target_w = 100
args.state.target_h = 100
args.state.starting_x = 0
args.state.starting_y = 0
args.state.starting_w = 300
args.state.starting_h = 300
# define start time and duration of animation
args.state.start_animate_at = 3.seconds # this is the same as writing 60 * 5 (or 300)
args.state.duration = 2.seconds # this is the same as writing 60 * 2 (or 120)
# define type of animations
# Here are all the options you have for values you can put in the array:
# :identity, :quad, :cube, :quart, :quint, :flip
# Linear is defined as:
# [:identity]
#
# Smooth start variations are:
# [:quad]
# [:cube]
# [:quart]
# [:quint]
# Linear reversed, and smooth stop are the same as the animations defined above, but reversed:
# [:flip, :identity]
# [:flip, :quad, :flip]
# [:flip, :cube, :flip]
# [:flip, :quart, :flip]
# [:flip, :quint, :flip]
# You can also do custom definitions. See the bottom of the file details
# on how to do that. I've defined a couple for you:
# [:smoothest_start]
# [:smoothest_stop]
# CHANGE THIS LINE TO ONE OF THE LINES ABOVE TO SEE VARIATIONS
args.state.animation_type = [:identity]
# args.state.animation_type = [:quad]
# args.state.animation_type = [:cube]
# args.state.animation_type = [:quart]
# args.state.animation_type = [:quint]
# args.state.animation_type = [:flip, :identity]
# args.state.animation_type = [:flip, :quad, :flip]
# args.state.animation_type = [:flip, :cube, :flip]
# args.state.animation_type = [:flip, :quart, :flip]
# args.state.animation_type = [:flip, :quint, :flip]
# args.state.animation_type = [:smoothest_start]
# args.state.animation_type = [:smoothest_stop]
# THIS IS WHERE THE MAGIC HAPPENS!
# Numeric#ease
progress = args.state.start_animate_at.ease(args.state.duration, args.state.animation_type)
# Numeric#ease needs to called:
# 1. On the number that represents the point in time you want to start, and takes two parameters:
# a. The first parameter is how long the animation should take.
# b. The second parameter represents the functions that need to be called.
#
# For example, if I wanted an animate to start 3 seconds in, and last for 10 seconds,
# and I want to animation to start fast and end slow, I would do:
# (60 * 3).ease(60 * 10, :flip, :quint, :flip)
# initial value delta to the final value
calc_x = args.state.starting_x + (args.state.target_x - args.state.starting_x) * progress
calc_y = args.state.starting_y + (args.state.target_y - args.state.starting_y) * progress
calc_w = args.state.starting_w + (args.state.target_w - args.state.starting_w) * progress
calc_h = args.state.starting_h + (args.state.target_h - args.state.starting_h) * progress
args.outputs.solids << [calc_x, calc_y, calc_w, calc_h, 0, 0, 0]
# count down
count_down = args.state.start_animate_at - args.state.tick_count
if count_down > 0
args.outputs.labels << [640, 375, "Running: #{args.state.animation_type} in...", 3, 1]
args.outputs.labels << [640, 345, "%.2f" % count_down.fdiv(60), 3, 1]
elsif progress >= 1
args.outputs.labels << [640, 360, "Click screen to reset.", 3, 1]
if args.inputs.click
$gtk.reset
end
end
end
# $gtk.reset
# you can make own variations of animations using this
module Easing
# you have access to all the built in functions: identity, flip, quad, cube, quart, quint
def self.smoothest_start x
quad(quint(x))
end
def self.smoothest_stop x
flip(quad(quint(flip(x))))
end
# this is the source for the existing easing functions
def self.identity x
x
end
def self.flip x
1 - x
end
def self.quad x
x * x
end
def self.cube x
x * x * x
end
def self.quart x
x * x * x * x * x
end
def self.quint x
x * x * x * x * x * x
end
end
Cubic Bezier - main.rb link
# ./samples/08_tweening_lerping_easing_functions/02_cubic_bezier/app/main.rb
def tick args
args.outputs.background_color = [33, 33, 33]
args.outputs.lines << bezier(100, 100,
100, 620,
1180, 620,
1180, 100,
0)
args.outputs.lines << bezier(100, 100,
100, 620,
1180, 620,
1180, 100,
20)
end
def bezier x1, y1, x2, y2, x3, y3, x4, y4, step
step ||= 0
color = [200, 200, 200]
points = points_for_bezier [x1, y1], [x2, y2], [x3, y3], [x4, y4], step
points.each_cons(2).map do |p1, p2|
[p1, p2, color]
end
end
def points_for_bezier p1, p2, p3, p4, step
points = []
if step == 0
[p1, p2, p3, p4]
else
t_step = 1.fdiv(step + 1)
t = 0
t += t_step
points = []
while t < 1
points << [
b_for_t(p1.x, p2.x, p3.x, p4.x, t),
b_for_t(p1.y, p2.y, p3.y, p4.y, t),
]
t += t_step
end
[
p1,
*points,
p4
]
end
end
def b_for_t v0, v1, v2, v3, t
pow(1 - t, 3) * v0 +
3 * pow(1 - t, 2) * t * v1 +
3 * (1 - t) * pow(t, 2) * v2 +
pow(t, 3) * v3
end
def pow n, to
n ** to
end
Easing Using Spline - main.rb link
# ./samples/08_tweening_lerping_easing_functions/03_easing_using_spline/app/main.rb
def tick args
args.state.duration = 10.seconds
args.state.spline = [
[0.0, 0.33, 0.66, 1.0],
[1.0, 1.0, 1.0, 1.0],
[1.0, 0.66, 0.33, 0.0],
]
args.state.simulation_tick = args.state.tick_count % args.state.duration
progress = 0.ease_spline_extended args.state.simulation_tick, args.state.duration, args.state.spline
args.outputs.borders << args.grid.rect
args.outputs.solids << [20 + 1240 * progress,
20 + 680 * progress,
20, 20].anchor_rect(0.5, 0.5)
args.outputs.labels << [10,
710,
"perc: #{"%.2f" % (args.state.simulation_tick / args.state.duration)} t: #{args.state.simulation_tick}"]
end
Pulsing Button - main.rb link
# ./samples/08_tweening_lerping_easing_functions/04_pulsing_button/app/main.rb
# game concept from: https://youtu.be/Tz-AinJGDIM
# This class encapsulates the logic of a button that pulses when clicked.
# It is used in the StartScene and GameOverScene classes.
class PulseButton
# a block is passed into the constructor and is called when the button is clicked,
# and after the pulse animation is complete
def initialize rect, text, &on_click
@rect = rect
@text = text
@on_click = on_click
@pulse_animation_spline = [[0.0, 0.90, 1.0, 1.0], [1.0, 0.10, 0.0, 0.0]]
@duration = 10
end
# the button is ticked every frame and check to see if the mouse
# intersects the button's bounding box.
# if it does, then pertinent information is stored in the @clicked_at variable
# which is used to calculate the pulse animation
def tick tick_count, mouse
@tick_count = tick_count
if @clicked_at && @clicked_at.elapsed_time > @duration
@clicked_at = nil
@on_click.call
end
return if !mouse.click
return if !mouse.inside_rect? @rect
@clicked_at = tick_count
end
# this function returns an array of primitives that can be rendered
def prefab easing
# calculate the percentage of the pulse animation that has completed
# and use the percentage to compute the size and position of the button
perc = if @clicked_at
easing.ease_spline @clicked_at, @tick_count, @duration, @pulse_animation_spline
else
0
end
rect = { x: @rect.x - 50 * perc / 2,
y: @rect.y - 50 * perc / 2,
w: @rect.w + 50 * perc,
h: @rect.h + 50 * perc }
point = { x: @rect.x + @rect.w / 2, y: @rect.y + @rect.h / 2 }
[
{ **rect, path: :pixel },
{ **point, text: @text, size_px: 32, anchor_x: 0.5, anchor_y: 0.5 }
]
end
end
class Game
attr_gtk
def initialize args
self.args = args
@pulse_button ||= PulseButton.new({ x: 640 - 100, y: 360 - 50, w: 200, h: 100 }, 'Click Me!') do
$gtk.notify! "Animation complete and block invoked!"
end
end
def tick
@pulse_button.tick state.tick_count, inputs.mouse
outputs.primitives << @pulse_button.prefab(easing)
end
end
def tick args
$game ||= Game.new args
$game.args = args
$game.tick
end
Scene Transitions - main.rb link
# ./samples/08_tweening_lerping_easing_functions/05_scene_transitions/app/main.rb
# This sample app shows a more advanced implementation of scenes:
# 1. "Scene 1" has a label on it that says "I am scene ONE. Press enter to go to scene TWO."
# 2. "Scene 2" has a label on it that says "I am scene TWO. Press enter to go to scene ONE."
# 3. When the game starts, Scene 1 is presented.
# 4. When the player presses enter, the scene transitions to Scene 2 (fades out Scene 1 over half a second, then fades in Scene 2 over half a second).
# 5. When the player presses enter again, the scene transitions to Scene 1 (fades out Scene 2 over half a second, then fades in Scene 1 over half a second).
# 6. During the fade transitions, spamming the enter key is ignored (scenes don't accept a transition/respond to the enter key until the current transition is completed).
class SceneOne
attr_gtk
def tick
outputs[:scene].transient!
outputs[:scene].labels << { x: 640,
y: 360,
text: "I am scene ONE. Press enter to go to scene TWO.",
alignment_enum: 1,
vertical_alignment_enum: 1 }
state.next_scene = :scene_two if inputs.keyboard.key_down.enter
end
end
class SceneTwo
attr_gtk
def tick
outputs[:scene].transient!
outputs[:scene].labels << { x: 640,
y: 360,
text: "I am scene TWO. Press enter to go to scene ONE.",
alignment_enum: 1,
vertical_alignment_enum: 1 }
state.next_scene = :scene_one if inputs.keyboard.key_down.enter
end
end
class RootScene
attr_gtk
def initialize
@scene_one = SceneOne.new
@scene_two = SceneTwo.new
end
def tick
defaults
render
tick_scene
end
def defaults
set_current_scene! :scene_one if state.tick_count == 0
state.scene_transition_duration ||= 30
end
def render
a = if state.transition_scene_at
255 * state.transition_scene_at.ease(state.scene_transition_duration, :flip)
elsif state.current_scene_at
255 * state.current_scene_at.ease(state.scene_transition_duration)
else
255
end
outputs.sprites << { x: 0, y: 0, w: 1280, h: 720, path: :scene, a: a }
end
def tick_scene
current_scene = state.current_scene
@current_scene.args = args
@current_scene.tick
if current_scene != state.current_scene
raise "state.current_scene changed mid tick from #{current_scene} to #{state.current_scene}. To change scenes, set state.next_scene."
end
if state.next_scene && state.next_scene != state.transition_scene && state.next_scene != state.current_scene
state.transition_scene_at = state.tick_count
state.transition_scene = state.next_scene
end
if state.transition_scene_at && state.transition_scene_at.elapsed_time >= state.scene_transition_duration
set_current_scene! state.transition_scene
end
state.next_scene = nil
end
def set_current_scene! id
return if state.current_scene == id
state.current_scene = id
state.current_scene_at = state.tick_count
state.transition_scene = nil
state.transition_scene_at = nil
if state.current_scene == :scene_one
@current_scene = @scene_one
elsif state.current_scene == :scene_two
@current_scene = @scene_two
end
end
end
def tick args
$game ||= RootScene.new
$game.args = args
$game.tick
end
Animation Queues - main.rb link
# ./samples/08_tweening_lerping_easing_functions/06_animation_queues/app/main.rb
# here's how to create a "fire and forget" sprite animation queue
def tick args
args.outputs.labels << { x: 640,
y: 360,
text: "Click anywhere on the screen.",
alignment_enum: 1,
vertical_alignment_enum: 1 }
# initialize the queue to an empty array
args.state.fade_out_queue ||=[]
# if the mouse is click, add a sprite to the fire and forget
# queue to be processed
if args.inputs.mouse.click
args.state.fade_out_queue << {
x: args.inputs.mouse.x - 20,
y: args.inputs.mouse.y - 20,
w: 40,
h: 40,
path: "sprites/square/blue.png"
}
end
# process the queue
args.state.fade_out_queue.each do |item|
# default the alpha value if it isn't specified
item.a ||= 255
# decrement the alpha by 5 each frame
item.a -= 5
end
# remove the item if it's completely faded out
args.state.fade_out_queue.reject! { |item| item.a <= 0 }
# render the sprites in the queue
args.outputs.sprites << args.state.fade_out_queue
end
Animation Queues Advanced - main.rb link
# ./samples/08_tweening_lerping_easing_functions/07_animation_queues_advanced/app/main.rb
# sample app shows how to perform a fire and forget animation when a collision occurs
def tick args
defaults args
spawn_bullets args
calc_bullets args
render args
end
def defaults args
# place a player on the far left with sprite and hp information
args.state.player ||= { x: 100, y: 360 - 50, w: 100, h: 100, path: "sprites/square/blue.png", hp: 30 }
# create an array of bullets
args.state.bullets ||= []
# create a queue for handling bullet explosions
args.state.explosion_queue ||= []
end
def spawn_bullets args
# span a bullet in a random location on the far right every half second
return if !args.state.tick_count.zmod? 30
args.state.bullets << {
x: 1280 - 100,
y: rand(720 - 100),
w: 100,
h: 100,
path: "sprites/square/red.png"
}
end
def calc_bullets args
# for each bullet
args.state.bullets.each do |b|
# move it to the left by 20 pixels
b.x -= 20
# determine if the bullet collides with the player
if b.intersect_rect? args.state.player
# decrement the player's health if it does
args.state.player.hp -= 1
# mark the bullet as exploded
b.exploded = true
# queue the explosion by adding it to the explosion queue
args.state.explosion_queue << b.merge(exploded_at: args.state.tick_count)
end
end
# remove bullets that have exploded so they wont be rendered
args.state.bullets.reject! { |b| b.exploded }
# remove animations from the animation queue that have completed
# frame index will return nil once the animation has completed
args.state.explosion_queue.reject! { |e| !e.exploded_at.frame_index(7, 4, false) }
end
def render args
# render the player's hp above the sprite
args.outputs.labels << {
x: args.state.player.x + 50,
y: args.state.player.y + 110,
text: "#{args.state.player.hp}",
alignment_enum: 1,
vertical_alignment_enum: 0
}
# render the player
args.outputs.sprites << args.state.player
# render the bullets
args.outputs.sprites << args.state.bullets
# process the animation queue
args.outputs.sprites << args.state.explosion_queue.map do |e|
number_of_frames = 7
hold_each_frame_for = 4
repeat_animation = false
# use the exploded_at property and the frame_index function to determine when the animation should start
frame_index = e.exploded_at.frame_index(number_of_frames, hold_each_frame_for, repeat_animation)
# take the explosion primitive and set the path variariable
e.merge path: "sprites/misc/explosion-#{frame_index}.png"
end
end
Cutscenes - main.rb link
# ./samples/08_tweening_lerping_easing_functions/08_cutscenes/app/main.rb
# sample app shows how you can user a queue/callback mechanism to create cutscenes
class Game
attr_gtk
def initialize
# this class controls the cutscene orchestration
@tick_queue = TickQueue.new
end
def tick
@tick_queue.args = args
state.player ||= { x: 0, y: 0, w: 100, h: 100, path: :pixel, r: 0, g: 255, b: 0 }
state.fade_to_black ||= 0
state.back_and_forth_count ||= 0
# if the mouse is clicked, start the cutscene
if inputs.mouse.click && !state.cutscene_started
start_cutscene
end
outputs.primitives << state.player
outputs.primitives << { x: 0, y: 0, w: 1280, h: 720, path: :pixel, r: 0, g: 0, b: 0, a: state.fade_to_black }
@tick_queue.tick
end
def start_cutscene
# don't start the cutscene if it's already started
return if state.cutscene_started
state.cutscene_started = true
# start the cutscene by moving right
queue_move_to_right_side
end
def queue_move_to_right_side
# use the tick queue mechanism to kick off the player moving right
@tick_queue.queue_tick state.tick_count do |args, entry|
state.player.x += 30
# once the player is done moving right, stage the next step of the cutscene (moving left)
if state.player.x + state.player.w > 1280
state.player.x = 1280 - state.player.w
queue_move_to_left_side
# marke the queued tick entry as complete so it doesn't get run again
entry.complete!
end
end
end
def queue_move_to_left_side
# use the tick queue mechanism to kick off the player moving right
@tick_queue.queue_tick state.tick_count do |args, entry|
args.state.player.x -= 30
# once the player id done moving left, decide on whether they should move right again or fade to black
# the decision point is based on the number of times the player has moved left and right
if args.state.player.x < 0
state.player.x = 0
args.state.back_and_forth_count += 1
if args.state.back_and_forth_count < 3
# if they haven't moved left and right 3 times, move them right again
queue_move_to_right_side
else
# if they have moved left and right 3 times, fade to black
queue_fade_to_black
end
# marke the queued tick entry as complete so it doesn't get run again
entry.complete!
end
end
end
def queue_fade_to_black
# we know the cutscene will end in 255 tickes, so we can queue a notification that will kick off in the future notifying that the cutscene is done
@tick_queue.queue_one_time_tick state.tick_count + 255 do |args, entry|
$gtk.notify "Cutscene complete!"
end
# start the fade to black
@tick_queue.queue_tick state.tick_count do |args, entry|
args.state.fade_to_black += 1
entry.complete! if state.fade_to_black > 255
end
end
end
# this construct handles the execution of animations/cutscenes
# the key methods that are used are queue_tick and queue_one_time_tick
class TickQueue
attr_gtk
attr :queued_ticks
attr :queued_ticks_currently_running
def initialize
@queued_ticks ||= {}
@queued_ticks_currently_running ||= []
end
# adds a callback that will be processed
def queue_tick at, &block
@queued_ticks[at] ||= []
@queued_ticks[at] << QueuedTick.new(at, &block)
end
# adds a callback that will be processed and immediately marked as complete
def queue_one_time_tick at, **metadata, &block
@queued_ticks ||= {}
@queued_ticks[at] ||= []
@queued_ticks[at] << QueuedOneTimeTick.new(at, &block)
end
def tick
# get all queued callbacs that need to start running on the current frame
entries_this_tick = @queued_ticks.delete args.state.tick_count
# if there are values, then add them to the list of currently running callbacks
if entries_this_tick
@queued_ticks_currently_running.concat entries_this_tick
end
# run tick on each entry
@queued_ticks_currently_running.each do |queued_tick|
queued_tick.tick args
end
# remove all entries that are complete
@queued_ticks_currently_running.reject!(&:complete?)
# there is a chance that a queued tick will queue another tick, so we need to check
# if there are any queued ticks for the current frame. if so, then recursively call tick again
if @queued_ticks[args.state.tick_count] && @queued_ticks[args.state.tick_count].length > 0
tick
end
end
end
# small data structure that holds the callback and status
# queue_tick constructs an instance of this class to faciltate
# the execution of the block and it's completion
class QueuedTick
attr :queued_at, :block
def initialize queued_at, &block
@queued_at = queued_at
@is_complete = false
@block = block
end
def complete!
@is_complete = true
end
def complete?
@is_complete
end
def tick args
@block.call args, self
end
end
# small data structure that holds the callback and status
# queue_one_time_tick constructs an instance of this class to faciltate
# the execution of the block and it's completion
class QueuedOneTimeTick < QueuedTick
def tick args
@block.call args, self
@is_complete = true
end
end
$game = Game.new
def tick args
$game.args = args
$game.tick
end
$gtk.reset
Performance link
Sprites As Hash - main.rb link
# ./samples/09_performance/01_sprites_as_hash/app/main.rb
# Sprites represented as Hashes using the queue ~args.outputs.sprites~
# code up, but are the "slowest" to render.
# The reason for this is the access of the key in the Hash and also
# because the data args.outputs.sprites is cleared every tick.
def random_x args
(args.grid.w.randomize :ratio) * -1
end
def random_y args
(args.grid.h.randomize :ratio) * -1
end
def random_speed
1 + (4.randomize :ratio)
end
def new_star args
{
x: (random_x args),
y: (random_y args),
w: 4, h: 4, path: 'sprites/tiny-star.png',
s: random_speed
}
end
def move_star args, star
star.x += star[:s]
star.y += star[:s]
if star.x > args.grid.w || star.y > args.grid.h
star.x = (random_x args)
star.y = (random_y args)
star[:s] = random_speed
end
end
def tick args
args.state.star_count ||= 0
# sets console command when sample app initially opens
if Kernel.global_tick_count == 0
puts ""
puts ""
puts "========================================================="
puts "* INFO: Sprites, Hashes"
puts "* INFO: Please specify the number of sprites to render."
args.gtk.console.set_command "reset_with count: 100"
end
# init
if args.state.tick_count == 0
args.state.stars = args.state.star_count.map { |i| new_star args }
end
# update
args.state.stars.each { |s| move_star args, s }
# render
args.outputs.sprites << args.state.stars
args.outputs.background_color = [0, 0, 0]
args.outputs.primitives << args.gtk.current_framerate_primitives
end
# resets game, and assigns star count given by user
def reset_with count: count
$gtk.reset
$gtk.args.state.star_count = count
end
Sprites As Entities - main.rb link
# ./samples/09_performance/02_sprites_as_entities/app/main.rb
# Sprites represented as Entities using the queue ~args.outputs.sprites~
# yields nicer access apis over Hashes, but require a bit more code upfront.
# The hash sample has to use star[:s] to get the speed of the star, but
# an entity can use .s instead.
def random_x args
(args.grid.w.randomize :ratio) * -1
end
def random_y args
(args.grid.h.randomize :ratio) * -1
end
def random_speed
1 + (4.randomize :ratio)
end
def new_star args
args.state.new_entity :star, {
x: (random_x args),
y: (random_y args),
w: 4, h: 4,
path: 'sprites/tiny-star.png',
s: random_speed
}
end
def move_star args, star
star.x += star.s
star.y += star.s
if star.x > args.grid.w || star.y > args.grid.h
star.x = (random_x args)
star.y = (random_y args)
star.s = random_speed
end
end
def tick args
args.state.star_count ||= 0
# sets console command when sample app initially opens
if Kernel.global_tick_count == 0
puts ""
puts ""
puts "========================================================="
puts "* INFO: Sprites, Open Entities"
puts "* INFO: Please specify the number of sprites to render."
args.gtk.console.set_command "reset_with count: 100"
end
# init
if args.state.tick_count == 0
args.state.stars = args.state.star_count.map { |i| new_star args }
end
# update
args.state.stars.each { |s| move_star args, s }
# render
args.outputs.sprites << args.state.stars
args.outputs.background_color = [0, 0, 0]
args.outputs.primitives << args.gtk.current_framerate_primitives
end
# resets game, and assigns star count given by user
def reset_with count: count
$gtk.reset
$gtk.args.state.star_count = count
end
Sprites As Strict Entities - main.rb link
# ./samples/09_performance/04_sprites_as_strict_entities/app/main.rb
# Sprites represented as StrictEntities using the queue ~args.outputs.sprites~
# yields apis access similar to Entities, but all properties that can be set on the
# entity must be predefined with a default value. Strict entities do not support the
# addition of new properties after the fact. They are more performant than OpenEntities
# because of this constraint.
def random_x args
(args.grid.w.randomize :ratio) * -1
end
def random_y args
(args.grid.h.randomize :ratio) * -1
end
def random_speed
1 + (4.randomize :ratio)
end
def new_star args
args.state.new_entity_strict(:star,
x: (random_x args),
y: (random_y args),
w: 4, h: 4,
path: 'sprites/tiny-star.png',
s: random_speed) do |entity|
# invoke attr_sprite so that it responds to
# all properties that are required to render a sprite
entity.attr_sprite
end
end
def move_star args, star
star.x += star.s
star.y += star.s
if star.x > args.grid.w || star.y > args.grid.h
star.x = (random_x args)
star.y = (random_y args)
star.s = random_speed
end
end
def tick args
args.state.star_count ||= 0
# sets console command when sample app initially opens
if Kernel.global_tick_count == 0
puts ""
puts ""
puts "========================================================="
puts "* INFO: Sprites, Strict Entities"
puts "* INFO: Please specify the number of sprites to render."
args.gtk.console.set_command "reset_with count: 100"
end
# init
if args.state.tick_count == 0
args.state.stars = args.state.star_count.map { |i| new_star args }
end
# update
args.state.stars.each { |s| move_star args, s }
# render
args.outputs.sprites << args.state.stars
args.outputs.background_color = [0, 0, 0]
args.outputs.primitives << args.gtk.current_framerate_primitives
end
# resets game, and assigns star count given by user
def reset_with count: count
$gtk.reset
$gtk.args.state.star_count = count
end
Sprites As Classes - main.rb link
# ./samples/09_performance/05_sprites_as_classes/app/main.rb
# Sprites represented as Classes using the queue ~args.outputs.sprites~.
# gives you full control of property declaration and method invocation.
# They are more performant than OpenEntities and StrictEntities, but more code upfront.
class Star
attr_sprite
def initialize grid
@grid = grid
@x = (rand @grid.w) * -1
@y = (rand @grid.h) * -1
@w = 4
@h = 4
@s = 1 + (4.randomize :ratio)
@path = 'sprites/tiny-star.png'
end
def move
@x += @s
@y += @s
@x = (rand @grid.w) * -1 if @x > @grid.right
@y = (rand @grid.h) * -1 if @y > @grid.top
end
end
# calls methods needed for game to run properly
def tick args
# sets console command when sample app initially opens
if Kernel.global_tick_count == 0
puts ""
puts ""
puts "========================================================="
puts "* INFO: Sprites, Classes"
puts "* INFO: Please specify the number of sprites to render."
args.gtk.console.set_command "reset_with count: 100"
end
args.state.star_count ||= 0
# init
if args.state.tick_count == 0
args.state.stars = args.state.star_count.map { |i| Star.new args.grid }
end
# update
args.state.stars.each(&:move)
# render
args.outputs.sprites << args.state.stars
args.outputs.background_color = [0, 0, 0]
args.outputs.primitives << args.gtk.current_framerate_primitives
end
# resets game, and assigns star count given by user
def reset_with count: count
$gtk.reset
$gtk.args.state.star_count = count
end
Static Sprites As Classes - main.rb link
# ./samples/09_performance/06_static_sprites_as_classes/app/main.rb
# Sprites represented as Classes using the queue ~args.outputs.static_sprites~.
# bypasses the queue behavior of ~args.outputs.sprites~. All instances are held
# by reference. You get better performance, but you are mutating state of held objects
# which is less functional/data oriented.
class Star
attr_sprite
def initialize grid
@grid = grid
@x = (rand @grid.w) * -1
@y = (rand @grid.h) * -1
@w = 4
@h = 4
@s = 1 + (4.randomize :ratio)
@path = 'sprites/tiny-star.png'
end
def move
@x += @s
@y += @s
@x = (rand @grid.w) * -1 if @x > @grid.right
@y = (rand @grid.h) * -1 if @y > @grid.top
end
end
# calls methods needed for game to run properly
def tick args
# sets console command when sample app initially opens
if Kernel.global_tick_count == 0
puts ""
puts ""
puts "========================================================="
puts "* INFO: Static Sprites, Classes"
puts "* INFO: Please specify the number of sprites to render."
args.gtk.console.set_command "reset_with count: 100"
end
args.state.star_count ||= 0
# init
if args.state.tick_count == 0
args.state.stars = args.state.star_count.map { |i| Star.new args.grid }
args.outputs.static_sprites << args.state.stars
end
# update
args.state.stars.each(&:move)
# render
args.outputs.background_color = [0, 0, 0]
args.outputs.primitives << args.gtk.current_framerate_primitives
end
# resets game, and assigns star count given by user
def reset_with count: count
$gtk.reset
$gtk.args.state.star_count = count
end
Static Sprites As Classes With Custom Drawing - main.rb link
# ./samples/09_performance/07_static_sprites_as_classes_with_custom_drawing/app/main.rb
# Sprites represented as Classes, with a draw_override method, and using the queue ~args.outputs.static_sprites~.
# is the fastest approach. This is comparable to what other game engines set as the default behavior.
# There are tradeoffs for all this speed if the creation of a full blown class, and bypassing
# functional/data-oriented practices.
class Star
def initialize grid
@grid = grid
@x = (rand @grid.w) * -1
@y = (rand @grid.h) * -1
@w = 4
@h = 4
@s = 1 + (4.randomize :ratio)
@path = 'sprites/tiny-star.png'
end
def move
@x += @s
@y += @s
@x = (rand @grid.w) * -1 if @x > @grid.right
@y = (rand @grid.h) * -1 if @y > @grid.top
end
# if the object that is in args.outputs.sprites (or static_sprites)
# respond_to? :draw_override, then the method is invoked giving you
# access to the class used to draw to the canvas.
def draw_override ffi_draw
# first move then draw
move
# The argument order for ffi.draw_sprite is:
# x, y, w, h, path
ffi_draw.draw_sprite @x, @y, @w, @h, @path
# The argument order for ffi_draw.draw_sprite_2 is (pass in nil for default value):
# x, y, w, h, path,
# angle, alpha
# The argument order for ffi_draw.draw_sprite_3 is:
# x, y, w, h,
# path,
# angle,
# alpha, red_saturation, green_saturation, blue_saturation
# tile_x, tile_y, tile_w, tile_h,
# flip_horizontally, flip_vertically,
# angle_anchor_x, angle_anchor_y,
# source_x, source_y, source_w, source_h
# The argument order for ffi_draw.draw_sprite_4 is:
# x, y, w, h,
# path,
# angle,
# alpha, red_saturation, green_saturation, blue_saturation
# tile_x, tile_y, tile_w, tile_h,
# flip_horizontally, flip_vertically,
# angle_anchor_x, angle_anchor_y,
# source_x, source_y, source_w, source_h,
# blendmode_enum
# The argument order for ffi_draw.draw_sprite_5 is:
# x, y, w, h,
# path,
# angle,
# alpha, red_saturation, green_saturation, blue_saturation
# tile_x, tile_y, tile_w, tile_h,
# flip_horizontally, flip_vertically,
# angle_anchor_x, angle_anchor_y,
# source_x, source_y, source_w, source_h,
# blendmode_enum
# anchor_x
# anchor_y
end
end
# calls methods needed for game to run properly
def tick args
# sets console command when sample app initially opens
if Kernel.global_tick_count == 0
puts ""
puts ""
puts "========================================================="
puts "* INFO: Static Sprites, Classes, Draw Override"
puts "* INFO: Please specify the number of sprites to render."
args.gtk.console.set_command "reset_with count: 100"
end
args.state.star_count ||= 0
# init
if args.state.tick_count == 0
args.state.stars = args.state.star_count.map { |i| Star.new args.grid }
args.outputs.static_sprites << args.state.stars
end
# render framerate
args.outputs.background_color = [0, 0, 0]
args.outputs.primitives << args.gtk.current_framerate_primitives
end
# resets game, and assigns star count given by user
def reset_with count: count
$gtk.reset
$gtk.args.state.star_count = count
end
Collision Limits - main.rb link
# ./samples/09_performance/08_collision_limits/app/main.rb
=begin
Reminders:
- find_all: Finds all elements of a collection that meet certain requirements.
In this sample app, we're finding all bodies that intersect with the center body.
- args.outputs.solids: An array. The values generate a solid.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE]
For more information about solids, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- ARRAY#intersect_rect?: Returns true or false depending on if two rectangles intersect.
=end
# This code demonstrates moving objects that loop around once they exceed the scope of the screen,
# which has dimensions of 1280 by 720, and also detects collisions between objects called "bodies".
def body_count num
$gtk.args.state.other_bodies = num.map { [1280 * rand, 720 * rand, 10, 10] } # other_bodies set using num collection
end
def tick args
# Center body's values are set using an array
# Map is used to set values of 5000 other bodies
# All bodies that intersect with center body are stored in collisions collection
args.state.center_body ||= { x: 640 - 100, y: 360 - 100, w: 200, h: 200 } # calculations done to place body in center
args.state.other_bodies ||= 5000.map do
{ x: 1280 * rand,
y: 720 * rand,
w: 2,
h: 2,
path: :pixel,
r: 0,
g: 0,
b: 0 }
end # 2000 bodies given random position on screen
# finds all bodies that intersect with center body, stores them in collisions
collisions = args.state.other_bodies.find_all { |b| b.intersect_rect? args.state.center_body }
args.borders << args.state.center_body # outputs center body as a black border
# transparency changes based on number of collisions; the more collisions, the redder (more transparent) the box becomes
args.sprites << { x: args.state.center_body.x,
y: args.state.center_body.y,
w: args.state.center_body.w,
h: args.state.center_body.h,
path: :pixel,
a: collisions.length.idiv(2), # alpha value represents the number of collisions that occured
r: 255,
g: 0,
b: 0 } # center body is red solid
args.sprites << args.state.other_bodies # other bodies are output as (black) solids, as well
args.labels << [10, 30, args.gtk.current_framerate.to_sf] # outputs frame rate in bottom left corner
# Bodies are returned to bottom left corner if positions exceed scope of screen
args.state.other_bodies.each do |b| # for each body in the other_bodies collection
b.x += 5 # x and y are both incremented by 5
b.y += 5
b.x = 0 if b.x > 1280 # x becomes 0 if star exceeds scope of screen (goes too far right)
b.y = 0 if b.y > 720 # y becomes 0 if star exceeds scope of screen (goes too far up)
end
end
# Resets the game.
$gtk.reset
Collision Limits Aabb - main.rb link
# ./samples/09_performance/09_collision_limits_aabb/app/main.rb
def tick args
args.state.id_seed ||= 1
args.state.bullets ||= []
args.state.terrain ||= [
{
x: 40, y: 0, w: 1200, h: 40, path: :pixel, r: 0, g: 0, b: 0
},
{
x: 1240, y: 0, w: 40, h: 720, path: :pixel, r: 0, g: 0, b: 0
},
{
x: 0, y: 0, w: 40, h: 720, path: :pixel, r: 0, g: 0, b: 0
},
{
x: 40, y: 680, w: 1200, h: 40, path: :pixel, r: 0, g: 0, b: 0
},
{
x: 760, y: 420, w: 180, h: 40, path: :pixel, r: 0, g: 0, b: 0
},
{
x: 720, y: 420, w: 40, h: 100, path: :pixel, r: 0, g: 0, b: 0
},
{
x: 940, y: 420, w: 40, h: 100, path: :pixel, r: 0, g: 0, b: 0
},
{
x: 660, y: 220, w: 280, h: 40, path: :pixel, r: 0, g: 0, b: 0
},
{
x: 620, y: 220, w: 40, h: 100, path: :pixel, r: 0, g: 0, b: 0
},
{
x: 940, y: 220, w: 40, h: 100, path: :pixel, r: 0, g: 0, b: 0
},
{
x: 460, y: 40, w: 280, h: 40, path: :pixel, r: 0, g: 0, b: 0
},
{
x: 420, y: 40, w: 40, h: 100, path: :pixel, r: 0, g: 0, b: 0
},
{
x: 740, y: 40, w: 40, h: 100, path: :pixel, r: 0, g: 0, b: 0
},
]
if args.inputs.keyboard.space
b = {
id: args.state.id_seed,
x: 60,
y: 60,
w: 10,
h: 10,
dy: rand(20) + 10,
dx: rand(20) + 10,
path: 'sprites/square/blue.png'
}
args.state.bullets << b # if b.id == 122
args.state.id_seed += 1
end
terrain = args.state.terrain
args.state.bullets.each do |b|
next if b.still
# if b.still
# x_dir = if rand > 0.5
# -1
# else
# 1
# end
# y_dir = if rand > 0.5
# -1
# else
# 1
# end
# b.dy = rand(20) + 10 * x_dir
# b.dx = rand(20) + 10 * y_dir
# b.still = false
# b.on_floor = false
# end
if b.on_floor
b.dx *= 0.9
end
b.x += b.dx
collision_x = args.geometry.find_intersect_rect(b, terrain)
if collision_x
if b.dx > 0
b.x = collision_x.x - b.w
elsif b.dx < 0
b.x = collision_x.x + collision_x.w
end
b.dx *= -0.8
end
b.dy -= 0.25
b.y += b.dy
collision_y = args.geometry.find_intersect_rect(b, terrain)
if collision_y
if b.dy > 0
b.y = collision_y.y - b.h
elsif b.dy < 0
b.y = collision_y.y + collision_y.h
end
if b.dy < 0 && b.dy.abs < 1
b.on_floor = true
end
b.dy *= -0.8
end
if b.on_floor && (b.dy.abs + b.dx.abs) < 0.1
b.still = true
end
end
args.outputs.labels << { x: 60, y: 60.from_top, text: "Hold space bar to add squares." }
args.outputs.labels << { x: 60, y: 90.from_top, text: "FPS: #{args.gtk.current_framerate.to_sf}" }
args.outputs.labels << { x: 60, y: 120.from_top, text: "Count: #{args.state.bullets.length}" }
args.outputs.borders << args.state.terrain
args.outputs.sprites << args.state.bullets
end
# $gtk.reset
Collision Limits Find Single - main.rb link
# ./samples/09_performance/09_collision_limits_find_single/app/main.rb
def tick args
if args.state.should_reset_framerate_calculation
args.gtk.reset_framerate_calculation
args.state.should_reset_framerate_calculation = nil
end
if !args.state.rects
args.state.rects = []
add_10_000_random_rects args
end
args.state.player_rect ||= { x: 640 - 20, y: 360 - 20, w: 40, h: 40 }
args.state.collision_type ||= :using_lambda
if args.state.tick_count == 0
generate_scene args, args.state.quad_tree
end
# inputs
# have a rectangle that can be moved around using arrow keys
args.state.player_rect.x += args.inputs.left_right * 4
args.state.player_rect.y += args.inputs.up_down * 4
if args.inputs.mouse.click
add_10_000_random_rects args
args.state.should_reset_framerate_calculation = true
end
if args.inputs.keyboard.key_down.tab
if args.state.collision_type == :using_lambda
args.state.collision_type = :using_while_loop
elsif args.state.collision_type == :using_while_loop
args.state.collision_type = :using_find_intersect_rect
elsif args.state.collision_type == :using_find_intersect_rect
args.state.collision_type = :using_lambda
end
args.state.should_reset_framerate_calculation = true
end
# calc
if args.state.collision_type == :using_lambda
args.state.current_collision = args.state.rects.find { |r| r.intersect_rect? args.state.player_rect }
elsif args.state.collision_type == :using_while_loop
args.state.current_collision = nil
idx = 0
l = args.state.rects.length
rects = args.state.rects
player = args.state.player_rect
while idx < l
if rects[idx].intersect_rect? player
args.state.current_collision = rects[idx]
break
end
idx += 1
end
else
args.state.current_collision = args.geometry.find_intersect_rect args.state.player_rect, args.state.rects
end
# render
render_instructions args
args.outputs.sprites << { x: 0, y: 0, w: 1280, h: 720, path: :scene }
if args.state.current_collision
args.outputs.sprites << args.state.current_collision.merge(path: :pixel, r: 255, g: 0, b: 0)
end
args.outputs.sprites << args.state.player_rect.merge(path: :pixel, a: 80, r: 0, g: 255, b: 0)
args.outputs.labels << {
x: args.state.player_rect.x + args.state.player_rect.w / 2,
y: args.state.player_rect.y + args.state.player_rect.h / 2,
text: "player",
alignment_enum: 1,
vertical_alignment_enum: 1,
size_enum: -4
}
end
def add_10_000_random_rects args
add_rects args, 10_000.map { { x: rand(1080) + 100, y: rand(520) + 100 } }
end
def add_rects args, points
args.state.rects.concat(points.map { |point| { x: point.x, y: point.y, w: 5, h: 5 } })
# args.state.quad_tree = args.geometry.quad_tree_create args.state.rects
generate_scene args, args.state.quad_tree
end
def add_rect args, x, y
args.state.rects << { x: x, y: y, w: 5, h: 5 }
# args.state.quad_tree = args.geometry.quad_tree_create args.state.rects
generate_scene args, args.state.quad_tree
end
def generate_scene args, quad_tree
args.outputs[:scene].transient!
args.outputs[:scene].w = 1280
args.outputs[:scene].h = 720
args.outputs[:scene].solids << { x: 0, y: 0, w: 1280, h: 720, r: 255, g: 255, b: 255 }
args.outputs[:scene].sprites << args.state.rects.map { |r| r.merge(path: :pixel, r: 0, g: 0, b: 255) }
end
def render_instructions args
args.outputs.primitives << { x: 0, y: 90.from_top, w: 1280, h: 100, r: 0, g: 0, b: 0, a: 200 }.solid!
args.outputs.labels << { x: 10, y: 10.from_top, r: 255, g: 255, b: 255, size_enum: -2, text: "Click to add 10,000 random rects. Tab to change collision algorithm." }
args.outputs.labels << { x: 10, y: 40.from_top, r: 255, g: 255, b: 255, size_enum: -2, text: "Algorithm: #{args.state.collision_type}" }
args.outputs.labels << { x: 10, y: 55.from_top, r: 255, g: 255, b: 255, size_enum: -2, text: "Rect Count: #{args.state.rects.length}" }
args.outputs.labels << { x: 10, y: 70.from_top, r: 255, g: 255, b: 255, size_enum: -2, text: "FPS: #{args.gtk.current_framerate.to_sf}" }
end
Collision Limits Many To Many - main.rb link
# ./samples/09_performance/09_collision_limits_many_to_many/app/main.rb
class Square
attr_sprite
def initialize
@x = rand 1280
@y = rand 720
@w = 15
@h = 15
@path = 'sprites/square/blue.png'
@dir = 1
end
def mark_collisions all
@path = if all[self]
'sprites/square/red.png'
else
'sprites/square/blue.png'
end
end
def move
@dir = -1 if (@x + @w >= 1280) && @dir == 1
@dir = 1 if (@x <= 0) && @dir == -1
@x += @dir
end
end
def reset_if_needed args
if args.state.tick_count == 0 || args.inputs.mouse.click
args.state.star_count = 1500
args.state.stars = args.state.star_count.map { |i| Square.new }.to_a
args.outputs.static_sprites.clear
args.outputs.static_sprites << args.state.stars
end
end
def tick args
reset_if_needed args
Fn.each args.state.stars do |s| s.move end
all = GTK::Geometry.find_collisions args.state.stars
Fn.each args.state.stars do |s| s.mark_collisions all end
args.outputs.background_color = [0, 0, 0]
args.outputs.primitives << args.gtk.current_framerate_primitives
end
Ui Controls link
Checkboxes - main.rb link
# ./samples/09_ui_controls/01_checkboxes/app/main.rb
def tick args
# use layout apis to position check boxes
args.state.checkboxes ||= [
args.layout.rect(row: 0, col: 0, w: 1, h: 1).merge(id: :option1, text: "Option 1", checked: false, changed_at: -120),
args.layout.rect(row: 1, col: 0, w: 1, h: 1).merge(id: :option1, text: "Option 2", checked: false, changed_at: -120),
args.layout.rect(row: 2, col: 0, w: 1, h: 1).merge(id: :option1, text: "Option 3", checked: false, changed_at: -120),
args.layout.rect(row: 3, col: 0, w: 1, h: 1).merge(id: :option1, text: "Option 4", checked: false, changed_at: -120),
]
# check for click of checkboxes
if args.inputs.mouse.click
args.state.checkboxes.find_all do |checkbox|
args.inputs.mouse.inside_rect? checkbox
end.each do |checkbox|
# mark checkbox value
checkbox.checked = !checkbox.checked
# set the time the checkbox was changed
checkbox.changed_at = args.state.tick_count
end
end
# render checkboxes
args.outputs.primitives << args.state.checkboxes.map do |checkbox|
# baseline prefab for checkbox
prefab = {
x: checkbox.x,
y: checkbox.y,
w: checkbox.w,
h: checkbox.h
}
# label for checkbox centered vertically
label = {
x: checkbox.x + checkbox.w + 10,
y: checkbox.y + checkbox.h / 2,
text: checkbox.text,
alignment_enum: 0,
vertical_alignment_enum: 1
}
# rendering if checked or not
if checkbox.checked
# fade in
a = 255 * args.easing.ease(checkbox.changed_at, args.state.tick_count, 30, :smooth_stop_quint)
[
label,
prefab.merge(primitive_marker: :solid, a: a),
prefab.merge(primitive_marker: :border)
]
else
# fade out
a = 255 * args.easing.ease(checkbox.changed_at, args.state.tick_count, 30, :smooth_stop_quint, :flip)
[
label,
prefab.merge(primitive_marker: :solid, a: a),
prefab.merge(primitive_marker: :border)
]
end
end
end
Advanced Debugging link
Logging - main.rb link
# ./samples/10_advanced_debugging/00_logging/app/main.rb
def tick args
args.outputs.background_color = [255, 255, 255, 0]
if args.state.tick_count == 0
args.gtk.log_spam "log level spam"
args.gtk.log_debug "log level debug"
args.gtk.log_info "log level info"
args.gtk.log_warn "log level warn"
args.gtk.log_error "log level error"
args.gtk.log_unfiltered "log level unfiltered"
puts "This is a puts call"
args.gtk.console.show
end
if args.state.tick_count == 60
puts "This is a puts call on tick 60"
elsif args.state.tick_count == 120
puts "This is a puts call on tick 120"
end
end
Unit Tests - benchmark_api_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/benchmark_api_tests.rb
def test_benchmark_api args, assert
result = args.gtk.benchmark iterations: 100,
only_one: -> () {
r = 0
(1..100).each do |i|
r += 1
end
}
assert.equal! result.first_place.name, :only_one
result = args.gtk.benchmark iterations: 100,
iterations_100: -> () {
r = 0
(1..100).each do |i|
r += 1
end
},
iterations_50: -> () {
r = 0
(1..50).each do |i|
r += 1
end
}
assert.equal! result.first_place.name, :iterations_50
result = args.gtk.benchmark iterations: 1,
iterations_100: -> () {
r = 0
(1..100).each do |i|
r += 1
end
},
iterations_50: -> () {
r = 0
(1..50).each do |i|
r += 1
end
}
assert.equal! result.too_small_to_measure, true
end
Unit Tests - exception_raising_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/exception_raising_tests.rb
begin :shared
class ExceptionalClass
def initialize exception_to_throw = nil
raise exception_to_throw if exception_to_throw
end
end
end
def test_exception_in_newing_object args, assert
begin
ExceptionalClass.new TypeError
raise "Exception wasn't thrown!"
rescue Exception => e
assert.equal! e.class, TypeError, "Exceptions within constructor should be retained."
end
end
Unit Tests - fn_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/fn_tests.rb
def infinity
1 / 0
end
def neg_infinity
-1 / 0
end
def nan
0.0 / 0
end
def test_add args, assert
assert.equal! (args.fn.add), 0
assert.equal! (args.fn.+), 0
assert.equal! (args.fn.+ 1, 2, 3), 6
assert.equal! (args.fn.+ 0), 0
assert.equal! (args.fn.+ 0, nil), 0
assert.equal! (args.fn.+ 0, nan), nil
assert.equal! (args.fn.+ 0, nil, infinity), nil
assert.equal! (args.fn.+ [1, 2, 3, [4, 5, 6]]), 21
assert.equal! (args.fn.+ [nil, [4, 5, 6]]), 15
end
def test_sub args, assert
neg_infinity = infinity * -1
assert.equal! (args.fn.+), 0
assert.equal! (args.fn.- 1, 2, 3), -4
assert.equal! (args.fn.- 4), -4
assert.equal! (args.fn.- 4, nan), nil
assert.equal! (args.fn.- 0, nil), 0
assert.equal! (args.fn.- 0, nil, infinity), nil
assert.equal! (args.fn.- [0, 1, 2, 3, [4, 5, 6]]), -21
assert.equal! (args.fn.- [nil, 0, [4, 5, 6]]), -15
end
def test_div args, assert
assert.equal! (args.fn.div), 1
assert.equal! (args.fn./), 1
assert.equal! (args.fn./ 6, 3), 2
assert.equal! (args.fn./ 6, infinity), nil
assert.equal! (args.fn./ 6, nan), nil
assert.equal! (args.fn./ infinity), nil
assert.equal! (args.fn./ 0), nil
assert.equal! (args.fn./ 6, [3]), 2
end
def test_idiv args, assert
assert.equal! (args.fn.idiv), 1
assert.equal! (args.fn.idiv 7, 3), 2
assert.equal! (args.fn.idiv 6, infinity), nil
assert.equal! (args.fn.idiv 6, nan), nil
assert.equal! (args.fn.idiv infinity), nil
assert.equal! (args.fn.idiv 0), nil
assert.equal! (args.fn.idiv 7, [3]), 2
end
def test_mul args, assert
assert.equal! (args.fn.mul), 1
assert.equal! (args.fn.*), 1
assert.equal! (args.fn.* 7, 3), 21
assert.equal! (args.fn.* 6, nan), nil
assert.equal! (args.fn.* 6, infinity), nil
assert.equal! (args.fn.* infinity), nil
assert.equal! (args.fn.* 0), 0
assert.equal! (args.fn.* 7, [3]), 21
end
def test_acopy args, assert
orig = [1, 2, 3]
clone = args.fn.acopy orig
assert.equal! clone, [1, 2, 3]
assert.equal! clone, orig
assert.not_equal! clone.object_id, orig.object_id
end
def test_aget args, assert
assert.equal! (args.fn.aget [:a, :b, :c], 1), :b
assert.equal! (args.fn.aget [:a, :b, :c], nil), nil
assert.equal! (args.fn.aget nil, 1), nil
end
def test_alength args, assert
assert.equal! (args.fn.alength [:a, :b, :c]), 3
assert.equal! (args.fn.alength nil), nil
end
def test_amap args, assert
inc = lambda { |i| i + 1 }
ary = [1, 2, 3]
assert.equal! (args.fn.amap ary, inc), [2, 3, 4]
assert.equal! (args.fn.amap nil, inc), nil
assert.equal! (args.fn.amap ary, nil), nil
assert.equal! (args.fn.amap ary, inc).class, Array
end
def test_and args, assert
assert.equal! (args.fn.and 1, 2, 3, 4), 4
assert.equal! (args.fn.and 1, 2, nil, 4), nil
assert.equal! (args.fn.and), true
end
def test_or args, assert
assert.equal! (args.fn.or 1, 2, 3, 4), 1
assert.equal! (args.fn.or 1, 2, nil, 4), 1
assert.equal! (args.fn.or), nil
assert.equal! (args.fn.or nil, nil, false, 5, 10), 5
end
def test_eq_eq args, assert
assert.equal! (args.fn.eq?), true
assert.equal! (args.fn.eq? 1, 0), false
assert.equal! (args.fn.eq? 1, 1, 1), true
assert.equal! (args.fn.== 1, 1, 1), true
assert.equal! (args.fn.== nil, nil), true
end
def test_apply args, assert
assert.equal! (args.fn.and [nil, nil, nil]), [nil, nil, nil]
assert.equal! (args.fn.apply [nil, nil, nil], args.fn.method(:and)), nil
and_lambda = lambda {|*xs| args.fn.and(*xs)}
assert.equal! (args.fn.apply [nil, nil, nil], and_lambda), nil
end
def test_areduce args, assert
assert.equal! (args.fn.areduce [1, 2, 3], 0, lambda { |i, a| i + a }), 6
end
def test_array_hash args, assert
assert.equal! (args.fn.array_hash :a, 1, :b, 2), { a: 1, b: 2 }
assert.equal! (args.fn.array_hash), { }
end
Unit Tests - gen_docs.rb link
# ./samples/10_advanced_debugging/03_unit_tests/gen_docs.rb
# ./dragonruby . --eval samples/10_advanced_debugging/03_unit_tests/gen_docs.rb --no-tick
# OR
# ./dragonruby ./samples/10_advanced_debugging/03_unit_tests --test gen_docs.rb
Kernel.export_docs!
Unit Tests - geometry_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/geometry_tests.rb
begin :shared
def primitive_representations x, y, w, h
[
[x, y, w, h],
{ x: x, y: y, w: w, h: h },
RectForTest.new(x, y, w, h)
]
end
class RectForTest
attr_sprite
def initialize x, y, w, h
@x = x
@y = y
@w = w
@h = h
end
def to_s
"RectForTest: #{[x, y, w, h]}"
end
end
end
begin :intersect_rect?
def test_intersect_rect_point args, assert
assert.true! [16, 13].intersect_rect?([13, 12, 4, 4]), "point intersects with rect."
end
def test_intersect_rect args, assert
intersecting = primitive_representations(0, 0, 100, 100) +
primitive_representations(20, 20, 20, 20)
intersecting.product(intersecting).each do |rect_one, rect_two|
assert.true! rect_one.intersect_rect?(rect_two),
"intersect_rect? assertion failed for #{rect_one}, #{rect_two} (expected true)."
end
not_intersecting = [
[ 0, 0, 5, 5],
{ x: 10, y: 10, w: 5, h: 5 },
RectForTest.new(20, 20, 5, 5)
]
not_intersecting.product(not_intersecting)
.reject { |rect_one, rect_two| rect_one == rect_two }
.each do |rect_one, rect_two|
assert.false! rect_one.intersect_rect?(rect_two),
"intersect_rect? assertion failed for #{rect_one}, #{rect_two} (expected false)."
end
end
end
begin :inside_rect?
def assert_inside_rect outer: nil, inner: nil, expected: nil, assert: nil
assert.true! inner.inside_rect?(outer) == expected,
"inside_rect? assertion failed for outer: #{outer} inner: #{inner} (expected #{expected})."
end
def test_inside_rect args, assert
outer_rects = primitive_representations(0, 0, 10, 10)
inner_rects = primitive_representations(1, 1, 5, 5)
primitive_representations(0, 0, 10, 10).product(primitive_representations(1, 1, 5, 5))
.each do |outer, inner|
assert_inside_rect outer: outer, inner: inner,
expected: true, assert: assert
end
end
end
begin :angle_to
def test_angle_to args, assert
origins = primitive_representations(0, 0, 0, 0)
rights = primitive_representations(1, 0, 0, 0)
aboves = primitive_representations(0, 1, 0, 0)
origins.product(aboves).each do |origin, above|
assert.equal! origin.angle_to(above), 90,
"A point directly above should be 90 degrees."
assert.equal! above.angle_from(origin), 90,
"A point coming from above should be 90 degrees."
end
origins.product(rights).each do |origin, right|
assert.equal! origin.angle_to(right) % 360, 0,
"A point directly to the right should be 0 degrees."
assert.equal! right.angle_from(origin) % 360, 0,
"A point coming from the right should be 0 degrees."
end
end
end
begin :scale_rect
def test_scale_rect args, assert
assert.equal! [0, 0, 100, 100].scale_rect(0.5, 0.5),
[25.0, 25.0, 50.0, 50.0]
assert.equal! [0, 0, 100, 100].scale_rect(0.5),
[0.0, 0.0, 50.0, 50.0]
assert.equal! [0, 0, 100, 100].scale_rect_extended(percentage_x: 0.5, percentage_y: 0.5, anchor_x: 0.5, anchor_y: 0.5),
[25.0, 25.0, 50.0, 50.0]
assert.equal! [0, 0, 100, 100].scale_rect_extended(percentage_x: 0.5, percentage_y: 0.5, anchor_x: 0, anchor_y: 0),
[0.0, 0.0, 50.0, 50.0]
end
end
Unit Tests - http_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/http_tests.rb
def try_assert_or_schedule args, assert
if $result[:complete]
log_info "Request completed! Verifying."
if $result[:http_response_code] != 200
log_info "The request yielded a result of #{$result[:http_response_code]} instead of 200."
exit
end
log_info ":try_assert_or_schedule succeeded!"
else
args.gtk.schedule_callback Kernel.tick_count + 10 do
try_assert_or_schedule args, assert
end
end
end
def test_http args, assert
$result = $gtk.http_get 'http://dragonruby.org'
try_assert_or_schedule args, assert
end
Unit Tests - input_emulation_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/input_emulation_tests.rb
def test_keyboard args, assert
args.inputs.keyboard.key_down.i = true
assert.true! args.inputs.keyboard.truthy_keys.include?(:i)
end
Unit Tests - nil_coercion_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/nil_coercion_tests.rb
# numbers
def test_open_entity_add_number args, assert
assert.nil! args.state.i_value
args.state.i_value += 5
assert.equal! args.state.i_value, 5
assert.nil! args.state.f_value
args.state.f_value += 5.5
assert.equal! args.state.f_value, 5.5
end
def test_open_entity_subtract_number args, assert
assert.nil! args.state.i_value
args.state.i_value -= 5
assert.equal! args.state.i_value, -5
assert.nil! args.state.f_value
args.state.f_value -= 5.5
assert.equal! args.state.f_value, -5.5
end
def test_open_entity_multiply_number args, assert
assert.nil! args.state.i_value
args.state.i_value *= 5
assert.equal! args.state.i_value, 0
assert.nil! args.state.f_value
args.state.f_value *= 5.5
assert.equal! args.state.f_value, 0
end
def test_open_entity_divide_number args, assert
assert.nil! args.state.i_value
args.state.i_value /= 5
assert.equal! args.state.i_value, 0
assert.nil! args.state.f_value
args.state.f_value /= 5.5
assert.equal! args.state.f_value, 0
end
# array
def test_open_entity_add_array args, assert
assert.nil! args.state.values
args.state.values += [:a, :b, :c]
assert.equal! args.state.values, [:a, :b, :c]
end
def test_open_entity_subtract_array args, assert
assert.nil! args.state.values
args.state.values -= [:a, :b, :c]
assert.equal! args.state.values, []
end
def test_open_entity_shovel_array args, assert
assert.nil! args.state.values
args.state.values << :a
assert.equal! args.state.values, [:a]
end
def test_open_entity_enumerate args, assert
assert.nil! args.state.values
args.state.values = args.state.values.map_with_index { |i| i }
assert.equal! args.state.values, []
assert.nil! args.state.values_2
args.state.values_2 = args.state.values_2.map { |i| i }
assert.equal! args.state.values_2, []
assert.nil! args.state.values_3
args.state.values_3 = args.state.values_3.flat_map { |i| i }
assert.equal! args.state.values_3, []
end
# hashes
def test_open_entity_indexer args, assert
GTK::Entity.__reset_id__!
assert.nil! args.state.values
args.state.values[:test] = :value
assert.equal! args.state.values.to_s, { entity_id: 1, entity_name: :values, entity_keys_by_ref: {}, test: :value }.to_s
end
# bug
def test_open_entity_nil_bug args, assert
GTK::Entity.__reset_id__!
args.state.foo.a
args.state.foo.b
@hello[:foobar]
assert.nil! args.state.foo.a, "a was not nil."
# the line below fails
# assert.nil! args.state.foo.b, "b was not nil."
end
Unit Tests - object_to_primitive_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/object_to_primitive_tests.rb
class PlayerSpriteForTest
end
def test_array_to_sprite args, assert
array = [[0, 0, 100, 100, "test.png"]].sprites
puts "No exception was thrown. Sweet!"
end
def test_class_to_sprite args, assert
array = [PlayerSprite.new].sprites
assert.true! array.first.is_a?(PlayerSprite)
puts "No exception was thrown. Sweet!"
end
Unit Tests - parsing_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/parsing_tests.rb
def test_parse_json args, assert
result = args.gtk.parse_json '{ "name": "John Doe", "aliases": ["JD"] }'
assert.equal! result, { "name"=>"John Doe", "aliases"=>["JD"] }, "Parsing JSON failed."
end
def test_parse_xml args, assert
result = args.gtk.parse_xml <<-S
<Person id="100">
<Name>John Doe</Name>
</Person>
S
expected = {:type=>:element,
:name=>nil,
:children=>[{:type=>:element,
:name=>"Person",
:children=>[{:type=>:element,
:name=>"Name",
:children=>[{:type=>:content,
:data=>"John Doe"}]}],
:attributes=>{"id"=>"100"}}]}
assert.equal! result, expected, "Parsing xml failed."
end
Unit Tests - pretty_format_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/pretty_format_tests.rb
def H opts
opts
end
def A *opts
opts
end
def assert_format args, assert, hash, expected
actual = args.fn.pretty_format hash
assert.are_equal! actual, expected
end
def test_pretty_print args, assert
# =============================
# hash with single value
# =============================
input = (H first_name: "John")
expected = <<-S
{:first_name "John"}
S
(assert_format args, assert, input, expected)
# =============================
# hash with two values
# =============================
input = (H first_name: "John", last_name: "Smith")
expected = <<-S
{:first_name "John"
:last_name "Smith"}
S
(assert_format args, assert, input, expected)
# =============================
# hash with inner hash
# =============================
input = (H first_name: "John",
last_name: "Smith",
middle_initial: "I",
so: (H first_name: "Pocahontas",
last_name: "Tsenacommacah"),
friends: (A (H first_name: "Side", last_name: "Kick"),
(H first_name: "Tim", last_name: "Wizard")))
expected = <<-S
{:first_name "John"
:last_name "Smith"
:middle_initial "I"
:so {:first_name "Pocahontas"
:last_name "Tsenacommacah"}
:friends [{:first_name "Side"
:last_name "Kick"}
{:first_name "Tim"
:last_name "Wizard"}]}
S
(assert_format args, assert, input, expected)
# =============================
# array with one value
# =============================
input = (A 1)
expected = <<-S
[1]
S
(assert_format args, assert, input, expected)
# =============================
# array with multiple values
# =============================
input = (A 1, 2, 3)
expected = <<-S
[1
2
3]
S
(assert_format args, assert, input, expected)
# =============================
# array with multiple values hashes
# =============================
input = (A (H first_name: "Side", last_name: "Kick"),
(H first_name: "Tim", last_name: "Wizard"))
expected = <<-S
[{:first_name "Side"
:last_name "Kick"}
{:first_name "Tim"
:last_name "Wizard"}]
S
(assert_format args, assert, input, expected)
end
def test_nested_nested args, assert
# =============================
# nested array in nested hash
# =============================
input = (H type: :root,
text: "Root",
children: (A (H level: 1,
text: "Level 1",
children: (A (H level: 2,
text: "Level 2",
children: [])))))
expected = <<-S
{:type :root
:text "Root"
:children [{:level 1
:text "Level 1"
:children [{:level 2
:text "Level 2"
:children []}]}]}
S
(assert_format args, assert, input, expected)
end
def test_scene args, assert
script = <<-S
* Scene 1
** Narrator
They say happy endings don't exist.
** Narrator
They say true love is a lie.
S
input = parse_org args, script
puts (args.fn.pretty_format input)
end
Unit Tests - require_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/require_tests.rb
def write_src path, src
$gtk.write_file path, src
end
write_src 'app/unit_testing_game.rb', <<-S
module UnitTesting
class Game
end
end
S
write_src 'lib/unit_testing_lib.rb', <<-S
module UnitTesting
class Lib
end
end
S
write_src 'app/nested/unit_testing_nested.rb', <<-S
module UnitTesting
class Nested
end
end
S
require 'app/unit_testing_game.rb'
require 'app/nested/unit_testing_nested.rb'
require 'lib/unit_testing_lib.rb'
def test_require args, assert
UnitTesting::Game.new
UnitTesting::Lib.new
UnitTesting::Nested.new
$gtk.exec 'rm ./mygame/app/unit_testing_game.rb'
$gtk.exec 'rm ./mygame/app/nested/unit_testing_nested.rb'
$gtk.exec 'rm ./mygame/lib/unit_testing_lib.rb'
assert.ok!
end
Unit Tests - serialize_deserialize_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/serialize_deserialize_tests.rb
def assert_hash_strings! assert, string_1, string_2
Kernel.eval("$assert_hash_string_1 = #{string_1}")
Kernel.eval("$assert_hash_string_2 = #{string_2}")
assert.equal! $assert_hash_string_1, $assert_hash_string_2
end
def test_serialize args, assert
args.state.player_one = "test"
result = args.gtk.serialize_state args.state
assert_hash_strings! assert, result, "{:entity_id=>1, :entity_keys_by_ref=>{}, :tick_count=>-1, :player_one=>\"test\"}"
args.gtk.write_file 'state.txt', ''
result = args.gtk.serialize_state 'state.txt', args.state
assert_hash_strings! assert, result, "{:entity_id=>1, :entity_keys_by_ref=>{}, :tick_count=>-1, :player_one=>\"test\"}"
end
def test_deserialize args, assert
result = args.gtk.deserialize_state '{:entity_id=>3, :tick_count=>-1, :player_one=>"test"}'
assert.equal! result.player_one, "test"
args.gtk.write_file 'state.txt', '{:entity_id=>3, :tick_count=>-1, :player_one=>"test"}'
result = args.gtk.deserialize_state 'state.txt'
assert.equal! result.player_one, "test"
end
def test_very_large_serialization args, assert
args.gtk.write_file("logs/log.txt", "")
size = 3000
size.map_with_index do |i|
args.state.send("k#{i}=".to_sym, i)
end
result = args.gtk.serialize_state args.state
assert.true! $serialize_state_serialization_too_large
end
def test_strict_entity_serialization args, assert
args.state.player_one = args.state.new_entity(:player, name: "Ryu")
args.state.player_two = args.state.new_entity_strict(:player_strict, name: "Ken")
serialized_state = args.gtk.serialize_state args.state
assert_hash_strings! assert, serialized_state, '{:entity_id=>1, :entity_keys_by_ref=>{}, :tick_count=>-1, :player_one=>{:entity_id=>3, :entity_name=>:player, :entity_keys_by_ref=>{}, :entity_type=>:player, :created_at=>-1, :global_created_at=>-1, :name=>"Ryu"}, :player_two=>{:entity_id=>5, :entity_name=>:player_strict, :entity_type=>:player_strict, :created_at=>-1, :global_created_at_elapsed=>-1, :entity_strict=>true, :entity_keys_by_ref=>{}, :name=>"Ken"}}'
deserialize_state = args.gtk.deserialize_state serialized_state
assert.equal! args.state.player_one.name, deserialize_state.player_one.name
assert.true! args.state.player_one.is_a? GTK::OpenEntity
assert.equal! args.state.player_two.name, deserialize_state.player_two.name
assert.true! args.state.player_two.is_a? GTK::StrictEntity
end
def test_strict_entity_serialization_with_nil args, assert
args.state.player_one = args.state.new_entity(:player, name: "Ryu")
args.state.player_two = args.state.new_entity_strict(:player_strict, name: "Ken", blood_type: nil)
serialized_state = args.gtk.serialize_state args.state
assert_hash_strings! assert, serialized_state, '{:entity_id=>1, :entity_keys_by_ref=>{}, :tick_count=>-1, :player_one=>{:entity_id=>3, :entity_name=>:player, :entity_keys_by_ref=>{}, :entity_type=>:player, :created_at=>-1, :global_created_at=>-1, :name=>"Ryu"}, :player_two=>{:entity_name=>:player_strict, :global_created_at_elapsed=>-1, :created_at=>-1, :blood_type=>nil, :name=>"Ken", :entity_type=>:player_strict, :entity_strict=>true, :entity_keys_by_ref=>{}, :entity_id=>4}}'
deserialized_state = args.gtk.deserialize_state serialized_state
assert.equal! args.state.player_one.name, deserialized_state.player_one.name
assert.true! args.state.player_one.is_a? GTK::OpenEntity
assert.equal! args.state.player_two.name, deserialized_state.player_two.name
assert.equal! args.state.player_two.blood_type, deserialized_state.player_two.blood_type
assert.equal! deserialized_state.player_two.blood_type, nil
assert.true! args.state.player_two.is_a? GTK::StrictEntity
deserialized_state.player_two.blood_type = :O
assert.equal! deserialized_state.player_two.blood_type, :O
end
def test_multiple_strict_entities args, assert
args.state.player = args.state.new_entity_strict(:player_one, name: "Ryu")
args.state.enemy = args.state.new_entity_strict(:enemy, name: "Bison", other_property: 'extra mean')
serialized_state = args.gtk.serialize_state args.state
deserialized_state = args.gtk.deserialize_state serialized_state
assert.equal! deserialized_state.player.name, "Ryu"
assert.equal! deserialized_state.enemy.other_property, "extra mean"
end
def test_by_reference_state args, assert
args.state.a = args.state.new_entity(:person, name: "Jane Doe")
args.state.b = args.state.a
assert.equal! args.state.a.object_id, args.state.b.object_id
serialized_state = args.gtk.serialize_state args.state
deserialized_state = args.gtk.deserialize_state serialized_state
assert.equal! deserialized_state.a.object_id, deserialized_state.b.object_id
end
def test_by_reference_state_strict_entities args, assert
args.state.strict_entity = args.state.new_entity_strict(:couple) do |e|
e.one = args.state.new_entity_strict(:person, name: "Jane")
e.two = e.one
end
assert.equal! args.state.strict_entity.one, args.state.strict_entity.two
serialized_state = args.gtk.serialize_state args.state
deserialized_state = args.gtk.deserialize_state serialized_state
assert.equal! deserialized_state.strict_entity.one, deserialized_state.strict_entity.two
end
def test_serialization_excludes_thrash_count args, assert
args.state.player.name = "Ryu"
# force a nil pun
if args.state.player.age > 30
end
assert.equal! args.state.player.as_hash[:__thrash_count__][:>], 1
result = args.gtk.serialize_state args.state
assert.false! (result.include? "__thrash_count__"),
"The __thrash_count__ key exists in state when it shouldn't have."
end
def test_serialization_does_not_mix_up_zero_and_true args, assert
args.state.enemy.evil = true
args.state.enemy.hp = 0
serialized = args.gtk.serialize_state args.state.enemy
deserialized = args.gtk.deserialize_state serialized
assert.equal! deserialized.hp, 0,
"Value should have been deserialized as 0, but was #{deserialized.hp}"
assert.equal! deserialized.evil, true,
"Value should have been deserialized as true, but was #{deserialized.evil}"
end
Unit Tests - state_serialization_experimental_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/state_serialization_experimental_tests.rb
MAX_CODE_GEN_LENGTH = 50
# NOTE: This is experimental/advanced stuff.
def needs_partitioning? target
target[:value].to_s.length > MAX_CODE_GEN_LENGTH
end
def partition target
return [] unless needs_partitioning? target
if target[:value].is_a? GTK::OpenEntity
target[:value] = target[:value].hash
end
results = []
idx = 0
left, right = target[:value].partition do
idx += 1
idx.even?
end
left, right = Hash[left], Hash[right]
left = { value: left }
right = { value: right}
[left, right]
end
def add_partition target, path, aggregate, final_result
partitions = partition target
partitions.each do |part|
if needs_partitioning? part
if part[:value].keys.length == 1
first_key = part[:value].keys[0]
new_part = { value: part[:value][first_key] }
path.push first_key
add_partition new_part, path, aggregate, final_result
path.pop
else
add_partition part, path, aggregate, final_result
end
else
final_result << { value: { __path__: [*path] } }
final_result << { value: part[:value] }
end
end
end
def state_to_string state
parts_queue = []
final_queue = []
add_partition({ value: state.hash },
[],
parts_queue,
final_queue)
final_queue.reject {|i| i[:value].keys.length == 0}.map do |i|
i[:value].to_s
end.join("\n#==================================================#\n")
end
def state_from_string string
Kernel.eval("$load_data = {}")
lines = string.split("\n#==================================================#\n")
lines.each do |l|
puts "todo: #{l}"
end
GTK::OpenEntity.parse_from_hash $load_data
end
def test_save_and_load args, assert
args.state.item_1.name = "Jane"
string = state_to_string args.state
state = state_from_string string
assert.equal! args.state.item_1.name, state.item_1.name
end
def test_save_and_load_big args, assert
size = 1000
size.map_with_index do |i|
args.state.send("k#{i}=".to_sym, i)
end
string = state_to_string args.state
state = state_from_string string
size.map_with_index do |i|
assert.equal! args.state.send("k#{i}".to_sym), state.send("k#{i}".to_sym)
assert.equal! args.state.send("k#{i}".to_sym), i
assert.equal! state.send("k#{i}".to_sym), i
end
end
def test_save_and_load_big_nested args, assert
args.state.player_one.friend.nested_hash.k0 = 0
args.state.player_one.friend.nested_hash.k1 = 1
args.state.player_one.friend.nested_hash.k2 = 2
args.state.player_one.friend.nested_hash.k3 = 3
args.state.player_one.friend.nested_hash.k4 = 4
args.state.player_one.friend.nested_hash.k5 = 5
args.state.player_one.friend.nested_hash.k6 = 6
args.state.player_one.friend.nested_hash.k7 = 7
args.state.player_one.friend.nested_hash.k8 = 8
args.state.player_one.friend.nested_hash.k9 = 9
string = state_to_string args.state
state = state_from_string string
end
Unit Tests - suggest_autocompletion_tests.rb link
# ./samples/10_advanced_debugging/03_unit_tests/suggest_autocompletion_tests.rb
def default_suggest_autocompletion args
{
index: 4,
text: "args.",
__meta__: {
other_options: [
{
index: Fixnum,
file: "app/main.rb"
}
]
}
}
end
def assert_completion source, *expected
results = suggest_autocompletion text: (source.strip.gsub ":cursor", ""),
index: (source.strip.index ":cursor")
puts results
end
def test_args_completion args, assert
$gtk.write_file_root "autocomplete.txt", ($gtk.suggest_autocompletion text: <<-S, index: 128).join("\n")
require 'app/game.rb'
def tick args
args.gtk.suppress_mailbox = false
$game ||= Game.new
$game.args = args
$game.args.
$game.tick
end
S
puts "contents:"
puts ($gtk.read_file "autocomplete.txt")
end
Http link
Retrieve Images - main.rb link
# ./samples/11_http/01_retrieve_images/app/main.rb
$gtk.register_cvar 'app.warn_seconds', "seconds to wait before starting", :uint, 11
def tick args
args.outputs.background_color = [0, 0, 0]
# Show a warning at the start.
args.state.warning_debounce ||= args.cvars['app.warn_seconds'].value * 60
if args.state.warning_debounce > 0
args.state.warning_debounce -= 1
args.outputs.labels << [640, 600, "This app shows random images from the Internet.", 10, 1, 255, 255, 255]
args.outputs.labels << [640, 500, "Quit in the next few seconds if this is a problem.", 10, 1, 255, 255, 255]
args.outputs.labels << [640, 350, "#{(args.state.warning_debounce / 60.0).to_i}", 10, 1, 255, 255, 255]
return
end
args.state.download_debounce ||= 0 # start immediately, reset to non zero later.
args.state.photos ||= []
# Put a little pause between each download.
if args.state.download.nil?
if args.state.download_debounce > 0
args.state.download_debounce -= 1
else
args.state.download = $gtk.http_get 'https://picsum.photos/200/300.jpg'
end
end
if !args.state.download.nil?
if args.state.download[:complete]
if args.state.download[:http_response_code] == 200
fname = "sprites/#{args.state.photos.length}.jpg"
$gtk.write_file fname, args.state.download[:response_data]
args.state.photos << [ 100 + rand(1080), 500 - rand(480), fname, rand(80) - 40 ]
end
args.state.download = nil
args.state.download_debounce = (rand(3) + 2) * 60
end
end
# draw any downloaded photos...
args.state.photos.each { |i|
args.outputs.primitives << [i[0], i[1], 200, 300, i[2], i[3]].sprite
}
# Draw a download progress bar...
args.outputs.primitives << [0, 0, 1280, 30, 0, 0, 0, 255].solid
if !args.state.download.nil?
br = args.state.download[:response_read]
total = args.state.download[:response_total]
if total != 0
pct = br.to_f / total.to_f
args.outputs.primitives << [0, 0, 1280 * pct, 30, 0, 0, 255, 255].solid
end
end
end
In Game Web Server Http Get - main.rb link
# ./samples/11_http/02_in_game_web_server_http_get/app/main.rb
def tick args
args.state.port ||= 3000
args.state.reqnum ||= 0
# by default the embedded webserver runs on port 9001 (the port number is over 9000) and is disabled in a production build
# to enable the http server in a production build, you need to manually start
# the server up:
args.gtk.start_server! port: args.state.port, enable_in_prod: true
args.outputs.background_color = [0, 0, 0]
args.outputs.labels << [640, 600, "Point your web browser at http://localhost:#{args.state.port}/", 10, 1, 255, 255, 255]
if args.state.tick_count == 1
$gtk.openurl "http://localhost:3000"
end
args.inputs.http_requests.each { |req|
puts("METHOD: #{req.method}");
puts("URI: #{req.uri}");
puts("HEADERS:");
req.headers.each { |k,v| puts(" #{k}: #{v}") }
if (req.uri == '/')
# headers and body can be nil if you don't care about them.
# If you don't set the Content-Type, it will default to
# "text/html; charset=utf-8".
# Don't set Content-Length; we'll ignore it and calculate it for you
args.state.reqnum += 1
req.respond 200, "<html><head><title>hello</title></head><body><h1>This #{req.method} was request number #{args.state.reqnum}!</h1></body></html>\n", { 'X-DRGTK-header' => 'Powered by DragonRuby!' }
else
req.reject
end
}
end
In Game Web Server Http Post - main.rb link
# ./samples/11_http/03_in_game_web_server_http_post/app/main.rb
def tick args
# defaults
args.state.post_button = args.layout.rect(row: 0, col: 0, w: 5, h: 1).merge(text: "execute http_post")
args.state.post_body_button = args.layout.rect(row: 1, col: 0, w: 5, h: 1).merge(text: "execute http_post_body")
args.state.request_to_s ||= ""
args.state.request_body ||= ""
# render
args.state.post_button.yield_self do |b|
args.outputs.borders << b
args.outputs.labels << b.merge(text: b.text,
y: b.y + 30,
x: b.x + 10)
end
args.state.post_body_button.yield_self do |b|
args.outputs.borders << b
args.outputs.labels << b.merge(text: b.text,
y: b.y + 30,
x: b.x + 10)
end
draw_label args, 0, 6, "Request:", args.state.request_to_s
draw_label args, 0, 14, "Request Body Unaltered:", args.state.request_body
# input
if args.inputs.mouse.click
# ============= HTTP_POST =============
if (args.inputs.mouse.inside_rect? args.state.post_button)
# ========= DATA TO SEND ===========
form_fields = { "userId" => "#{Time.now.to_i}" }
# ==================================
args.gtk.http_post "http://localhost:9001/testing",
form_fields,
["Content-Type: application/x-www-form-urlencoded"]
args.gtk.notify! "http_post"
end
# ============= HTTP_POST_BODY =============
if (args.inputs.mouse.inside_rect? args.state.post_body_button)
# =========== DATA TO SEND ==============
json = "{ \"userId\": \"#{Time.now.to_i}\"}"
# ==================================
args.gtk.http_post_body "http://localhost:9001/testing",
json,
["Content-Type: application/json", "Content-Length: #{json.length}"]
args.gtk.notify! "http_post_body"
end
end
# calc
args.inputs.http_requests.each do |r|
puts "#{r}"
if r.uri == "/testing"
puts r
args.state.request_to_s = "#{r}"
args.state.request_body = r.raw_body
r.respond 200, "ok"
end
end
end
def draw_label args, row, col, header, text
label_pos = args.layout.rect(row: row, col: col, w: 0, h: 0)
args.outputs.labels << "#{header}\n\n#{text}".wrapped_lines(80).map_with_index do |l, i|
{ x: label_pos.x, y: label_pos.y - (i * 15), text: l, size_enum: -2 }
end
end
C Extensions link
Basics - main.rb link
# ./samples/12_c_extensions/01_basics/app/main.rb
$gtk.ffi_misc.gtk_dlopen("ext")
include FFI::CExt
def tick args
args.outputs.labels << [640, 500, "mouse.x = #{args.mouse.x.to_i}", 5, 1]
args.outputs.labels << [640, 460, "square(mouse.x) = #{square(args.mouse.x.to_i)}", 5, 1]
args.outputs.labels << [640, 420, "mouse.y = #{args.mouse.y.to_i}", 5, 1]
args.outputs.labels << [640, 380, "square(mouse.y) = #{square(args.mouse.y.to_i)}", 5, 1]
end
Intermediate - main.rb link
# ./samples/12_c_extensions/02_intermediate/app/main.rb
$gtk.ffi_misc.gtk_dlopen("ext")
include FFI::RE
def split_words(input)
words = []
last = IntPointer.new
re = re_compile("\\w+")
first = re_matchp(re, input, last)
while first != -1
words << input.slice(first, last.value)
input = input.slice(last.value + first, input.length)
first = re_matchp(re, input, last)
end
words
end
def tick args
args.outputs.labels << [640, 500, split_words("hello, dragonriders!").join(' '), 5, 1]
end
Native Pixel Arrays - main.rb link
# ./samples/12_c_extensions/03_native_pixel_arrays/app/main.rb
$gtk.ffi_misc.gtk_dlopen("ext")
include FFI::CExt
def tick args
args.state.rotation ||= 0
update_scanner_texture # this calls into a C extension!
# New/changed pixel arrays get uploaded to the GPU before we render
# anything. At that point, they can be scaled, rotated, and otherwise
# used like any other sprite.
w = 100
h = 100
x = (1280 - w) / 2
y = (720 - h) / 2
args.outputs.background_color = [64, 0, 128]
args.outputs.primitives << [x, y, w, h, :scanner, args.state.rotation].sprite
args.state.rotation += 1
args.outputs.primitives << args.gtk.current_framerate_primitives
end
Handcrafted Extension - main.rb link
# ./samples/12_c_extensions/04_handcrafted_extension/app/main.rb
$gtk.ffi_misc.gtk_dlopen("ext")
include FFI::CExt
puts Adder.new.add_all(1, 2, 3, [4, 5, 6.0])
def tick args
end
Handcrafted Extension - license.txt link
# ./samples/12_c_extensions/04_handcrafted_extension/license.txt
Copyright 2022 DragonRuby LLC
MIT License
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Handcrafted Extension Advanced - main.rb link
# ./samples/12_c_extensions/04_handcrafted_extension_advanced/app/main.rb
def build_c_extension
v = Time.now.to_i
$gtk.exec("cd ./mygame && (env SUFFIX=#{v} sh ./pre.sh 2>&1 | tee ./build-results.txt)")
build_output = $gtk.read_file("build-results.txt")
{
dll_name: "ext_#{v}",
build_output: build_output
}
end
def tick args
# sets console command when sample app initially opens
if Kernel.global_tick_count == 0
results = build_c_extension
dll = results.dll_name
$gtk.dlopen(dll)
puts ""
puts ""
puts "========================================================="
puts "* INFO: Static Sprites, Classes, Draw Override"
puts "* INFO: Please specify the number of sprites to render."
args.gtk.console.set_command "reset_with count: 100"
end
args.state.star_count ||= 0
# init
if args.state.tick_count == 0
args.state.stars = args.state.star_count.map { |i| Star.new }
args.outputs.static_sprites << args.state.stars
end
# render framerate
args.outputs.background_color = [0, 0, 0]
args.outputs.primitives << args.gtk.current_framerate_primitives
end
# resets game, and assigns star count given by user
def reset_with count: count
$gtk.reset
$gtk.args.state.star_count = count
end
$gtk.reset
Handcrafted Extension Advanced - license.txt link
# ./samples/12_c_extensions/04_handcrafted_extension_advanced/license.txt
Copyright 2022 DragonRuby LLC
MIT License
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Handcrafted Extension Advanced - Metadata - cvars.txt link
# ./samples/12_c_extensions/04_handcrafted_extension_advanced/metadata/cvars.txt
log.filter_subsystems=HTTPServer
# Whether or not the game should use the whole display, be sure to
# expose $gtk.set_window_fullscreen(false) or $gtk.request_quit
# to the player so they can get out of full screen mode.
# renderer.fullscreen=true
# Milliseconds to sleep per frame when in the background (zero to disable)
# renderer.background_sleep=0
# Set the window as borderless.
# Note: the ability to quit the application via OS shortcuts will not
# work if this value is true and you must provide a means to exit the
# game and wire it up to $gtk.request_quit
# renderer.borderless=true
Ios main.rb link
# ./samples/12_c_extensions/05_ios_c_extensions/app/main.rb
# NOTE: This is assumed to be executed with mygame as the root directory
# you'll need to copy this code over there to try it out.
# Steps:
# 1. Create ext.h and ext.m
# 2. Create Info.plist file
# 3. Add before_create_payload to IOSWizard (which does the following):
# a. run ./dragonruby-bind against C Extension and update implementation file
# b. create output location for iOS Framework
# c. compile C extension into Framework
# d. copy framework to Payload directory and Sign
# 4. Run $wizards.ios.start env: (:prod|:dev|:hotload) to create ipa
# 5. Invoke args.gtk.dlopen giving the name of the C Extensions (~1s to load).
# 6. Invoke methods as needed.
# ===================================================
# before_create_payload iOS Wizard
# ===================================================
class IOSWizard < Wizard
def before_create_payload
puts "* INFO - before_create_payload"
# invoke ./dragonruby-bind
sh "./dragonruby-bind --output=mygame/ext-bind.m mygame/ext.h"
# update generated implementation file
contents = $gtk.read_file "ext-bind.m"
contents = contents.gsub("#include \"mygame/ext.h\"", "#include \"mygame/ext.h\"\n#include \"mygame/ext.m\"")
puts contents
$gtk.write_file "ext-bind.m", contents
# create output location
sh "rm -rf ./mygame/native/ios-device/ext.framework"
sh "mkdir -p ./mygame/native/ios-device/ext.framework"
# compile C extension into framework
sh <<-S
clang -I. -I./mruby/include -I./include -o "./mygame/native/ios-device/ext.framework/ext" \\
-arch arm64 -dynamiclib -isysroot "/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk" \\
-install_name @rpath/ext.framework/ext \\
-fembed-bitcode -Xlinker -rpath -Xlinker @loader_path/Frameworks -dead_strip -Xlinker -rpath -fobjc-arc -fobjc-link-runtime \\
-F/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/System/Library/Frameworks \\
-miphoneos-version-min=10.3 -Wl,-no_pie -licucore -stdlib=libc++ \\
-framework CFNetwork -framework UIKit -framework Foundation \\
./mygame/ext-bind.m
S
# stage extension
sh "cp ./mygame/native/ios-device/Info.plist ./mygame/native/ios-device/ext.framework/Info.plist"
sh "mkdir -p \"#{app_path}/Frameworks/ext.framework/\""
sh "cp -r \"#{root_folder}/native/ios-device/ext.framework/\" \"#{app_path}/Frameworks/ext.framework/\""
# sign
sh <<-S
CODESIGN_ALLOCATE=#{codesign_allocate_path} #{codesign_path} \\
-f -s \"#{certificate_name}\" \\
\"#{app_path}/Frameworks/ext.framework/ext\"
S
end
end
def tick args
if args.state.tick_count == 60 && args.gtk.platform?(:ios)
args.gtk.dlopen 'ext'
include FFI::CExt
puts "the results of hello world are:"
puts hello_world()
$gtk.console.show
end
end
Ios Metadata - cvars.txt link
# ./samples/12_c_extensions/05_ios_c_extensions/metadata/cvars.txt
Ios Metadata - ios_metadata.txt link
# ./samples/12_c_extensions/05_ios_c_extensions/metadata/ios_metadata.txt
teamid=TEAMID
appid=APPID
appname=ICON NAME
version=1.0
devcert=NAME OF DEV CERT
prodcert=NAME OF PROD CERT
Path Finding Algorithms link
Breadth First Search - main.rb link
# ./samples/13_path_finding_algorithms/01_breadth_first_search/app/main.rb
# Contributors outside of DragonRuby who also hold Copyright:
# - Sujay Vadlakonda: https://github.com/sujayvadlakonda
# A visual demonstration of a breadth first search
# Inspired by https://www.redblobgames.com/pathfinding/a-star/introduction.html
# An animation that can respond to user input in real time
# A breadth first search expands in all directions one step at a time
# The frontier is a queue of cells to be expanded from
# The visited hash allows quick lookups of cells that have been expanded from
# The walls hash allows quick lookup of whether a cell is a wall
# The breadth first search starts by adding the red star to the frontier array
# and marking it as visited
# Each step a cell is removed from the front of the frontier array (queue)
# Unless the neighbor is a wall or visited, it is added to the frontier array
# The neighbor is then marked as visited
# The frontier is blue
# Visited cells are light brown
# Walls are camo green
# Even when walls are visited, they will maintain their wall color
# The star can be moved by clicking and dragging
# Walls can be added and removed by clicking and dragging
class BreadthFirstSearch
attr_gtk
def initialize(args)
# Variables to edit the size and appearance of the grid
# Freely customizable to user's liking
args.state.grid.width = 30
args.state.grid.height = 15
args.state.grid.cell_size = 40
# Stores which step of the animation is being rendered
# When the user moves the star or messes with the walls,
# the breadth first search is recalculated up to this step
args.state.anim_steps = 0
# At some step the animation will end,
# and further steps won't change anything (the whole grid will be explored)
# This step is roughly the grid's width * height
# When anim_steps equals max_steps no more calculations will occur
# and the slider will be at the end
args.state.max_steps = args.state.grid.width * args.state.grid.height
# Whether the animation should play or not
# If true, every tick moves anim_steps forward one
# Pressing the stepwise animation buttons will pause the animation
args.state.play = true
# The location of the star and walls of the grid
# They can be modified to have a different initial grid
# Walls are stored in a hash for quick look up when doing the search
args.state.star = [0, 0]
args.state.walls = {
[3, 3] => true,
[3, 4] => true,
[3, 5] => true,
[3, 6] => true,
[3, 7] => true,
[3, 8] => true,
[3, 9] => true,
[3, 10] => true,
[3, 11] => true,
[4, 3] => true,
[4, 4] => true,
[4, 5] => true,
[4, 6] => true,
[4, 7] => true,
[4, 8] => true,
[4, 9] => true,
[4, 10] => true,
[4, 11] => true,
[13, 0] => true,
[13, 1] => true,
[13, 2] => true,
[13, 3] => true,
[13, 4] => true,
[13, 5] => true,
[13, 6] => true,
[13, 7] => true,
[13, 8] => true,
[13, 9] => true,
[13, 10] => true,
[14, 0] => true,
[14, 1] => true,
[14, 2] => true,
[14, 3] => true,
[14, 4] => true,
[14, 5] => true,
[14, 6] => true,
[14, 7] => true,
[14, 8] => true,
[14, 9] => true,
[14, 10] => true,
[21, 8] => true,
[21, 9] => true,
[21, 10] => true,
[21, 11] => true,
[21, 12] => true,
[21, 13] => true,
[21, 14] => true,
[22, 8] => true,
[22, 9] => true,
[22, 10] => true,
[22, 11] => true,
[22, 12] => true,
[22, 13] => true,
[22, 14] => true,
[23, 8] => true,
[23, 9] => true,
[24, 8] => true,
[24, 9] => true,
[25, 8] => true,
[25, 9] => true,
}
# Variables that are used by the breadth first search
# Storing cells that the search has visited, prevents unnecessary steps
# Expanding the frontier of the search in order makes the search expand
# from the center outward
args.state.visited = {}
args.state.frontier = []
# What the user is currently editing on the grid
# Possible values are: :none, :slider, :star, :remove_wall, :add_wall
# We store this value, because we want to remember the value even when
# the user's cursor is no longer over what they're interacting with, but
# they are still clicking down on the mouse.
args.state.click_and_drag = :none
# Store the rects of the buttons that control the animation
# They are here for user customization
# Editing these might require recentering the text inside them
# Those values can be found in the render_button methods
args.state.buttons.left = { x: 450, y: 600, w: 50, h: 50 }
args.state.buttons.center = { x: 500, y: 600, w: 200, h: 50 }
args.state.buttons.right = { x: 700, y: 600, w: 50, h: 50 }
# The variables below are related to the slider
# They allow the user to customize them
# They also give a central location for the render and input methods to get
# information from
# x & y are the coordinates of the leftmost part of the slider line
args.state.slider.x = 400
args.state.slider.y = 675
# This is the width of the line
args.state.slider.w = 360
# This is the offset for the circle
# Allows the center of the circle to be on the line,
# as opposed to the upper right corner
args.state.slider.offset = 20
# This is the spacing between each of the notches on the slider
# Notches are places where the circle can rest on the slider line
# There needs to be a notch for each step before the maximum number of steps
args.state.slider.spacing = args.state.slider.w.to_f / args.state.max_steps.to_f
end
# This method is called every frame/tick
# Every tick, the current state of the search is rendered on the screen,
# User input is processed, and
# The next step in the search is calculated
def tick
render
input
# If animation is playing, and max steps have not been reached
# Move the search a step forward
if state.play && state.anim_steps < state.max_steps
# Variable that tells the program what step to recalculate up to
state.anim_steps += 1
calc
end
end
# Draws everything onto the screen
def render
render_buttons
render_slider
render_background
render_visited
render_frontier
render_walls
render_star
end
# The methods below subdivide the task of drawing everything to the screen
# Draws the buttons that control the animation step and state
def render_buttons
render_left_button
render_center_button
render_right_button
end
# Draws the button which steps the search backward
# Shows the user where to click to move the search backward
def render_left_button
# Draws the gray button, and a black border
# The border separates the buttons visually
outputs.solids << buttons.left.merge(gray)
outputs.borders << buttons.left
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
# If the button size is changed, the label might need to be edited as well
# to keep the label in the center of the button
label_x = buttons.left[:x] + 20
label_y = buttons.left[:y] + 35
outputs.labels << { x: label_x, y: label_y, text: '<' }
end
def render_center_button
# Draws the gray button, and a black border
# The border separates the buttons visually
outputs.solids << buttons.center.merge(gray)
outputs.borders << buttons.center
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
# If the button size is changed, the label might need to be edited as well
# to keep the label in the center of the button
label_x = buttons.center[:x] + 37
label_y = buttons.center[:y] + 35
label_text = state.play ? "Pause Animation" : "Play Animation"
outputs.labels << { x: label_x, y: label_y, text: label_text }
end
def render_right_button
# Draws the gray button, and a black border
# The border separates the buttons visually
outputs.solids << buttons.right.merge(gray)
outputs.borders << buttons.right
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
label_x = buttons.right[:x] + 20
label_y = buttons.right[:y] + 35
outputs.labels << { x: label_x, y: label_y, text: ">" }
end
# Draws the slider so the user can move it and see the progress of the search
def render_slider
# Using a solid instead of a line, hides the line under the circle of the slider
# Draws the line
outputs.solids << {
x: slider.x,
y: slider.y,
w: slider.w,
h: 2
}
# The circle needs to be offset so that the center of the circle
# overlaps the line instead of the upper right corner of the circle
# The circle's x value is also moved based on the current seach step
circle_x = (slider.x - slider.offset) + (state.anim_steps * slider.spacing)
circle_y = (slider.y - slider.offset)
outputs.sprites << {
x: circle_x,
y: circle_y,
w: 37,
h: 37,
path: 'circle-white.png'
}
end
# Draws what the grid looks like with nothing on it
def render_background
render_unvisited
render_grid_lines
end
# Draws a rectangle the size of the entire grid to represent unvisited cells
def render_unvisited
rect = { x: 0, y: 0, w: grid.width, h: grid.height }
rect = rect.transform_values { |v| v * grid.cell_size }
outputs.solids << rect.merge(unvisited_color)
end
# Draws grid lines to show the division of the grid into cells
def render_grid_lines
outputs.lines << (0..grid.width).map { |x| vertical_line(x) }
outputs.lines << (0..grid.height).map { |y| horizontal_line(y) }
end
# Easy way to draw vertical lines given an index
def vertical_line x
line = { x: x, y: 0, w: 0, h: grid.height }
line.transform_values { |v| v * grid.cell_size }
end
# Easy way to draw horizontal lines given an index
def horizontal_line y
line = { x: 0, y: y, w: grid.width, h: 0 }
line.transform_values { |v| v * grid.cell_size }
end
# Draws the area that is going to be searched from
# The frontier is the most outward parts of the search
def render_frontier
outputs.solids << state.frontier.map do |cell|
render_cell cell, frontier_color
end
end
# Draws the walls
def render_walls
outputs.solids << state.walls.map do |wall|
render_cell wall, wall_color
end
end
# Renders cells that have been searched in the appropriate color
def render_visited
outputs.solids << state.visited.map do |cell|
render_cell cell, visited_color
end
end
# Renders the star
def render_star
outputs.sprites << render_cell(state.star, { path: 'star.png' })
end
def render_cell cell, attrs
{
x: cell.x * grid.cell_size,
y: cell.y * grid.cell_size,
w: grid.cell_size,
h: grid.cell_size
}.merge attrs
end
# In code, the cells are represented as 1x1 rectangles
# When drawn, the cells are larger than 1x1 rectangles
# This method is used to scale up cells, and lines
# Objects are scaled up according to the grid.cell_size variable
# This allows for easy customization of the visual scale of the grid
def scale_up(cell)
# Prevents the original value of cell from being edited
cell = cell.clone
# If cell is just an x and y coordinate
if cell.size == 2
# Add a width and height of 1
cell << 1
cell << 1
end
# Scale all the values up
cell.map! { |value| value * grid.cell_size }
# Returns the scaled up cell
cell
end
# This method processes user input every tick
# This method allows the user to use the buttons, slider, and edit the grid
# There are 2 types of input:
# Button Input
# Click and Drag Input
#
# Button Input is used for the backward step and forward step buttons
# Input is detected by mouse up within the bounds of the rect
#
# Click and Drag Input is used for moving the star, adding walls,
# removing walls, and the slider
#
# When the mouse is down on the star, the click_and_drag variable is set to :star
# While click_and_drag equals :star, the cursor's position is used to calculate the
# appropriate drag behavior
#
# When the mouse goes up click_and_drag is set to :none
#
# A variable has to be used because the star has to continue being edited even
# when the cursor is no longer over the star
#
# Similar things occur for the other Click and Drag inputs
def input
# Checks whether any of the buttons are being clicked
input_buttons
# The detection and processing of click and drag inputs are separate
# The program has to remember that the user is dragging an object
# even when the mouse is no longer over that object
detect_click_and_drag
process_click_and_drag
end
# Detects and Process input for each button
def input_buttons
input_left_button
input_center_button
input_next_step_button
end
# Checks if the previous step button is clicked
# If it is, it pauses the animation and moves the search one step backward
def input_left_button
if left_button_clicked?
state.play = false
state.anim_steps -= 1
recalculate
end
end
# Controls the play/pause button
# Inverses whether the animation is playing or not when clicked
def input_center_button
if center_button_clicked? or inputs.keyboard.key_down.space
state.play = !state.play
end
end
# Checks if the next step button is clicked
# If it is, it pauses the animation and moves the search one step forward
def input_next_step_button
if right_button_clicked?
state.play = false
state.anim_steps += 1
calc
end
end
# Determines what the user is editing and stores the value
# Storing the value allows the user to continue the same edit as long as the
# mouse left click is held
def detect_click_and_drag
if inputs.mouse.up
state.click_and_drag = :none
elsif star_clicked?
state.click_and_drag = :star
elsif wall_clicked?
state.click_and_drag = :remove_wall
elsif grid_clicked?
state.click_and_drag = :add_wall
elsif slider_clicked?
state.click_and_drag = :slider
end
end
# Processes click and drag based on what the user is currently dragging
def process_click_and_drag
if state.click_and_drag == :star
input_star
elsif state.click_and_drag == :remove_wall
input_remove_wall
elsif state.click_and_drag == :add_wall
input_add_wall
elsif state.click_and_drag == :slider
input_slider
end
end
# Moves the star to the grid closest to the mouse
# Only recalculates the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def input_star
old_star = state.star.clone
state.star = cell_closest_to_mouse
unless old_star == state.star
recalculate
end
end
# Removes walls that are under the cursor
def input_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if mouse_inside_grid?
if state.walls.key?(cell_closest_to_mouse)
state.walls.delete(cell_closest_to_mouse)
recalculate
end
end
end
# Adds walls at cells under the cursor
def input_add_wall
if mouse_inside_grid?
unless state.walls.key?(cell_closest_to_mouse)
state.walls[cell_closest_to_mouse] = true
recalculate
end
end
end
# This method is called when the user is editing the slider
# It pauses the animation and moves the white circle to the closest integer point
# on the slider
# Changes the step of the search to be animated
def input_slider
state.play = false
mouse_x = inputs.mouse.point.x
# Bounds the mouse_x to the closest x value on the slider line
mouse_x = slider.x if mouse_x < slider.x
mouse_x = slider.x + slider.w if mouse_x > slider.x + slider.w
# Sets the current search step to the one represented by the mouse x value
# The slider's circle moves due to the render_slider method using anim_steps
state.anim_steps = ((mouse_x - slider.x) / slider.spacing).to_i
recalculate
end
# Whenever the user edits the grid,
# The search has to be recalculated upto the current step
# with the current grid as the initial state of the grid
def recalculate
# Resets the search
state.frontier = []
state.visited = {}
# Moves the animation forward one step at a time
state.anim_steps.times { calc }
end
# This method moves the search forward one step
# When the animation is playing it is called every tick
# And called whenever the current step of the animation needs to be recalculated
# Moves the search forward one step
# Parameter called_from_tick is true if it is called from the tick method
# It is false when the search is being recalculated after user editing the grid
def calc
# The setup to the search
# Runs once when the there is no frontier or visited cells
if state.frontier.empty? && state.visited.empty?
state.frontier << state.star
state.visited[state.star] = true
end
# A step in the search
unless state.frontier.empty?
# Takes the next frontier cell
new_frontier = state.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do |neighbor|
# That have not been visited and are not walls
unless state.visited.key?(neighbor) || state.walls.key?(neighbor)
# Add them to the frontier and mark them as visited
state.frontier << neighbor
state.visited[neighbor] = true
end
end
end
end
# Returns a list of adjacent cells
# Used to determine what the next cells to be added to the frontier are
def adjacent_neighbors(cell)
neighbors = []
neighbors << [cell.x, cell.y + 1] unless cell.y == grid.height - 1
neighbors << [cell.x + 1, cell.y] unless cell.x == grid.width - 1
neighbors << [cell.x, cell.y - 1] unless cell.y == 0
neighbors << [cell.x - 1, cell.y] unless cell.x == 0
neighbors
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse helps with this
def cell_closest_to_mouse
# Closest cell to the mouse
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Bound x and y to the grid
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# These methods detect when the buttons are clicked
def left_button_clicked?
inputs.mouse.up && inputs.mouse.point.inside_rect?(buttons.left)
end
def center_button_clicked?
inputs.mouse.up && inputs.mouse.point.inside_rect?(buttons.center)
end
def right_button_clicked?
inputs.mouse.up && inputs.mouse.point.inside_rect?(buttons.right)
end
# Signal that the user is going to be moving the slider
# Is the mouse down on the circle of the slider?
def slider_clicked?
circle_x = (slider.x - slider.offset) + (state.anim_steps * slider.spacing)
circle_y = (slider.y - slider.offset)
circle_rect = [circle_x, circle_y, 37, 37]
inputs.mouse.down && inputs.mouse.point.inside_rect?(circle_rect)
end
# Signal that the user is going to be moving the star
def star_clicked?
inputs.mouse.down && inputs.mouse.point.inside_rect?(scale_up(state.star))
end
# Signal that the user is going to be removing walls
def wall_clicked?
inputs.mouse.down && mouse_inside_a_wall?
end
# Signal that the user is going to be adding walls
def grid_clicked?
inputs.mouse.down && mouse_inside_grid?
end
# Returns whether the mouse is inside of a wall
# Part of the condition that checks whether the user is removing a wall
def mouse_inside_a_wall?
state.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(scale_up([wall.x, wall.y]))
end
false
end
# Returns whether the mouse is inside of a grid
# Part of the condition that checks whether the user is adding a wall
def mouse_inside_grid?
inputs.mouse.point.inside_rect?(scale_up([0, 0, grid.width, grid.height]))
end
# Light brown
def unvisited_color
{ r: 221, g: 212, b: 213 }
end
# Dark Brown
def visited_color
{ r: 204, g: 191, b: 179 }
end
# Blue
def frontier_color
{ r: 103, g: 136, b: 204 }
end
# Camo Green
def wall_color
{ r: 134, g: 134, b: 120 }
end
# Button Background
def gray
{ r: 190, g: 190, b: 190 }
end
# These methods make the code more concise
def grid
state.grid
end
def buttons
state.buttons
end
def slider
state.slider
end
end
# Method that is called by DragonRuby periodically
# Used for updating animations and calculations
def tick args
# Pressing r will reset the application
if args.inputs.keyboard.key_down.r
args.gtk.reset
reset
return
end
# Every tick, new args are passed, and the Breadth First Search tick is called
$breadth_first_search ||= BreadthFirstSearch.new(args)
$breadth_first_search.args = args
$breadth_first_search.tick
end
def reset
$breadth_first_search = nil
end
Detailed Breadth First Search - main.rb link
# ./samples/13_path_finding_algorithms/02_detailed_breadth_first_search/app/main.rb
# Contributors outside of DragonRuby who also hold Copyright:
# - Sujay Vadlakonda: https://github.com/sujayvadlakonda
# A visual demonstration of a breadth first search
# Inspired by https://www.redblobgames.com/pathfinding/a-star/introduction.html
# An animation that can respond to user input in real time
# A breadth first search expands in all directions one step at a time
# The frontier is a queue of cells to be expanded from
# The visited hash allows quick lookups of cells that have been expanded from
# The walls hash allows quick lookup of whether a cell is a wall
# The breadth first search starts by adding the red star to the frontier array
# and marking it as visited
# Each step a cell is removed from the front of the frontier array (queue)
# Unless the neighbor is a wall or visited, it is added to the frontier array
# The neighbor is then marked as visited
# The frontier is blue
# Visited cells are light brown
# Walls are camo green
# Even when walls are visited, they will maintain their wall color
# This search numbers the order in which new cells are explored
# The next cell from where the search will continue is highlighted yellow
# And the cells that will be considered for expansion are in semi-transparent green
# The star can be moved by clicking and dragging
# Walls can be added and removed by clicking and dragging
class DetailedBreadthFirstSearch
attr_gtk
def initialize(args)
# Variables to edit the size and appearance of the grid
# Freely customizable to user's liking
args.state.grid.width = 9
args.state.grid.height = 4
args.state.grid.cell_size = 90
# Stores which step of the animation is being rendered
# When the user moves the star or messes with the walls,
# the breadth first search is recalculated up to this step
args.state.anim_steps = 0
# At some step the animation will end,
# and further steps won't change anything (the whole grid will be explored)
# This step is roughly the grid's width * height
# When anim_steps equals max_steps no more calculations will occur
# and the slider will be at the end
args.state.max_steps = args.state.grid.width * args.state.grid.height
# The location of the star and walls of the grid
# They can be modified to have a different initial grid
# Walls are stored in a hash for quick look up when doing the search
args.state.star = [3, 2]
args.state.walls = {}
# Variables that are used by the breadth first search
# Storing cells that the search has visited, prevents unnecessary steps
# Expanding the frontier of the search in order makes the search expand
# from the center outward
args.state.visited = {}
args.state.frontier = []
args.state.cell_numbers = []
# What the user is currently editing on the grid
# Possible values are: :none, :slider, :star, :remove_wall, :add_wall
# We store this value, because we want to remember the value even when
# the user's cursor is no longer over what they're interacting with, but
# they are still clicking down on the mouse.
args.state.click_and_drag = :none
# The x, y, w, h values for the buttons
# Allow easy movement of the buttons location
# A centralized location to get values to detect input and draw the buttons
# Editing these values might mean needing to edit the label offsets
# which can be found in the appropriate render button methods
args.state.buttons.left = [450, 600, 160, 50]
args.state.buttons.right = [610, 600, 160, 50]
# The variables below are related to the slider
# They allow the user to customize them
# They also give a central location for the render and input methods to get
# information from
# x & y are the coordinates of the leftmost part of the slider line
args.state.slider.x = 400
args.state.slider.y = 675
# This is the width of the line
args.state.slider.w = 360
# This is the offset for the circle
# Allows the center of the circle to be on the line,
# as opposed to the upper right corner
args.state.slider.offset = 20
# This is the spacing between each of the notches on the slider
# Notches are places where the circle can rest on the slider line
# There needs to be a notch for each step before the maximum number of steps
args.state.slider.spacing = args.state.slider.w.to_f / args.state.max_steps.to_f
end
# This method is called every frame/tick
# Every tick, the current state of the search is rendered on the screen,
# User input is processed, and
def tick
render
input
end
# This method is called from tick and renders everything every tick
def render
render_buttons
render_slider
render_background
render_visited
render_frontier
render_walls
render_star
render_highlights
render_cell_numbers
end
# The methods below subdivide the task of drawing everything to the screen
# Draws the buttons that move the search backward or forward
# These buttons are rendered so the user knows where to click to move the search
def render_buttons
render_left_button
render_right_button
end
# Renders the button which steps the search backward
# Shows the user where to click to move the search backward
def render_left_button
# Draws the gray button, and a black border
# The border separates the buttons visually
outputs.solids << [buttons.left, gray]
outputs.borders << [buttons.left]
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
label_x = buttons.left.x + 05
label_y = buttons.left.y + 35
outputs.labels << [label_x, label_y, "< Step backward"]
end
# Renders the button which steps the search forward
# Shows the user where to click to move the search forward
def render_right_button
# Draws the gray button, and a black border
# The border separates the buttons visually
outputs.solids << [buttons.right, gray]
outputs.borders << [buttons.right]
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
label_x = buttons.right.x + 10
label_y = buttons.right.y + 35
outputs.labels << [label_x, label_y, "Step forward >"]
end
# Draws the slider so the user can move it and see the progress of the search
def render_slider
# Using primitives hides the line under the white circle of the slider
# Draws the line
outputs.primitives << [slider.x, slider.y, slider.x + slider.w, slider.y].line
# The circle needs to be offset so that the center of the circle
# overlaps the line instead of the upper right corner of the circle
# The circle's x value is also moved based on the current seach step
circle_x = (slider.x - slider.offset) + (state.anim_steps * slider.spacing)
circle_y = (slider.y - slider.offset)
circle_rect = [circle_x, circle_y, 37, 37]
outputs.primitives << [circle_rect, 'circle-white.png'].sprite
end
# Draws what the grid looks like with nothing on it
# Which is a bunch of unvisited cells
# Drawn first so other things can draw on top of it
def render_background
render_unvisited
# The grid lines make the cells appear separate
render_grid_lines
end
# Draws a rectangle the size of the entire grid to represent unvisited cells
# Unvisited cells are the default cell
def render_unvisited
background = [0, 0, grid.width, grid.height]
outputs.solids << scale_up(background).merge(unvisited_color)
end
# Draws grid lines to show the division of the grid into cells
def render_grid_lines
outputs.lines << (0..grid.width).map do |x|
scale_up(vertical_line(x)).merge(grid_line_color)
end
outputs.lines << (0..grid.height).map do |y|
scale_up(horizontal_line(y)).merge(grid_line_color)
end
end
# Easy way to get a vertical line given an index
def vertical_line column
[column, 0, 0, grid.height]
end
# Easy way to get a horizontal line given an index
def horizontal_line row
[0, row, grid.width, 0]
end
# Draws the area that is going to be searched from
# The frontier is the most outward parts of the search
def render_frontier
state.frontier.each do |cell|
outputs.solids << scale_up(cell).merge(frontier_color)
end
end
# Draws the walls
def render_walls
state.walls.each_key do |wall|
outputs.solids << scale_up(wall).merge(wall_color)
end
end
# Renders cells that have been searched in the appropriate color
def render_visited
state.visited.each_key do |cell|
outputs.solids << scale_up(cell).merge(visited_color)
end
end
# Renders the star
def render_star
outputs.sprites << scale_up(state.star).merge({ path: 'star.png' })
end
# Cells have a number rendered in them based on when they were explored
# This is based off of their index in the cell_numbers array
# Cells are added to this array the same time they are added to the frontier array
def render_cell_numbers
state.cell_numbers.each_with_index do |cell, index|
# Math that approx centers the number in the cell
label_x = (cell.x * grid.cell_size) + grid.cell_size / 2 - 5
label_y = (cell.y * grid.cell_size) + (grid.cell_size / 2) + 5
outputs.labels << [label_x, label_y, (index + 1).to_s]
end
end
# The next frontier to be expanded is highlighted yellow
# Its adjacent non-wall neighbors have their border highlighted green
# This is to show the user how the search expands
def render_highlights
return if state.frontier.empty?
# Highlight the next frontier to be expanded yellow
next_frontier = state.frontier[0]
outputs.solids << scale_up(next_frontier).merge(highlighter_yellow)
# Neighbors have a semi-transparent green layer over them
# Unless the neighbor is a wall
adjacent_neighbors(next_frontier).each do |neighbor|
unless state.walls.key?(neighbor)
outputs.solids << scale_up(neighbor).merge(highlighter_green)
end
end
end
# Cell Size is used when rendering to allow the grid to be scaled up or down
# Cells in the frontier array and visited hash and walls hash are stored as x & y
# Scaling up cells and lines when rendering allows omitting of width and height
def scale_up(cell)
if cell.size == 2
return {
x: cell.x * grid.cell_size,
y: cell.y * grid.cell_size,
w: grid.cell_size,
h: grid.cell_size
}
else
return {
x: cell.x * grid.cell_size,
y: cell.y * grid.cell_size,
w: cell.w * grid.cell_size,
h: cell.h * grid.cell_size
}
end
end
# This method processes user input every tick
# This method allows the user to use the buttons, slider, and edit the grid
# There are 2 types of input:
# Button Input
# Click and Drag Input
#
# Button Input is used for the backward step and forward step buttons
# Input is detected by mouse up within the bounds of the rect
#
# Click and Drag Input is used for moving the star, adding walls,
# removing walls, and the slider
#
# When the mouse is down on the star, the click_and_drag variable is set to :star
# While click_and_drag equals :star, the cursor's position is used to calculate the
# appropriate drag behavior
#
# When the mouse goes up click_and_drag is set to :none
#
# A variable has to be used because the star has to continue being edited even
# when the cursor is no longer over the star
#
# Similar things occur for the other Click and Drag inputs
def input
# Processes inputs for the buttons
input_buttons
# Detects which if any click and drag input is occurring
detect_click_and_drag
# Does the appropriate click and drag input based on the click_and_drag variable
process_click_and_drag
end
# Detects and Process input for each button
def input_buttons
input_left_button
input_right_button
end
# Checks if the previous step button is clicked
# If it is, it pauses the animation and moves the search one step backward
def input_left_button
if left_button_clicked?
unless state.anim_steps == 0
state.anim_steps -= 1
recalculate
end
end
end
# Checks if the next step button is clicked
# If it is, it pauses the animation and moves the search one step forward
def input_right_button
if right_button_clicked?
unless state.anim_steps == state.max_steps
state.anim_steps += 1
# Although normally recalculate would be called here
# because the right button only moves the search forward
# We can just do that
calc
end
end
end
# Whenever the user edits the grid,
# The search has to be recalculated upto the current step
def recalculate
# Resets the search
state.frontier = []
state.visited = {}
state.cell_numbers = []
# Moves the animation forward one step at a time
state.anim_steps.times { calc }
end
# Determines what the user is clicking and planning on dragging
# Click and drag input is initiated by a click on the appropriate item
# and ended by mouse up
# Storing the value allows the user to continue the same edit as long as the
# mouse left click is held
def detect_click_and_drag
if inputs.mouse.up
state.click_and_drag = :none
elsif star_clicked?
state.click_and_drag = :star
elsif wall_clicked?
state.click_and_drag = :remove_wall
elsif grid_clicked?
state.click_and_drag = :add_wall
elsif slider_clicked?
state.click_and_drag = :slider
end
end
# Processes input based on what the user is currently dragging
def process_click_and_drag
if state.click_and_drag == :slider
input_slider
elsif state.click_and_drag == :star
input_star
elsif state.click_and_drag == :remove_wall
input_remove_wall
elsif state.click_and_drag == :add_wall
input_add_wall
end
end
# This method is called when the user is dragging the slider
# It moves the current animation step to the point represented by the slider
def input_slider
mouse_x = inputs.mouse.point.x
# Bounds the mouse_x to the closest x value on the slider line
mouse_x = slider.x if mouse_x < slider.x
mouse_x = slider.x + slider.w if mouse_x > slider.x + slider.w
# Sets the current search step to the one represented by the mouse x value
# The slider's circle moves due to the render_slider method using anim_steps
state.anim_steps = ((mouse_x - slider.x) / slider.spacing).to_i
recalculate
end
# Moves the star to the grid closest to the mouse
# Only recalculates the search if the star changes position
# Called whenever the user is dragging the star
def input_star
old_star = state.star.clone
state.star = cell_closest_to_mouse
unless old_star == state.star
recalculate
end
end
# Removes walls that are under the cursor
def input_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if mouse_inside_grid?
if state.walls.key?(cell_closest_to_mouse)
state.walls.delete(cell_closest_to_mouse)
recalculate
end
end
end
# Adds walls at cells under the cursor
def input_add_wall
# Adds a wall to the hash
# We can use the grid closest to mouse, because the cursor is inside the grid
if mouse_inside_grid?
unless state.walls.key?(cell_closest_to_mouse)
state.walls[cell_closest_to_mouse] = true
recalculate
end
end
end
# This method moves the search forward one step
# When the animation is playing it is called every tick
# And called whenever the current step of the animation needs to be recalculated
# Moves the search forward one step
# Parameter called_from_tick is true if it is called from the tick method
# It is false when the search is being recalculated after user editing the grid
def calc
# The setup to the search
# Runs once when the there is no frontier or visited cells
if state.frontier.empty? && state.visited.empty?
state.frontier << state.star
state.visited[state.star] = true
end
# A step in the search
unless state.frontier.empty?
# Takes the next frontier cell
new_frontier = state.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do |neighbor|
# That have not been visited and are not walls
unless state.visited.key?(neighbor) || state.walls.key?(neighbor)
# Add them to the frontier and mark them as visited
state.frontier << neighbor
state.visited[neighbor] = true
# Also assign them a frontier number
state.cell_numbers << neighbor
end
end
end
end
# Returns a list of adjacent cells
# Used to determine what the next cells to be added to the frontier are
def adjacent_neighbors cell
neighbors = []
neighbors << [cell.x, cell.y + 1] unless cell.y == grid.height - 1
neighbors << [cell.x + 1, cell.y] unless cell.x == grid.width - 1
neighbors << [cell.x, cell.y - 1] unless cell.y == 0
neighbors << [cell.x - 1, cell.y] unless cell.x == 0
neighbors
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the grid closest to the mouse helps with this
def cell_closest_to_mouse
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
[x, y]
end
# These methods detect when the buttons are clicked
def left_button_clicked?
(inputs.mouse.up && inputs.mouse.point.inside_rect?(buttons.left)) || inputs.keyboard.key_up.left
end
def right_button_clicked?
(inputs.mouse.up && inputs.mouse.point.inside_rect?(buttons.right)) || inputs.keyboard.key_up.right
end
# Signal that the user is going to be moving the slider
def slider_clicked?
circle_x = (slider.x - slider.offset) + (state.anim_steps * slider.spacing)
circle_y = (slider.y - slider.offset)
circle_rect = [circle_x, circle_y, 37, 37]
inputs.mouse.down && inputs.mouse.point.inside_rect?(circle_rect)
end
# Signal that the user is going to be moving the star
def star_clicked?
inputs.mouse.down && inputs.mouse.point.inside_rect?(scale_up(state.star))
end
# Signal that the user is going to be removing walls
def wall_clicked?
inputs.mouse.down && mouse_inside_a_wall?
end
# Signal that the user is going to be adding walls
def grid_clicked?
inputs.mouse.down && mouse_inside_grid?
end
# Returns whether the mouse is inside of a wall
# Part of the condition that checks whether the user is removing a wall
def mouse_inside_a_wall?
state.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(scale_up(wall))
end
false
end
# Returns whether the mouse is inside of a grid
# Part of the condition that checks whether the user is adding a wall
def mouse_inside_grid?
inputs.mouse.point.inside_rect?(scale_up([0, 0, grid.width, grid.height]))
end
# These methods provide handy aliases to colors
# Light brown
def unvisited_color
{ r: 221, g: 212, b: 213 }
end
# Black
def grid_line_color
{ r: 255, g: 255, b: 255 }
end
# Dark Brown
def visited_color
{ r: 204, g: 191, b: 179 }
end
# Blue
def frontier_color
{ r: 103, g: 136, b: 204 }
end
# Camo Green
def wall_color
{ r: 134, g: 134, b: 120 }
end
# Next frontier to be expanded
def highlighter_yellow
{ r: 214, g: 231, b: 125 }
end
# The neighbors of the next frontier to be expanded
def highlighter_green
{ r: 65, g: 191, b: 127, a: 70 }
end
# Button background
def gray
[190, 190, 190]
end
# These methods make the code more concise
def grid
state.grid
end
def buttons
state.buttons
end
def slider
state.slider
end
end
def tick args
# Pressing r resets the program
if args.inputs.keyboard.key_down.r
args.gtk.reset
reset
return
end
$detailed_breadth_first_search ||= DetailedBreadthFirstSearch.new(args)
$detailed_breadth_first_search.args = args
$detailed_breadth_first_search.tick
end
def reset
$detailed_breadth_first_search = nil
end
Breadcrumbs - main.rb link
# ./samples/13_path_finding_algorithms/03_breadcrumbs/app/main.rb
# Contributors outside of DragonRuby who also hold Copyright:
# - Sujay Vadlakonda: https://github.com/sujayvadlakonda
# This program is inspired by https://www.redblobgames.com/pathfinding/a-star/introduction.html
class Breadcrumbs
attr_gtk
# This method is called every frame/tick
# Every tick, the current state of the search is rendered on the screen,
# User input is processed, and
# The next step in the search is calculated
def tick
defaults
# If the grid has not been searched
if search.came_from.empty?
calc
# Calc Path
end
render
input
end
def defaults
# Variables to edit the size and appearance of the grid
# Freely customizable to user's liking
grid.width ||= 30
grid.height ||= 15
grid.cell_size ||= 40
grid.rect ||= [0, 0, grid.width, grid.height]
# The location of the star and walls of the grid
# They can be modified to have a different initial grid
# Walls are stored in a hash for quick look up when doing the search
grid.star ||= [2, 8]
grid.target ||= [10, 5]
grid.walls ||= {
[3, 3] => true,
[3, 4] => true,
[3, 5] => true,
[3, 6] => true,
[3, 7] => true,
[3, 8] => true,
[3, 9] => true,
[3, 10] => true,
[3, 11] => true,
[4, 3] => true,
[4, 4] => true,
[4, 5] => true,
[4, 6] => true,
[4, 7] => true,
[4, 8] => true,
[4, 9] => true,
[4, 10] => true,
[4, 11] => true,
[13, 0] => true,
[13, 1] => true,
[13, 2] => true,
[13, 3] => true,
[13, 4] => true,
[13, 5] => true,
[13, 6] => true,
[13, 7] => true,
[13, 8] => true,
[13, 9] => true,
[13, 10] => true,
[14, 0] => true,
[14, 1] => true,
[14, 2] => true,
[14, 3] => true,
[14, 4] => true,
[14, 5] => true,
[14, 6] => true,
[14, 7] => true,
[14, 8] => true,
[14, 9] => true,
[14, 10] => true,
[21, 8] => true,
[21, 9] => true,
[21, 10] => true,
[21, 11] => true,
[21, 12] => true,
[21, 13] => true,
[21, 14] => true,
[22, 8] => true,
[22, 9] => true,
[22, 10] => true,
[22, 11] => true,
[22, 12] => true,
[22, 13] => true,
[22, 14] => true,
[23, 8] => true,
[23, 9] => true,
[24, 8] => true,
[24, 9] => true,
[25, 8] => true,
[25, 9] => true,
}
# Variables that are used by the breadth first search
# Storing cells that the search has visited, prevents unnecessary steps
# Expanding the frontier of the search in order makes the search expand
# from the center outward
# The cells from which the search is to expand
search.frontier ||= []
# A hash of where each cell was expanded from
# The key is a cell, and the value is the cell it came from
search.came_from ||= {}
# Cells that are part of the path from the target to the star
search.path ||= {}
# What the user is currently editing on the grid
# We store this value, because we want to remember the value even when
# the user's cursor is no longer over what they're interacting with, but
# they are still clicking down on the mouse.
state.current_input ||= :none
end
def calc
# Setup the search to start from the star
search.frontier << grid.star
search.came_from[grid.star] = nil
# Until there are no more cells to expand from
until search.frontier.empty?
# Takes the next frontier cell
new_frontier = search.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do |neighbor|
# That have not been visited and are not walls
unless search.came_from.has_key?(neighbor) || grid.walls.has_key?(neighbor)
# Add them to the frontier and mark them as visited in the first grid
# Unless the target has been visited
# Add the neighbor to the frontier and remember which cell it came from
search.frontier << neighbor
search.came_from[neighbor] = new_frontier
end
end
end
end
# Draws everything onto the screen
def render
render_background
# render_heat_map
render_walls
# render_path
# render_labels
render_arrows
render_star
render_target
unless grid.walls.has_key?(grid.target)
render_trail
end
end
def render_trail(current_cell=grid.target)
return if current_cell == grid.star
parent_cell = search.came_from[current_cell]
if current_cell && parent_cell
outputs.lines << [(current_cell.x + 0.5) * grid.cell_size, (current_cell.y + 0.5) * grid.cell_size,
(parent_cell.x + 0.5) * grid.cell_size, (parent_cell.y + 0.5) * grid.cell_size, purple]
end
render_trail(parent_cell)
end
def render_arrows
search.came_from.each do |child, parent|
if parent && child
arrow_cell = [(child.x + parent.x) / 2, (child.y + parent.y) / 2]
if parent.x > child.x # If the parent cell is to the right of the child cell
# Point arrow right
outputs.sprites << scale_up(arrow_cell).merge({ path: 'arrow.png', angle: 0})
elsif parent.x < child.x # If the parent cell is to the right of the child cell
outputs.sprites << scale_up(arrow_cell).merge({ path: 'arrow.png', angle: 180})
elsif parent.y > child.y # If the parent cell is to the right of the child cell
outputs.sprites << scale_up(arrow_cell).merge({ path: 'arrow.png', angle: 90})
elsif parent.y < child.y # If the parent cell is to the right of the child cell
outputs.sprites << scale_up(arrow_cell).merge({ path: 'arrow.png', angle: 270})
end
end
end
end
# The methods below subdivide the task of drawing everything to the screen
# Draws what the grid looks like with nothing on it
def render_background
render_unvisited
render_grid_lines
end
# Draws both grids
def render_unvisited
outputs.solids << scale_up(grid.rect).merge(unvisited_color)
end
# Draws grid lines to show the division of the grid into cells
def render_grid_lines
outputs.lines << (0..grid.width).map { |x| vertical_line(x) }
outputs.lines << (0..grid.height).map { |y| horizontal_line(y) }
end
# Easy way to draw vertical lines given an index
def vertical_line x
line = { x: x, y: 0, w: 0, h: grid.height }
line.transform_values { |v| v * grid.cell_size }
end
# Easy way to draw horizontal lines given an index
def horizontal_line y
line = { x: 0, y: y, w: grid.width, h: 0 }
line.transform_values { |v| v * grid.cell_size }
end
# Draws the walls on both grids
def render_walls
outputs.solids << grid.walls.map do |key, value|
scale_up(key).merge(wall_color)
end
end
# Renders the star on both grids
def render_star
outputs.sprites << scale_up(grid.star).merge({ path: 'star.png' })
end
# Renders the target on both grids
def render_target
outputs.sprites << scale_up(grid.target).merge({ path: 'target.png'})
end
# Labels the grids
def render_labels
outputs.labels << [200, 625, "Without early exit"]
end
# Renders the path based off of the search.path hash
def render_path
# If the star and target are disconnected there will only be one path
# The path should not render in that case
unless search.path.size == 1
search.path.each_key do | cell |
# Renders path on both grids
outputs.solids << [scale_up(cell), path_color]
end
end
end
# Calculates the path from the target to the star after the search is over
# Relies on the came_from hash
# Fills the search.path hash, which is later rendered on screen
def calc_path
endpoint = grid.target
while endpoint
search.path[endpoint] = true
endpoint = search.came_from[endpoint]
end
end
# In code, the cells are represented as 1x1 rectangles
# When drawn, the cells are larger than 1x1 rectangles
# This method is used to scale up cells, and lines
# Objects are scaled up according to the grid.cell_size variable
# This allows for easy customization of the visual scale of the grid
def scale_up(cell)
x = cell.x * grid.cell_size
y = cell.y * grid.cell_size
w = cell.w.zero? ? grid.cell_size : cell.w * grid.cell_size
h = cell.h.zero? ? grid.cell_size : cell.h * grid.cell_size
{ x: x, y: y, w: w, h: h }
end
# This method processes user input every tick
# Any method with "1" is related to the first grid
# Any method with "2" is related to the second grid
def input
# The program has to remember that the user is dragging an object
# even when the mouse is no longer over that object
# So detecting input and processing input is separate
# detect_input
# process_input
if inputs.mouse.up
state.current_input = :none
elsif star_clicked?
state.current_input = :star
end
if mouse_inside_grid?
unless grid.target == cell_closest_to_mouse
grid.target = cell_closest_to_mouse
end
if state.current_input == :star
unless grid.star == cell_closest_to_mouse
grid.star = cell_closest_to_mouse
end
end
end
end
# Determines what the user is editing and stores the value
# Storing the value allows the user to continue the same edit as long as the
# mouse left click is held
def detect_input
# When the mouse is up, nothing is being edited
if inputs.mouse.up
state.current_input = :none
# When the star in the no second grid is clicked
elsif star_clicked?
state.current_input = :star
# When the target in the no second grid is clicked
elsif target_clicked?
state.current_input = :target
# When a wall in the first grid is clicked
elsif wall_clicked?
state.current_input = :remove_wall
# When the first grid is clicked
elsif grid_clicked?
state.current_input = :add_wall
end
end
# Processes click and drag based on what the user is currently dragging
def process_input
if state.current_input == :star
input_star
elsif state.current_input == :target
input_target
elsif state.current_input == :remove_wall
input_remove_wall
elsif state.current_input == :add_wall
input_add_wall
end
end
# Moves the star to the cell closest to the mouse in the first grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def input_star
old_star = grid.star.clone
grid.star = cell_closest_to_mouse
unless old_star == grid.star
reset_search
end
end
# Moves the target to the grid closest to the mouse in the first grid
# Only reset_searchs the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def input_target
old_target = grid.target.clone
grid.target = cell_closest_to_mouse
unless old_target == grid.target
reset_search
end
end
# Removes walls in the first grid that are under the cursor
def input_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if mouse_inside_grid?
if grid.walls.key?(cell_closest_to_mouse)
grid.walls.delete(cell_closest_to_mouse)
reset_search
end
end
end
# Adds a wall in the first grid in the cell the mouse is over
def input_add_wall
if mouse_inside_grid?
unless grid.walls.key?(cell_closest_to_mouse)
grid.walls[cell_closest_to_mouse] = true
reset_search
end
end
end
# Whenever the user edits the grid,
# The search has to be reset_searchd upto the current step
# with the current grid as the initial state of the grid
def reset_search
# Reset_Searchs the search
search.frontier = []
search.came_from = {}
search.path = {}
end
# Returns a list of adjacent cells
# Used to determine what the next cells to be added to the frontier are
def adjacent_neighbors(cell)
neighbors = []
# Gets all the valid neighbors into the array
# From southern neighbor, clockwise
neighbors << [cell.x, cell.y - 1] unless cell.y == 0
neighbors << [cell.x - 1, cell.y] unless cell.x == 0
neighbors << [cell.x, cell.y + 1] unless cell.y == grid.height - 1
neighbors << [cell.x + 1, cell.y] unless cell.x == grid.width - 1
# Sorts the neighbors so the rendered path is a zigzag path
# Cells in a diagonal direction are given priority
# Comment this line to see the difference
neighbors = neighbors.sort_by { |neighbor_x, neighbor_y| proximity_to_star(neighbor_x, neighbor_y) }
neighbors
end
# Finds the vertical and horizontal distance of a cell from the star
# and returns the larger value
# This method is used to have a zigzag pattern in the rendered path
# A cell that is [5, 5] from the star,
# is explored before over a cell that is [0, 7] away.
# So, if possible, the search tries to go diagonal (zigzag) first
def proximity_to_star(x, y)
distance_x = (grid.star.x - x).abs
distance_y = (grid.star.y - y).abs
if distance_x > distance_y
return distance_x
else
return distance_y
end
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse helps with this
def cell_closest_to_mouse
# Closest cell to the mouse in the first grid
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Bound x and y to the grid
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# Signal that the user is going to be moving the star from the first grid
def star_clicked?
inputs.mouse.down && inputs.mouse.point.inside_rect?(scale_up(grid.star))
end
# Signal that the user is going to be moving the target from the first grid
def target_clicked?
inputs.mouse.down && inputs.mouse.point.inside_rect?(scale_up(grid.target))
end
# Signal that the user is going to be adding walls from the first grid
def grid_clicked?
inputs.mouse.down && mouse_inside_grid?
end
# Returns whether the mouse is inside of the first grid
# Part of the condition that checks whether the user is adding a wall
def mouse_inside_grid?
inputs.mouse.point.inside_rect?(scale_up(grid.rect))
end
# These methods provide handy aliases to colors
# Light brown
def unvisited_color
{ r: 221, g: 212, b: 213 }
end
# Camo Green
def wall_color
{ r: 134, g: 134, b: 120 }
end
# Pastel White
def path_color
[231, 230, 228]
end
def red
[255, 0, 0]
end
def purple
[149, 64, 191]
end
# Makes code more concise
def grid
state.grid
end
def search
state.search
end
end
# Method that is called by DragonRuby periodically
# Used for updating animations and calculations
def tick args
# Pressing r will reset the application
if args.inputs.keyboard.key_down.r
args.gtk.reset
reset
return
end
# Every tick, new args are passed, and the Breadth First Search tick is called
$breadcrumbs ||= Breadcrumbs.new
$breadcrumbs.args = args
$breadcrumbs.tick
end
def reset
$breadcrumbs = nil
end
# # Representation of how far away visited cells are from the star
# # Replaces the render_visited method
# # Visually demonstrates the effectiveness of early exit for pathfinding
# def render_heat_map
# # THIS CODE NEEDS SOME FIXING DUE TO REFACTORING
# search.came_from.each_key do | cell |
# distance = (grid.star.x - visited_cell.x).abs + (state.star.y - visited_cell.y).abs
# max_distance = grid.width + grid.height
# alpha = 255.to_i * distance.to_i / max_distance.to_i
# outputs.solids << [scale_up(visited_cell), red, alpha]
# # outputs.solids << [early_exit_scale_up(visited_cell), red, alpha]
# end
# end
Early Exit - main.rb link
# ./samples/13_path_finding_algorithms/04_early_exit/app/main.rb
# Contributors outside of DragonRuby who also hold Copyright:
# - Sujay Vadlakonda: https://github.com/sujayvadlakonda
# Comparison of a breadth first search with and without early exit
# Inspired by https://www.redblobgames.com/pathfinding/a-star/introduction.html
# Demonstrates the exploration difference caused by early exit
# Also demonstrates how breadth first search is used for path generation
# The left grid is a breadth first search without early exit
# The right grid is a breadth first search with early exit
# The red squares represent how far the search expanded
# The darker the red, the farther the search proceeded
# Comparison of the heat map reveals how much searching can be saved by early exit
# The white path shows path generation via breadth first search
class EarlyExitBreadthFirstSearch
attr_gtk
# This method is called every frame/tick
# Every tick, the current state of the search is rendered on the screen,
# User input is processed, and
# The next step in the search is calculated
def tick
defaults
# If the grid has not been searched
if state.visited.empty?
# Complete the search
state.max_steps.times { step }
# And calculate the path
calc_path
end
render
input
end
def defaults
# Variables to edit the size and appearance of the grid
# Freely customizable to user's liking
grid.width ||= 15
grid.height ||= 15
grid.cell_size ||= 40
grid.rect ||= [0, 0, grid.width, grid.height]
# At some step the animation will end,
# and further steps won't change anything (the whole grid.widthill be explored)
# This step is roughly the grid's width * height
# When anim_steps equals max_steps no more calculations will occur
# and the slider will be at the end
state.max_steps ||= args.state.grid.width * args.state.grid.height
# The location of the star and walls of the grid
# They can be modified to have a different initial grid
# Walls are stored in a hash for quick look up when doing the search
state.star ||= [2, 8]
state.target ||= [10, 5]
state.walls ||= {}
# Variables that are used by the breadth first search
# Storing cells that the search has visited, prevents unnecessary steps
# Expanding the frontier of the search in order makes the search expand
# from the center outward
# Visited cells in the first grid
state.visited ||= {}
# Visited cells in the second grid
state.early_exit_visited ||= {}
# The cells from which the search is to expand
state.frontier ||= []
# A hash of where each cell was expanded from
# The key is a cell, and the value is the cell it came from
state.came_from ||= {}
# Cells that are part of the path from the target to the star
state.path ||= {}
# What the user is currently editing on the grid
# We store this value, because we want to remember the value even when
# the user's cursor is no longer over what they're interacting with, but
# they are still clicking down on the mouse.
state.current_input ||= :none
end
# Draws everything onto the screen
def render
render_background
render_heat_map
render_walls
render_path
render_star
render_target
render_labels
end
# The methods below subdivide the task of drawing everything to the screen
# Draws what the grid looks like with nothing on it
def render_background
render_unvisited
render_grid_lines
end
# Draws both grids
def render_unvisited
outputs.solids << scale_up(grid.rect).merge(unvisited_color)
outputs.solids << early_exit_scale_up(grid.rect).merge(unvisited_color)
end
# Draws grid lines to show the division of the grid into cells
def render_grid_lines
outputs.lines << (0..grid.width).map { |x| vertical_line(x) }
outputs.lines << (0..grid.width).map { |x| early_exit_vertical_line(x) }
outputs.lines << (0..grid.height).map { |y| horizontal_line(y) }
outputs.lines << (0..grid.height).map { |y| early_exit_horizontal_line(y) }
end
# Easy way to draw vertical lines given an index
def vertical_line x
line = { x: x, y: 0, w: 0, h: grid.height }
line.transform_values { |v| v * grid.cell_size }
end
# Easy way to draw horizontal lines given an index
def horizontal_line y
line = { x: 0, y: y, w: grid.width, h: 0 }
line.transform_values { |v| v * grid.cell_size }
end
# Easy way to draw vertical lines given an index
def early_exit_vertical_line x
vertical_line(x + grid.width + 1)
end
# Easy way to draw horizontal lines given an index
def early_exit_horizontal_line y
line = { x: grid.width + 1, y: y, w: grid.width, h: 0 }
line.transform_values { |v| v * grid.cell_size }
end
# Draws the walls on both grids
def render_walls
state.walls.each_key do |wall|
outputs.solids << scale_up(wall).merge(wall_color)
outputs.solids << early_exit_scale_up(wall).merge(wall_color)
end
end
# Renders the star on both grids
def render_star
outputs.sprites << scale_up(state.star).merge({path: 'star.png'})
outputs.sprites << early_exit_scale_up(state.star).merge({path: 'star.png'})
end
# Renders the target on both grids
def render_target
outputs.sprites << scale_up(state.target).merge({path: 'target.png'})
outputs.sprites << early_exit_scale_up(state.target).merge({path: 'target.png'})
end
# Labels the grids
def render_labels
outputs.labels << [200, 625, "Without early exit"]
outputs.labels << [875, 625, "With early exit"]
end
# Renders the path based off of the state.path hash
def render_path
# If the star and target are disconnected there will only be one path
# The path should not render in that case
unless state.path.size == 1
state.path.each_key do | cell |
# Renders path on both grids
outputs.solids << scale_up(cell).merge(path_color)
outputs.solids << early_exit_scale_up(cell).merge(path_color)
end
end
end
# Calculates the path from the target to the star after the search is over
# Relies on the came_from hash
# Fills the state.path hash, which is later rendered on screen
def calc_path
endpoint = state.target
while endpoint
state.path[endpoint] = true
endpoint = state.came_from[endpoint]
end
end
# Representation of how far away visited cells are from the star
# Replaces the render_visited method
# Visually demonstrates the effectiveness of early exit for pathfinding
def render_heat_map
state.visited.each_key do | visited_cell |
distance = (state.star.x - visited_cell.x).abs + (state.star.y - visited_cell.y).abs
max_distance = grid.width + grid.height
alpha = 255.to_i * distance.to_i / max_distance.to_i
heat_color = red.merge({a: alpha })
outputs.solids << scale_up(visited_cell).merge(heat_color)
end
state.early_exit_visited.each_key do | visited_cell |
distance = (state.star.x - visited_cell.x).abs + (state.star.y - visited_cell.y).abs
max_distance = grid.width + grid.height
alpha = 255.to_i * distance.to_i / max_distance.to_i
heat_color = red.merge({a: alpha })
outputs.solids << early_exit_scale_up(visited_cell).merge(heat_color)
end
end
# Translates the given cell grid.width + 1 to the right and then scales up
# Used to draw cells for the second grid
# This method does not work for lines,
# so separate methods exist for the grid lines
def early_exit_scale_up(cell)
cell_clone = cell.clone
cell_clone.x += grid.width + 1
scale_up(cell_clone)
end
# In code, the cells are represented as 1x1 rectangles
# When drawn, the cells are larger than 1x1 rectangles
# This method is used to scale up cells, and lines
# Objects are scaled up according to the grid.cell_size variable
# This allows for easy customization of the visual scale of the grid
def scale_up(cell)
if cell.size == 2
return {
x: cell.x * grid.cell_size,
y: cell.y * grid.cell_size,
w: grid.cell_size,
h: grid.cell_size
}
else
return {
x: cell.x * grid.cell_size,
y: cell.y * grid.cell_size,
w: cell.w * grid.cell_size,
h: cell.h * grid.cell_size
}
end
end
# This method processes user input every tick
# Any method with "1" is related to the first grid
# Any method with "2" is related to the second grid
def input
# The program has to remember that the user is dragging an object
# even when the mouse is no longer over that object
# So detecting input and processing input is separate
detect_input
process_input
end
# Determines what the user is editing and stores the value
# Storing the value allows the user to continue the same edit as long as the
# mouse left click is held
def detect_input
# When the mouse is up, nothing is being edited
if inputs.mouse.up
state.current_input = :none
# When the star in the no second grid is clicked
elsif star_clicked?
state.current_input = :star
# When the star in the second grid is clicked
elsif star2_clicked?
state.current_input = :star2
# When the target in the no second grid is clicked
elsif target_clicked?
state.current_input = :target
# When the target in the second grid is clicked
elsif target2_clicked?
state.current_input = :target2
# When a wall in the first grid is clicked
elsif wall_clicked?
state.current_input = :remove_wall
# When a wall in the second grid is clicked
elsif wall2_clicked?
state.current_input = :remove_wall2
# When the first grid is clicked
elsif grid_clicked?
state.current_input = :add_wall
# When the second grid is clicked
elsif grid2_clicked?
state.current_input = :add_wall2
end
end
# Processes click and drag based on what the user is currently dragging
def process_input
if state.current_input == :star
input_star
elsif state.current_input == :star2
input_star2
elsif state.current_input == :target
input_target
elsif state.current_input == :target2
input_target2
elsif state.current_input == :remove_wall
input_remove_wall
elsif state.current_input == :remove_wall2
input_remove_wall2
elsif state.current_input == :add_wall
input_add_wall
elsif state.current_input == :add_wall2
input_add_wall2
end
end
# Moves the star to the cell closest to the mouse in the first grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def input_star
old_star = state.star.clone
state.star = cell_closest_to_mouse
unless old_star == state.star
reset_search
end
end
# Moves the star to the cell closest to the mouse in the second grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def input_star2
old_star = state.star.clone
state.star = cell_closest_to_mouse2
unless old_star == state.star
reset_search
end
end
# Moves the target to the grid closest to the mouse in the first grid
# Only reset_searchs the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def input_target
old_target = state.target.clone
state.target = cell_closest_to_mouse
unless old_target == state.target
reset_search
end
end
# Moves the target to the cell closest to the mouse in the second grid
# Only reset_searchs the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def input_target2
old_target = state.target.clone
state.target = cell_closest_to_mouse2
unless old_target == state.target
reset_search
end
end
# Removes walls in the first grid that are under the cursor
def input_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if mouse_inside_grid?
if state.walls.key?(cell_closest_to_mouse)
state.walls.delete(cell_closest_to_mouse)
reset_search
end
end
end
# Removes walls in the second grid that are under the cursor
def input_remove_wall2
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if mouse_inside_grid2?
if state.walls.key?(cell_closest_to_mouse2)
state.walls.delete(cell_closest_to_mouse2)
reset_search
end
end
end
# Adds a wall in the first grid in the cell the mouse is over
def input_add_wall
if mouse_inside_grid?
unless state.walls.key?(cell_closest_to_mouse)
state.walls[cell_closest_to_mouse] = true
reset_search
end
end
end
# Adds a wall in the second grid in the cell the mouse is over
def input_add_wall2
if mouse_inside_grid2?
unless state.walls.key?(cell_closest_to_mouse2)
state.walls[cell_closest_to_mouse2] = true
reset_search
end
end
end
# Whenever the user edits the grid,
# The search has to be reset_searchd upto the current step
# with the current grid as the initial state of the grid
def reset_search
# Reset_Searchs the search
state.frontier = []
state.visited = {}
state.early_exit_visited = {}
state.came_from = {}
state.path = {}
end
# Moves the search forward one step
def step
# The setup to the search
# Runs once when there are no visited cells
if state.visited.empty?
state.visited[state.star] = true
state.early_exit_visited[state.star] = true
state.frontier << state.star
state.came_from[state.star] = nil
end
# A step in the search
unless state.frontier.empty?
# Takes the next frontier cell
new_frontier = state.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do |neighbor|
# That have not been visited and are not walls
unless state.visited.key?(neighbor) || state.walls.key?(neighbor)
# Add them to the frontier and mark them as visited in the first grid
state.visited[neighbor] = true
# Unless the target has been visited
unless state.visited.key?(state.target)
# Mark the neighbor as visited in the second grid as well
state.early_exit_visited[neighbor] = true
end
# Add the neighbor to the frontier and remember which cell it came from
state.frontier << neighbor
state.came_from[neighbor] = new_frontier
end
end
end
end
# Returns a list of adjacent cells
# Used to determine what the next cells to be added to the frontier are
def adjacent_neighbors(cell)
neighbors = []
# Gets all the valid neighbors into the array
# From southern neighbor, clockwise
neighbors << [cell.x, cell.y - 1] unless cell.y == 0
neighbors << [cell.x - 1, cell.y] unless cell.x == 0
neighbors << [cell.x, cell.y + 1] unless cell.y == grid.height - 1
neighbors << [cell.x + 1, cell.y] unless cell.x == grid.width - 1
# Sorts the neighbors so the rendered path is a zigzag path
# Cells in a diagonal direction are given priority
# Comment this line to see the difference
neighbors = neighbors.sort_by { |neighbor_x, neighbor_y| proximity_to_star(neighbor_x, neighbor_y) }
neighbors
end
# Finds the vertical and horizontal distance of a cell from the star
# and returns the larger value
# This method is used to have a zigzag pattern in the rendered path
# A cell that is [5, 5] from the star,
# is explored before over a cell that is [0, 7] away.
# So, if possible, the search tries to go diagonal (zigzag) first
def proximity_to_star(x, y)
distance_x = (state.star.x - x).abs
distance_y = (state.star.y - y).abs
if distance_x > distance_y
return distance_x
else
return distance_y
end
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse helps with this
def cell_closest_to_mouse
# Closest cell to the mouse in the first grid
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Bound x and y to the grid
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse in the second grid helps with this
def cell_closest_to_mouse2
# Closest cell grid to the mouse in the second
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Translate the cell to the first grid
x -= grid.width + 1
# Bound x and y to the first grid
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# Signal that the user is going to be moving the star from the first grid
def star_clicked?
inputs.mouse.down && inputs.mouse.point.inside_rect?(scale_up(state.star))
end
# Signal that the user is going to be moving the star from the second grid
def star2_clicked?
inputs.mouse.down && inputs.mouse.point.inside_rect?(early_exit_scale_up(state.star))
end
# Signal that the user is going to be moving the target from the first grid
def target_clicked?
inputs.mouse.down && inputs.mouse.point.inside_rect?(scale_up(state.target))
end
# Signal that the user is going to be moving the target from the second grid
def target2_clicked?
inputs.mouse.down && inputs.mouse.point.inside_rect?(early_exit_scale_up(state.target))
end
# Signal that the user is going to be removing walls from the first grid
def wall_clicked?
inputs.mouse.down && mouse_inside_wall?
end
# Signal that the user is going to be removing walls from the second grid
def wall2_clicked?
inputs.mouse.down && mouse_inside_wall2?
end
# Signal that the user is going to be adding walls from the first grid
def grid_clicked?
inputs.mouse.down && mouse_inside_grid?
end
# Signal that the user is going to be adding walls from the second grid
def grid2_clicked?
inputs.mouse.down && mouse_inside_grid2?
end
# Returns whether the mouse is inside of a wall in the first grid
# Part of the condition that checks whether the user is removing a wall
def mouse_inside_wall?
state.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(scale_up(wall))
end
false
end
# Returns whether the mouse is inside of a wall in the second grid
# Part of the condition that checks whether the user is removing a wall
def mouse_inside_wall2?
state.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(early_exit_scale_up(wall))
end
false
end
# Returns whether the mouse is inside of the first grid
# Part of the condition that checks whether the user is adding a wall
def mouse_inside_grid?
inputs.mouse.point.inside_rect?(scale_up(grid.rect))
end
# Returns whether the mouse is inside of the second grid
# Part of the condition that checks whether the user is adding a wall
def mouse_inside_grid2?
inputs.mouse.point.inside_rect?(early_exit_scale_up(grid.rect))
end
# These methods provide handy aliases to colors
# Light brown
def unvisited_color
[221, 212, 213]
{ r: 221, g: 212, b: 213 }
end
# Camo Green
def wall_color
{ r: 134, g: 134, b: 120 }
end
# Pastel White
def path_color
{ r: 231, g: 230, b: 228 }
end
def red
{ r: 255, g: 0, b: 0 }
end
# Makes code more concise
def grid
state.grid
end
end
# Method that is called by DragonRuby periodically
# Used for updating animations and calculations
def tick args
# Pressing r will reset the application
if args.inputs.keyboard.key_down.r
args.gtk.reset
reset
return
end
# Every tick, new args are passed, and the Breadth First Search tick is called
$early_exit_breadth_first_search ||= EarlyExitBreadthFirstSearch.new
$early_exit_breadth_first_search.args = args
$early_exit_breadth_first_search.tick
end
def reset
$early_exit_breadth_first_search = nil
end
Dijkstra - main.rb link
# ./samples/13_path_finding_algorithms/05_dijkstra/app/main.rb
# Contributors outside of DragonRuby who also hold Copyright:
# - Sujay Vadlakonda: https://github.com/sujayvadlakonda
# Demonstrates how Dijkstra's Algorithm allows movement costs to be considered
# Inspired by https://www.redblobgames.com/pathfinding/a-star/introduction.html
# The first grid is a breadth first search with an early exit.
# It shows a heat map of all the cells that were visited by the search and their relative distance.
# The second grid is an implementation of Dijkstra's algorithm.
# Light green cells have 5 times the movement cost of regular cells.
# The heat map will darken based on movement cost.
# Dark green cells are walls, and the search cannot go through them.
class Movement_Costs
attr_gtk
# This method is called every frame/tick
# Every tick, the current state of the search is rendered on the screen,
# User input is processed, and
# The next step in the search is calculated
def tick
defaults
render
input
calc
end
def defaults
# Variables to edit the size and appearance of the grid
# Freely customizable to user's liking
grid.width ||= 10
grid.height ||= 10
grid.cell_size ||= 60
grid.rect ||= [0, 0, grid.width, grid.height]
# The location of the star and walls of the grid
# They can be modified to have a different initial grid
# Walls are stored in a hash for quick look up when doing the search
state.star ||= [1, 5]
state.target ||= [8, 4]
state.walls ||= {[1, 1] => true, [2, 1] => true, [3, 1] => true, [1, 2] => true, [2, 2] => true, [3, 2] => true}
state.hills ||= {
[4, 1] => true,
[5, 1] => true,
[4, 2] => true,
[5, 2] => true,
[6, 2] => true,
[4, 3] => true,
[5, 3] => true,
[6, 3] => true,
[3, 4] => true,
[4, 4] => true,
[5, 4] => true,
[6, 4] => true,
[7, 4] => true,
[3, 5] => true,
[4, 5] => true,
[5, 5] => true,
[6, 5] => true,
[7, 5] => true,
[4, 6] => true,
[5, 6] => true,
[6, 6] => true,
[7, 6] => true,
[4, 7] => true,
[5, 7] => true,
[6, 7] => true,
[4, 8] => true,
[5, 8] => true,
}
# What the user is currently editing on the grid
# We store this value, because we want to remember the value even when
# the user's cursor is no longer over what they're interacting with, but
# they are still clicking down on the mouse.
state.user_input ||= :none
# Values that are used for the breadth first search
# Keeping track of what cells were visited prevents counting cells multiple times
breadth_first_search.visited ||= {}
# The cells from which the breadth first search will expand
breadth_first_search.frontier ||= []
# Keeps track of which cell all cells were searched from
# Used to recreate the path from the target to the star
breadth_first_search.came_from ||= {}
# Keeps track of the movement cost so far to be at a cell
# Allows the costs of new cells to be quickly calculated
# Also doubles as a way to check if cells have already been visited
dijkstra_search.cost_so_far ||= {}
# The cells from which the Dijkstra search will expand
dijkstra_search.frontier ||= []
# Keeps track of which cell all cells were searched from
# Used to recreate the path from the target to the star
dijkstra_search.came_from ||= {}
end
# Draws everything onto the screen
def render
render_background
render_heat_maps
render_star
render_target
render_hills
render_walls
render_paths
end
# The methods below subdivide the task of drawing everything to the screen
# Draws what the grid looks like with nothing on it
def render_background
render_unvisited
render_grid_lines
render_labels
end
# Draws two rectangles the size of the grid in the default cell color
# Used as part of the background
def render_unvisited
outputs.solids << scale_up(grid.rect).merge(unvisited_color)
outputs.solids << move_and_scale_up(grid.rect).merge(unvisited_color)
end
# Draws grid lines to show the division of the grid into cells
def render_grid_lines
outputs.lines << (0..grid.width).map { |x| vertical_line(x) }
outputs.lines << (0..grid.width).map { |x| shifted_vertical_line(x) }
outputs.lines << (0..grid.height).map { |y| horizontal_line(y) }
outputs.lines << (0..grid.height).map { |y| shifted_horizontal_line(y) }
end
# A line the size of the grid, multiplied by the cell size for rendering
def vertical_line x
line = { x: x, y: 0, w: 0, h: grid.height }
line.transform_values { |v| v * grid.cell_size }
end
# A line the size of the grid, multiplied by the cell size for rendering
def horizontal_line y
line = { x: 0, y: y, w: grid.width, h: 0 }
line.transform_values { |v| v * grid.cell_size }
end
# Translate vertical line by the size of the grid and 1
def shifted_vertical_line x
vertical_line(x + grid.width + 1)
end
# Get horizontal line and shift to the right
def shifted_horizontal_line y
line = { x: grid.width + 1, y: y, w: grid.width, h: 0 }
line.transform_values { |v| v * grid.cell_size }
end
# Labels the grids
def render_labels
outputs.labels << [175, 650, "Number of steps", 3]
outputs.labels << [925, 650, "Distance", 3]
end
def render_paths
render_breadth_first_search_path
render_dijkstra_path
end
def render_heat_maps
render_breadth_first_search_heat_map
render_dijkstra_heat_map
end
# This heat map shows the cells explored by the breadth first search and how far they are from the star.
def render_breadth_first_search_heat_map
# For each cell explored
breadth_first_search.visited.each_key do | visited_cell |
# Find its distance from the star
distance = (state.star.x - visited_cell.x).abs + (state.star.y - visited_cell.y).abs
max_distance = grid.width + grid.height
# Get it as a percent of the maximum distance and scale to 255 for use as an alpha value
alpha = 255.to_i * distance.to_i / max_distance.to_i
heat_color = red.merge({a: alpha })
outputs.solids << scale_up(visited_cell).merge(heat_color)
end
end
def render_breadth_first_search_path
# If the search found the target
if breadth_first_search.visited.has_key?(state.target)
# Start from the target
endpoint = state.target
# And the cell it came from
next_endpoint = breadth_first_search.came_from[endpoint]
while endpoint && next_endpoint
# Draw a path between these two cells
path = get_path_between(endpoint, next_endpoint)
outputs.solids << scale_up(path).merge(path_color)
# And get the next pair of cells
endpoint = next_endpoint
next_endpoint = breadth_first_search.came_from[endpoint]
# Continue till there are no more cells
end
end
end
def render_dijkstra_heat_map
dijkstra_search.cost_so_far.each do |visited_cell, cost|
max_cost = (grid.width + grid.height) #* 5
alpha = 255.to_i * cost.to_i / max_cost.to_i
heat_color = red.merge({a: alpha})
outputs.solids << move_and_scale_up(visited_cell).merge(heat_color)
end
end
def render_dijkstra_path
# If the search found the target
if dijkstra_search.came_from.has_key?(state.target)
# Get the target and the cell it came from
endpoint = state.target
next_endpoint = dijkstra_search.came_from[endpoint]
while endpoint && next_endpoint
# Draw a path between them
path = get_path_between(endpoint, next_endpoint)
outputs.solids << move_and_scale_up(path).merge(path_color)
# Shift one cell down the path
endpoint = next_endpoint
next_endpoint = dijkstra_search.came_from[endpoint]
# Repeat till the end of the path
end
end
end
# Renders the star on both grids
def render_star
outputs.sprites << scale_up(state.star).merge({path: 'star.png'})
outputs.sprites << move_and_scale_up(state.star).merge({path: 'star.png'})
end
# Renders the target on both grids
def render_target
outputs.sprites << scale_up(state.target).merge({path: 'target.png'})
outputs.sprites << move_and_scale_up(state.target).merge({path: 'target.png'})
end
def render_hills
state.hills.each_key do |hill|
outputs.solids << scale_up(hill).merge(hill_color)
outputs.solids << move_and_scale_up(hill).merge(hill_color)
end
end
# Draws the walls on both grids
def render_walls
state.walls.each_key do |wall|
outputs.solids << scale_up(wall).merge(wall_color)
outputs.solids << move_and_scale_up(wall).merge(wall_color)
end
end
def get_path_between(cell_one, cell_two)
path = nil
if cell_one.x == cell_two.x
if cell_one.y < cell_two.y
path = [cell_one.x + 0.3, cell_one.y + 0.3, 0.4, 1.4]
else
path = [cell_two.x + 0.3, cell_two.y + 0.3, 0.4, 1.4]
end
else
if cell_one.x < cell_two.x
path = [cell_one.x + 0.3, cell_one.y + 0.3, 1.4, 0.4]
else
path = [cell_two.x + 0.3, cell_two.y + 0.3, 1.4, 0.4]
end
end
path
end
# Translates the given cell grid.width + 1 to the right and then scales up
# Used to draw cells for the second grid
# This method does not work for lines,
# so separate methods exist for the grid lines
def move_and_scale_up(cell)
cell_clone = cell.clone
cell_clone.x += grid.width + 1
scale_up(cell_clone)
end
# In code, the cells are represented as 1x1 rectangles
# When drawn, the cells are larger than 1x1 rectangles
# This method is used to scale up cells, and lines
# Objects are scaled up according to the grid.cell_size variable
# This allows for easy customization of the visual scale of the grid
def scale_up(cell)
if cell.size == 2
return {
x: cell.x * grid.cell_size,
y: cell.y * grid.cell_size,
w: grid.cell_size,
h: grid.cell_size
}
else
return {
x: cell.x * grid.cell_size,
y: cell.y * grid.cell_size,
w: cell.w * grid.cell_size,
h: cell.h * grid.cell_size
}
end
end
# Handles user input every tick so the grid can be edited
# Separate input detection and processing is needed
# For example: Adding walls is started by clicking down on a hill,
# but the mouse doesn't need to remain over hills to add walls
def input
# If the mouse was lifted this tick
if inputs.mouse.up
# Set current input to none
state.user_input = :none
end
# If the mouse was clicked this tick
if inputs.mouse.down
# Determine what the user is editing and edit the state.user_input variable
determine_input
end
# Process user input based on user_input variable and current mouse position
process_input
end
# Determines what the user is editing and stores the value
# This method is called the tick the mouse is clicked
# Storing the value allows the user to continue the same edit as long as the
# mouse left click is held
def determine_input
# If the mouse is over the star in the first grid
if mouse_over_star?
# The user is editing the star from the first grid
state.user_input = :star
# If the mouse is over the star in the second grid
elsif mouse_over_star2?
# The user is editing the star from the second grid
state.user_input = :star2
# If the mouse is over the target in the first grid
elsif mouse_over_target?
# The user is editing the target from the first grid
state.user_input = :target
# If the mouse is over the target in the second grid
elsif mouse_over_target2?
# The user is editing the target from the second grid
state.user_input = :target2
# If the mouse is over a wall in the first grid
elsif mouse_over_wall?
# The user is removing a wall from the first grid
state.user_input = :remove_wall
# If the mouse is over a wall in the second grid
elsif mouse_over_wall2?
# The user is removing a wall from the second grid
state.user_input = :remove_wall2
# If the mouse is over a hill in the first grid
elsif mouse_over_hill?
# The user is adding a wall from the first grid
state.user_input = :add_wall
# If the mouse is over a hill in the second grid
elsif mouse_over_hill2?
# The user is adding a wall from the second grid
state.user_input = :add_wall2
# If the mouse is over the first grid
elsif mouse_over_grid?
# The user is adding a hill from the first grid
state.user_input = :add_hill
# If the mouse is over the second grid
elsif mouse_over_grid2?
# The user is adding a hill from the second grid
state.user_input = :add_hill2
end
end
# Processes click and drag based on what the user is currently dragging
def process_input
if state.user_input == :star
input_star
elsif state.user_input == :star2
input_star2
elsif state.user_input == :target
input_target
elsif state.user_input == :target2
input_target2
elsif state.user_input == :remove_wall
input_remove_wall
elsif state.user_input == :remove_wall2
input_remove_wall2
elsif state.user_input == :add_hill
input_add_hill
elsif state.user_input == :add_hill2
input_add_hill2
elsif state.user_input == :add_wall
input_add_wall
elsif state.user_input == :add_wall2
input_add_wall2
end
end
# Calculates the two searches
def calc
# If the searches have not started
if breadth_first_search.visited.empty?
# Calculate the two searches
calc_breadth_first
calc_dijkstra
end
end
def calc_breadth_first
# Sets up the Breadth First Search
breadth_first_search.visited[state.star] = true
breadth_first_search.frontier << state.star
breadth_first_search.came_from[state.star] = nil
until breadth_first_search.frontier.empty?
return if breadth_first_search.visited.key?(state.target)
# A step in the search
# Takes the next frontier cell
new_frontier = breadth_first_search.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do | neighbor |
# That have not been visited and are not walls
unless breadth_first_search.visited.key?(neighbor) || state.walls.key?(neighbor)
# Add them to the frontier and mark them as visited in the first grid
breadth_first_search.visited[neighbor] = true
breadth_first_search.frontier << neighbor
# Remember which cell the neighbor came from
breadth_first_search.came_from[neighbor] = new_frontier
end
end
end
end
# Calculates the Dijkstra Search from the beginning to the end
def calc_dijkstra
# The initial values for the Dijkstra search
dijkstra_search.frontier << [state.star, 0]
dijkstra_search.came_from[state.star] = nil
dijkstra_search.cost_so_far[state.star] = 0
# Until their are no more cells to be explored
until dijkstra_search.frontier.empty?
# Get the next cell to be explored from
# We get the first element of the array which is the cell. The second element is the priority.
current = dijkstra_search.frontier.shift[0]
# Stop the search if we found the target
return if current == state.target
# For each of the neighbors
adjacent_neighbors(current).each do | neighbor |
# Unless this cell is a wall or has already been explored.
unless dijkstra_search.came_from.key?(neighbor) or state.walls.key?(neighbor)
# Calculate the movement cost of getting to this cell and memo
new_cost = dijkstra_search.cost_so_far[current] + cost(neighbor)
dijkstra_search.cost_so_far[neighbor] = new_cost
# Add this neighbor to the cells too be explored
dijkstra_search.frontier << [neighbor, new_cost]
dijkstra_search.came_from[neighbor] = current
end
end
# Sort the frontier so exploration occurs that have a low cost so far.
# My implementation of a priority queue
dijkstra_search.frontier = dijkstra_search.frontier.sort_by {|cell, priority| priority}
end
end
def cost(cell)
return 5 if state.hills.key? cell
1
end
# Moves the star to the cell closest to the mouse in the first grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def input_star
old_star = state.star.clone
unless cell_closest_to_mouse == state.target
state.star = cell_closest_to_mouse
end
unless old_star == state.star
reset_search
end
end
# Moves the star to the cell closest to the mouse in the second grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def input_star2
old_star = state.star.clone
unless cell_closest_to_mouse2 == state.target
state.star = cell_closest_to_mouse2
end
unless old_star == state.star
reset_search
end
end
# Moves the target to the grid closest to the mouse in the first grid
# Only reset_searchs the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def input_target
old_target = state.target.clone
unless cell_closest_to_mouse == state.star
state.target = cell_closest_to_mouse
end
unless old_target == state.target
reset_search
end
end
# Moves the target to the cell closest to the mouse in the second grid
# Only reset_searchs the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def input_target2
old_target = state.target.clone
unless cell_closest_to_mouse2 == state.star
state.target = cell_closest_to_mouse2
end
unless old_target == state.target
reset_search
end
end
# Removes walls in the first grid that are under the cursor
def input_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if mouse_over_grid?
if state.walls.key?(cell_closest_to_mouse) or state.hills.key?(cell_closest_to_mouse)
state.walls.delete(cell_closest_to_mouse)
state.hills.delete(cell_closest_to_mouse)
reset_search
end
end
end
# Removes walls in the second grid that are under the cursor
def input_remove_wall2
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if mouse_over_grid2?
if state.walls.key?(cell_closest_to_mouse2) or state.hills.key?(cell_closest_to_mouse2)
state.walls.delete(cell_closest_to_mouse2)
state.hills.delete(cell_closest_to_mouse2)
reset_search
end
end
end
# Adds a hill in the first grid in the cell the mouse is over
def input_add_hill
if mouse_over_grid?
unless state.hills.key?(cell_closest_to_mouse)
state.hills[cell_closest_to_mouse] = true
reset_search
end
end
end
# Adds a hill in the second grid in the cell the mouse is over
def input_add_hill2
if mouse_over_grid2?
unless state.hills.key?(cell_closest_to_mouse2)
state.hills[cell_closest_to_mouse2] = true
reset_search
end
end
end
# Adds a wall in the first grid in the cell the mouse is over
def input_add_wall
if mouse_over_grid?
unless state.walls.key?(cell_closest_to_mouse)
state.hills.delete(cell_closest_to_mouse)
state.walls[cell_closest_to_mouse] = true
reset_search
end
end
end
# Adds a wall in the second grid in the cell the mouse is over
def input_add_wall2
if mouse_over_grid2?
unless state.walls.key?(cell_closest_to_mouse2)
state.hills.delete(cell_closest_to_mouse2)
state.walls[cell_closest_to_mouse2] = true
reset_search
end
end
end
# Whenever the user edits the grid,
# The search has to be reset_searchd upto the current step
# with the current grid as the initial state of the grid
def reset_search
breadth_first_search.visited = {}
breadth_first_search.frontier = []
breadth_first_search.came_from = {}
dijkstra_search.frontier = []
dijkstra_search.came_from = {}
dijkstra_search.cost_so_far = {}
end
# Returns a list of adjacent cells
# Used to determine what the next cells to be added to the frontier are
def adjacent_neighbors(cell)
neighbors = []
# Gets all the valid neighbors into the array
# From southern neighbor, clockwise
neighbors << [cell.x , cell.y - 1] unless cell.y == 0
neighbors << [cell.x - 1, cell.y ] unless cell.x == 0
neighbors << [cell.x , cell.y + 1] unless cell.y == grid.height - 1
neighbors << [cell.x + 1, cell.y ] unless cell.x == grid.width - 1
# Sorts the neighbors so the rendered path is a zigzag path
# Cells in a diagonal direction are given priority
# Comment this line to see the difference
neighbors = neighbors.sort_by { |neighbor_x, neighbor_y| proximity_to_star(neighbor_x, neighbor_y) }
neighbors
end
# Finds the vertical and horizontal distance of a cell from the star
# and returns the larger value
# This method is used to have a zigzag pattern in the rendered path
# A cell that is [5, 5] from the star,
# is explored before over a cell that is [0, 7] away.
# So, if possible, the search tries to go diagonal (zigzag) first
def proximity_to_star(x, y)
distance_x = (state.star.x - x).abs
distance_y = (state.star.y - y).abs
if distance_x > distance_y
return distance_x
else
return distance_y
end
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse helps with this
def cell_closest_to_mouse
# Closest cell to the mouse in the first grid
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Bound x and y to the grid
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse in the second grid helps with this
def cell_closest_to_mouse2
# Closest cell grid to the mouse in the second
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Translate the cell to the first grid
x -= grid.width + 1
# Bound x and y to the first grid
x = 0 if x < 0
y = 0 if y < 0
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# Signal that the user is going to be moving the star from the first grid
def mouse_over_star?
inputs.mouse.point.inside_rect?(scale_up(state.star))
end
# Signal that the user is going to be moving the star from the second grid
def mouse_over_star2?
inputs.mouse.point.inside_rect?(move_and_scale_up(state.star))
end
# Signal that the user is going to be moving the target from the first grid
def mouse_over_target?
inputs.mouse.point.inside_rect?(scale_up(state.target))
end
# Signal that the user is going to be moving the target from the second grid
def mouse_over_target2?
inputs.mouse.point.inside_rect?(move_and_scale_up(state.target))
end
# Signal that the user is going to be removing walls from the first grid
def mouse_over_wall?
state.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(scale_up(wall))
end
false
end
# Signal that the user is going to be removing walls from the second grid
def mouse_over_wall2?
state.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(move_and_scale_up(wall))
end
false
end
# Signal that the user is going to be removing hills from the first grid
def mouse_over_hill?
state.hills.each_key do | hill |
return true if inputs.mouse.point.inside_rect?(scale_up(hill))
end
false
end
# Signal that the user is going to be removing hills from the second grid
def mouse_over_hill2?
state.hills.each_key do | hill |
return true if inputs.mouse.point.inside_rect?(move_and_scale_up(hill))
end
false
end
# Signal that the user is going to be adding walls from the first grid
def mouse_over_grid?
inputs.mouse.point.inside_rect?(scale_up(grid.rect))
end
# Signal that the user is going to be adding walls from the second grid
def mouse_over_grid2?
inputs.mouse.point.inside_rect?(move_and_scale_up(grid.rect))
end
# These methods provide handy aliases to colors
# Light brown
def unvisited_color
{ r: 221, g: 212, b: 213 }
end
# Camo Green
def wall_color
{ r: 134, g: 134, b: 120 }
end
# Pastel White
def path_color
{ r: 231, g: 230, b: 228 }
end
def red
{ r: 255, g: 0, b: 0 }
end
# A Green
def hill_color
{ r: 139, g: 173, b: 132 }
end
# Makes code more concise
def grid
state.grid
end
def breadth_first_search
state.breadth_first_search
end
def dijkstra_search
state.dijkstra_search
end
end
# Method that is called by DragonRuby periodically
# Used for updating animations and calculations
def tick args
# Pressing r will reset the application
if args.inputs.keyboard.key_down.r
args.gtk.reset
reset
return
end
# Every tick, new args are passed, and the Dijkstra tick method is called
$movement_costs ||= Movement_Costs.new
$movement_costs.args = args
$movement_costs.tick
end
def reset
$movement_costs = nil
end
Heuristic - main.rb link
# ./samples/13_path_finding_algorithms/06_heuristic/app/main.rb
# Contributors outside of DragonRuby who also hold Copyright:
# - Sujay Vadlakonda: https://github.com/sujayvadlakonda
# This program is inspired by https://www.redblobgames.com/pathfinding/a-star/introduction.html
# The effectiveness of the Heuristic search algorithm is shown through this demonstration.
# Notice that both searches find the shortest path
# The heuristic search, however, explores less of the grid, and is therefore faster.
# The heuristic search prioritizes searching cells that are closer to the target.
# Make sure to look at the Heuristic with walls program to see some of the downsides of the heuristic algorithm.
class Heuristic
attr_gtk
def tick
defaults
render
input
# If animation is playing, and max steps have not been reached
# Move the search a step forward
if state.play && state.current_step < state.max_steps
# Variable that tells the program what step to recalculate up to
state.current_step += 1
move_searches_one_step_forward
end
end
def defaults
# Variables to edit the size and appearance of the grid
# Freely customizable to user's liking
grid.width ||= 15
grid.height ||= 15
grid.cell_size ||= 40
grid.rect ||= [0, 0, grid.width, grid.height]
grid.star ||= [0, 2]
grid.target ||= [14, 12]
grid.walls ||= {}
# There are no hills in the Heuristic Search Demo
# What the user is currently editing on the grid
# We store this value, because we want to remember the value even when
# the user's cursor is no longer over what they're interacting with, but
# they are still clicking down on the mouse.
state.user_input ||= :none
# These variables allow the breadth first search to take place
# Came_from is a hash with a key of a cell and a value of the cell that was expanded from to find the key.
# Used to prevent searching cells that have already been found
# and to trace a path from the target back to the starting point.
# Frontier is an array of cells to expand the search from.
# The search is over when there are no more cells to search from.
# Path stores the path from the target to the star, once the target has been found
# It prevents calculating the path every tick.
bfs.came_from ||= {}
bfs.frontier ||= []
bfs.path ||= []
heuristic.came_from ||= {}
heuristic.frontier ||= []
heuristic.path ||= []
# Stores which step of the animation is being rendered
# When the user moves the star or messes with the walls,
# the searches are recalculated up to this step
unless state.current_step
state.current_step = 0
end
# At some step the animation will end,
# and further steps won't change anything (the whole grid will be explored)
# This step is roughly the grid's width * height
# When anim_steps equals max_steps no more calculations will occur
# and the slider will be at the end
state.max_steps = grid.width * grid.height
# Whether the animation should play or not
# If true, every tick moves anim_steps forward one
# Pressing the stepwise animation buttons will pause the animation
# An if statement instead of the ||= operator is used for assigning a boolean value.
# The || operator does not differentiate between nil and false.
if state.play == nil
state.play = false
end
# Store the rects of the buttons that control the animation
# They are here for user customization
# Editing these might require recentering the text inside them
# Those values can be found in the render_button methods
buttons.left = [470, 600, 50, 50]
buttons.center = [520, 600, 200, 50]
buttons.right = [720, 600, 50, 50]
# The variables below are related to the slider
# They allow the user to customize them
# They also give a central location for the render and input methods to get
# information from
# x & y are the coordinates of the leftmost part of the slider line
slider.x = 440
slider.y = 675
# This is the width of the line
slider.w = 360
# This is the offset for the circle
# Allows the center of the circle to be on the line,
# as opposed to the upper right corner
slider.offset = 20
# This is the spacing between each of the notches on the slider
# Notches are places where the circle can rest on the slider line
# There needs to be a notch for each step before the maximum number of steps
slider.spacing = slider.w.to_f / state.max_steps.to_f
end
# All methods with render draw stuff on the screen
# UI has buttons, the slider, and labels
# The search specific rendering occurs in the respective methods
def render
render_ui
render_bfs
render_heuristic
end
def render_ui
render_buttons
render_slider
render_labels
end
def render_buttons
render_left_button
render_center_button
render_right_button
end
def render_bfs
render_bfs_grid
render_bfs_star
render_bfs_target
render_bfs_visited
render_bfs_walls
render_bfs_frontier
render_bfs_path
end
def render_heuristic
render_heuristic_grid
render_heuristic_star
render_heuristic_target
render_heuristic_visited
render_heuristic_walls
render_heuristic_frontier
render_heuristic_path
end
# This method handles user input every tick
def input
# Check and handle button input
input_buttons
# If the mouse was lifted this tick
if inputs.mouse.up
# Set current input to none
state.user_input = :none
end
# If the mouse was clicked this tick
if inputs.mouse.down
# Determine what the user is editing and appropriately edit the state.user_input variable
determine_input
end
# Process user input based on user_input variable and current mouse position
process_input
end
# Determines what the user is editing
# This method is called when the mouse is clicked down
def determine_input
if mouse_over_slider?
state.user_input = :slider
# If the mouse is over the star in the first grid
elsif bfs_mouse_over_star?
# The user is editing the star from the first grid
state.user_input = :bfs_star
# If the mouse is over the star in the second grid
elsif heuristic_mouse_over_star?
# The user is editing the star from the second grid
state.user_input = :heuristic_star
# If the mouse is over the target in the first grid
elsif bfs_mouse_over_target?
# The user is editing the target from the first grid
state.user_input = :bfs_target
# If the mouse is over the target in the second grid
elsif heuristic_mouse_over_target?
# The user is editing the target from the second grid
state.user_input = :heuristic_target
# If the mouse is over a wall in the first grid
elsif bfs_mouse_over_wall?
# The user is removing a wall from the first grid
state.user_input = :bfs_remove_wall
# If the mouse is over a wall in the second grid
elsif heuristic_mouse_over_wall?
# The user is removing a wall from the second grid
state.user_input = :heuristic_remove_wall
# If the mouse is over the first grid
elsif bfs_mouse_over_grid?
# The user is adding a wall from the first grid
state.user_input = :bfs_add_wall
# If the mouse is over the second grid
elsif heuristic_mouse_over_grid?
# The user is adding a wall from the second grid
state.user_input = :heuristic_add_wall
end
end
# Processes click and drag based on what the user is currently dragging
def process_input
if state.user_input == :slider
process_input_slider
elsif state.user_input == :bfs_star
process_input_bfs_star
elsif state.user_input == :heuristic_star
process_input_heuristic_star
elsif state.user_input == :bfs_target
process_input_bfs_target
elsif state.user_input == :heuristic_target
process_input_heuristic_target
elsif state.user_input == :bfs_remove_wall
process_input_bfs_remove_wall
elsif state.user_input == :heuristic_remove_wall
process_input_heuristic_remove_wall
elsif state.user_input == :bfs_add_wall
process_input_bfs_add_wall
elsif state.user_input == :heuristic_add_wall
process_input_heuristic_add_wall
end
end
def render_slider
# Using primitives hides the line under the white circle of the slider
# Draws the line
outputs.primitives << [slider.x, slider.y, slider.x + slider.w, slider.y].line
# The circle needs to be offset so that the center of the circle
# overlaps the line instead of the upper right corner of the circle
# The circle's x value is also moved based on the current seach step
circle_x = (slider.x - slider.offset) + (state.current_step * slider.spacing)
circle_y = (slider.y - slider.offset)
circle_rect = [circle_x, circle_y, 37, 37]
outputs.primitives << [circle_rect, 'circle-white.png'].sprite
end
def render_labels
outputs.labels << [205, 625, "Breadth First Search"]
outputs.labels << [820, 625, "Heuristic Best-First Search"]
end
def render_left_button
# Draws the button_color button, and a black border
# The border separates the buttons visually
outputs.solids << [buttons.left, button_color]
outputs.borders << [buttons.left]
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
# If the button size is changed, the label might need to be edited as well
# to keep the label in the center of the button
label_x = buttons.left.x + 20
label_y = buttons.left.y + 35
outputs.labels << [label_x, label_y, "<"]
end
def render_center_button
# Draws the button_color button, and a black border
# The border separates the buttons visually
outputs.solids << [buttons.center, button_color]
outputs.borders << [buttons.center]
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
# If the button size is changed, the label might need to be edited as well
# to keep the label in the center of the button
label_x = buttons.center.x + 37
label_y = buttons.center.y + 35
label_text = state.play ? "Pause Animation" : "Play Animation"
outputs.labels << [label_x, label_y, label_text]
end
def render_right_button
# Draws the button_color button, and a black border
# The border separates the buttons visually
outputs.solids << [buttons.right, button_color]
outputs.borders << [buttons.right]
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
label_x = buttons.right.x + 20
label_y = buttons.right.y + 35
outputs.labels << [label_x, label_y, ">"]
end
def render_bfs_grid
# A large rect the size of the grid
outputs.solids << bfs_scale_up(grid.rect).merge(default_color)
outputs.lines << (0..grid.width).map { |x| bfs_vertical_line(x) }
outputs.lines << (0..grid.height).map { |y| bfs_horizontal_line(y) }
end
def render_heuristic_grid
# A large rect the size of the grid
outputs.solids << heuristic_scale_up(grid.rect).merge(default_color)
outputs.lines << (0..grid.width).map { |x| heuristic_vertical_line(x) }
outputs.lines << (0..grid.height).map { |y| heuristic_horizontal_line(y) }
end
# Returns a vertical line for a column of the first grid
def bfs_vertical_line x
line = { x: x, y: 0, w: 0, h: grid.height }
line.transform_values { |v| v * grid.cell_size }
end
# Returns a horizontal line for a column of the first grid
def bfs_horizontal_line y
line = { x: 0, y: y, w: grid.width, h: 0 }
line.transform_values { |v| v * grid.cell_size }
end
# Returns a vertical line for a column of the second grid
def heuristic_vertical_line x
bfs_vertical_line(x + grid.width + 1)
end
# Returns a horizontal line for a column of the second grid
def heuristic_horizontal_line y
line = { x: grid.width + 1, y: y, w: grid.width, h: 0 }
line.transform_values { |v| v * grid.cell_size }
end
# Renders the star on the first grid
def render_bfs_star
outputs.sprites << bfs_scale_up(grid.star).merge({ path: 'star.png' })
end
# Renders the star on the second grid
def render_heuristic_star
outputs.sprites << heuristic_scale_up(grid.star).merge({ path: 'star.png' })
end
# Renders the target on the first grid
def render_bfs_target
outputs.sprites << bfs_scale_up(grid.target).merge({ path: 'target.png' })
end
# Renders the target on the second grid
def render_heuristic_target
outputs.sprites << heuristic_scale_up(grid.target).merge({ path: 'target.png' })
end
# Renders the walls on the first grid
def render_bfs_walls
outputs.solids << grid.walls.map do |key, value|
bfs_scale_up(key).merge(wall_color)
end
end
# Renders the walls on the second grid
def render_heuristic_walls
outputs.solids << grid.walls.map do |key, value|
heuristic_scale_up(key).merge(wall_color)
end
end
# Renders the visited cells on the first grid
def render_bfs_visited
outputs.solids << bfs.came_from.map do |key, value|
bfs_scale_up(key).merge(visited_color)
end
end
# Renders the visited cells on the second grid
def render_heuristic_visited
outputs.solids << heuristic.came_from.map do |key, value|
heuristic_scale_up(key).merge(visited_color)
end
end
# Renders the frontier cells on the first grid
def render_bfs_frontier
outputs.solids << bfs.frontier.map do |cell|
bfs_scale_up(cell).merge(frontier_color)
end
end
# Renders the frontier cells on the second grid
def render_heuristic_frontier
outputs.solids << heuristic.frontier.map do |cell|
heuristic_scale_up(cell).merge(frontier_color)
end
end
# Renders the path found by the breadth first search on the first grid
def render_bfs_path
outputs.solids << bfs.path.map do |path|
bfs_scale_up(path).merge(path_color)
end
end
# Renders the path found by the heuristic search on the second grid
def render_heuristic_path
outputs.solids << heuristic.path.map do |path|
heuristic_scale_up(path).merge(path_color)
end
end
# Returns the rect for the path between two cells based on their relative positions
def get_path_between(cell_one, cell_two)
path = nil
# If cell one is above cell two
if cell_one.x == cell_two.x && cell_one.y > cell_two.y
# Path starts from the center of cell two and moves upward to the center of cell one
path = [cell_two.x + 0.3, cell_two.y + 0.3, 0.4, 1.4]
# If cell one is below cell two
elsif cell_one.x == cell_two.x && cell_one.y < cell_two.y
# Path starts from the center of cell one and moves upward to the center of cell two
path = [cell_one.x + 0.3, cell_one.y + 0.3, 0.4, 1.4]
# If cell one is to the left of cell two
elsif cell_one.x > cell_two.x && cell_one.y == cell_two.y
# Path starts from the center of cell two and moves rightward to the center of cell one
path = [cell_two.x + 0.3, cell_two.y + 0.3, 1.4, 0.4]
# If cell one is to the right of cell two
elsif cell_one.x < cell_two.x && cell_one.y == cell_two.y
# Path starts from the center of cell one and moves rightward to the center of cell two
path = [cell_one.x + 0.3, cell_one.y + 0.3, 1.4, 0.4]
end
path
end
# In code, the cells are represented as 1x1 rectangles
# When drawn, the cells are larger than 1x1 rectangles
# This method is used to scale up cells, and lines
# Objects are scaled up according to the grid.cell_size variable
# This allows for easy customization of the visual scale of the grid
# This method scales up cells for the first grid
def bfs_scale_up(cell)
x = cell.x * grid.cell_size
y = cell.y * grid.cell_size
w = cell.w.zero? ? grid.cell_size : cell.w * grid.cell_size
h = cell.h.zero? ? grid.cell_size : cell.h * grid.cell_size
{x: x, y: y, w: w, h: h}
# {x:, y:, w:, h:}
end
# Translates the given cell grid.width + 1 to the right and then scales up
# Used to draw cells for the second grid
# This method does not work for lines,
# so separate methods exist for the grid lines
def heuristic_scale_up(cell)
# Prevents the original value of cell from being edited
cell = cell.clone
# Translates the cell to the second grid equivalent
cell.x += grid.width + 1
# Proceeds as if scaling up for the first grid
bfs_scale_up(cell)
end
# Checks and handles input for the buttons
# Called when the mouse is lifted
def input_buttons
input_left_button
input_center_button
input_right_button
end
# Checks if the previous step button is clicked
# If it is, it pauses the animation and moves the search one step backward
def input_left_button
if left_button_clicked?
state.play = false
state.current_step -= 1
recalculate_searches
end
end
# Controls the play/pause button
# Inverses whether the animation is playing or not when clicked
def input_center_button
if center_button_clicked? || inputs.keyboard.key_down.space
state.play = !state.play
end
end
# Checks if the next step button is clicked
# If it is, it pauses the animation and moves the search one step forward
def input_right_button
if right_button_clicked?
state.play = false
state.current_step += 1
move_searches_one_step_forward
end
end
# These methods detect when the buttons are clicked
def left_button_clicked?
inputs.mouse.point.inside_rect?(buttons.left) && inputs.mouse.up
end
def center_button_clicked?
inputs.mouse.point.inside_rect?(buttons.center) && inputs.mouse.up
end
def right_button_clicked?
inputs.mouse.point.inside_rect?(buttons.right) && inputs.mouse.up
end
# Signal that the user is going to be moving the slider
# Is the mouse over the circle of the slider?
def mouse_over_slider?
circle_x = (slider.x - slider.offset) + (state.current_step * slider.spacing)
circle_y = (slider.y - slider.offset)
circle_rect = [circle_x, circle_y, 37, 37]
inputs.mouse.point.inside_rect?(circle_rect)
end
# Signal that the user is going to be moving the star from the first grid
def bfs_mouse_over_star?
inputs.mouse.point.inside_rect?(bfs_scale_up(grid.star))
end
# Signal that the user is going to be moving the star from the second grid
def heuristic_mouse_over_star?
inputs.mouse.point.inside_rect?(heuristic_scale_up(grid.star))
end
# Signal that the user is going to be moving the target from the first grid
def bfs_mouse_over_target?
inputs.mouse.point.inside_rect?(bfs_scale_up(grid.target))
end
# Signal that the user is going to be moving the target from the second grid
def heuristic_mouse_over_target?
inputs.mouse.point.inside_rect?(heuristic_scale_up(grid.target))
end
# Signal that the user is going to be removing walls from the first grid
def bfs_mouse_over_wall?
grid.walls.each_key do |wall|
return true if inputs.mouse.point.inside_rect?(bfs_scale_up(wall))
end
false
end
# Signal that the user is going to be removing walls from the second grid
def heuristic_mouse_over_wall?
grid.walls.each_key do |wall|
return true if inputs.mouse.point.inside_rect?(heuristic_scale_up(wall))
end
false
end
# Signal that the user is going to be adding walls from the first grid
def bfs_mouse_over_grid?
inputs.mouse.point.inside_rect?(bfs_scale_up(grid.rect))
end
# Signal that the user is going to be adding walls from the second grid
def heuristic_mouse_over_grid?
inputs.mouse.point.inside_rect?(heuristic_scale_up(grid.rect))
end
# This method is called when the user is editing the slider
# It pauses the animation and moves the white circle to the closest integer point
# on the slider
# Changes the step of the search to be animated
def process_input_slider
state.play = false
mouse_x = inputs.mouse.point.x
# Bounds the mouse_x to the closest x value on the slider line
mouse_x = slider.x if mouse_x < slider.x
mouse_x = slider.x + slider.w if mouse_x > slider.x + slider.w
# Sets the current search step to the one represented by the mouse x value
# The slider's circle moves due to the render_slider method using anim_steps
state.current_step = ((mouse_x - slider.x) / slider.spacing).to_i
recalculate_searches
end
# Moves the star to the cell closest to the mouse in the first grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def process_input_bfs_star
old_star = grid.star.clone
unless bfs_cell_closest_to_mouse == grid.target
grid.star = bfs_cell_closest_to_mouse
end
unless old_star == grid.star
recalculate_searches
end
end
# Moves the star to the cell closest to the mouse in the second grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def process_input_heuristic_star
old_star = grid.star.clone
unless heuristic_cell_closest_to_mouse == grid.target
grid.star = heuristic_cell_closest_to_mouse
end
unless old_star == grid.star
recalculate_searches
end
end
# Moves the target to the grid closest to the mouse in the first grid
# Only recalculate_searchess the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def process_input_bfs_target
old_target = grid.target.clone
unless bfs_cell_closest_to_mouse == grid.star
grid.target = bfs_cell_closest_to_mouse
end
unless old_target == grid.target
recalculate_searches
end
end
# Moves the target to the cell closest to the mouse in the second grid
# Only recalculate_searchess the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def process_input_heuristic_target
old_target = grid.target.clone
unless heuristic_cell_closest_to_mouse == grid.star
grid.target = heuristic_cell_closest_to_mouse
end
unless old_target == grid.target
recalculate_searches
end
end
# Removes walls in the first grid that are under the cursor
def process_input_bfs_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if bfs_mouse_over_grid?
if grid.walls.key?(bfs_cell_closest_to_mouse)
grid.walls.delete(bfs_cell_closest_to_mouse)
recalculate_searches
end
end
end
# Removes walls in the second grid that are under the cursor
def process_input_heuristic_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if heuristic_mouse_over_grid?
if grid.walls.key?(heuristic_cell_closest_to_mouse)
grid.walls.delete(heuristic_cell_closest_to_mouse)
recalculate_searches
end
end
end
# Adds a wall in the first grid in the cell the mouse is over
def process_input_bfs_add_wall
if bfs_mouse_over_grid?
unless grid.walls.key?(bfs_cell_closest_to_mouse)
grid.walls[bfs_cell_closest_to_mouse] = true
recalculate_searches
end
end
end
# Adds a wall in the second grid in the cell the mouse is over
def process_input_heuristic_add_wall
if heuristic_mouse_over_grid?
unless grid.walls.key?(heuristic_cell_closest_to_mouse)
grid.walls[heuristic_cell_closest_to_mouse] = true
recalculate_searches
end
end
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse helps with this
def bfs_cell_closest_to_mouse
# Closest cell to the mouse in the first grid
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Bound x and y to the grid
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse in the second grid helps with this
def heuristic_cell_closest_to_mouse
# Closest cell grid to the mouse in the second
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Translate the cell to the first grid
x -= grid.width + 1
# Bound x and y to the first grid
x = 0 if x < 0
y = 0 if y < 0
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
def recalculate_searches
# Reset the searches
bfs.came_from = {}
bfs.frontier = []
bfs.path = []
heuristic.came_from = {}
heuristic.frontier = []
heuristic.path = []
# Move the searches forward to the current step
state.current_step.times { move_searches_one_step_forward }
end
def move_searches_one_step_forward
bfs_one_step_forward
heuristic_one_step_forward
end
def bfs_one_step_forward
return if bfs.came_from.key?(grid.target)
# Only runs at the beginning of the search as setup.
if bfs.came_from.empty?
bfs.frontier << grid.star
bfs.came_from[grid.star] = nil
end
# A step in the search
unless bfs.frontier.empty?
# Takes the next frontier cell
new_frontier = bfs.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do |neighbor|
# That have not been visited and are not walls
unless bfs.came_from.key?(neighbor) || grid.walls.key?(neighbor)
# Add them to the frontier and mark them as visited
bfs.frontier << neighbor
bfs.came_from[neighbor] = new_frontier
end
end
end
# Sort the frontier so that cells that are in a zigzag pattern are prioritized over those in an line
# Comment this line and let a path generate to see the difference
bfs.frontier = bfs.frontier.sort_by { |cell| proximity_to_star(cell) }
# If the search found the target
if bfs.came_from.key?(grid.target)
# Calculate the path between the target and star
bfs_calc_path
end
end
# Calculates the path between the target and star for the breadth first search
# Only called when the breadth first search finds the target
def bfs_calc_path
# Start from the target
endpoint = grid.target
# And the cell it came from
next_endpoint = bfs.came_from[endpoint]
while endpoint && next_endpoint
# Draw a path between these two cells and store it
path = get_path_between(endpoint, next_endpoint)
bfs.path << path
# And get the next pair of cells
endpoint = next_endpoint
next_endpoint = bfs.came_from[endpoint]
# Continue till there are no more cells
end
end
# Moves the heuristic search forward one step
# Can be called from tick while the animation is playing
# Can also be called when recalculating the searches after the user edited the grid
def heuristic_one_step_forward
# Stop the search if the target has been found
return if heuristic.came_from.key?(grid.target)
# If the search has not begun
if heuristic.came_from.empty?
# Setup the search to begin from the star
heuristic.frontier << grid.star
heuristic.came_from[grid.star] = nil
end
# One step in the heuristic search
# Unless there are no more cells to explore from
unless heuristic.frontier.empty?
# Get the next cell to explore from
new_frontier = heuristic.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do |neighbor|
# That have not been visited and are not walls
unless heuristic.came_from.key?(neighbor) || grid.walls.key?(neighbor)
# Add them to the frontier and mark them as visited
heuristic.frontier << neighbor
heuristic.came_from[neighbor] = new_frontier
end
end
end
# Sort the frontier so that cells that are in a zigzag pattern are prioritized over those in an line
heuristic.frontier = heuristic.frontier.sort_by { |cell| proximity_to_star(cell) }
# Sort the frontier so cells that are close to the target are then prioritized
heuristic.frontier = heuristic.frontier.sort_by { |cell| heuristic_heuristic(cell) }
# If the search found the target
if heuristic.came_from.key?(grid.target)
# Calculate the path between the target and star
heuristic_calc_path
end
end
# Returns one-dimensional absolute distance between cell and target
# Returns a number to compare distances between cells and the target
def heuristic_heuristic(cell)
(grid.target.x - cell.x).abs + (grid.target.y - cell.y).abs
end
# Calculates the path between the target and star for the heuristic search
# Only called when the heuristic search finds the target
def heuristic_calc_path
# Start from the target
endpoint = grid.target
# And the cell it came from
next_endpoint = heuristic.came_from[endpoint]
while endpoint && next_endpoint
# Draw a path between these two cells and store it
path = get_path_between(endpoint, next_endpoint)
heuristic.path << path
# And get the next pair of cells
endpoint = next_endpoint
next_endpoint = heuristic.came_from[endpoint]
# Continue till there are no more cells
end
end
# Returns a list of adjacent cells
# Used to determine what the next cells to be added to the frontier are
def adjacent_neighbors(cell)
neighbors = []
# Gets all the valid neighbors into the array
# From southern neighbor, clockwise
neighbors << [cell.x , cell.y - 1] unless cell.y == 0
neighbors << [cell.x - 1, cell.y ] unless cell.x == 0
neighbors << [cell.x , cell.y + 1] unless cell.y == grid.height - 1
neighbors << [cell.x + 1, cell.y ] unless cell.x == grid.width - 1
neighbors
end
# Finds the vertical and horizontal distance of a cell from the star
# and returns the larger value
# This method is used to have a zigzag pattern in the rendered path
# A cell that is [5, 5] from the star,
# is explored before over a cell that is [0, 7] away.
# So, if possible, the search tries to go diagonal (zigzag) first
def proximity_to_star(cell)
distance_x = (grid.star.x - cell.x).abs
distance_y = (grid.star.y - cell.y).abs
[distance_x, distance_y].max
end
# Methods that allow code to be more concise. Subdivides args.state, which is where all variables are stored.
def grid
state.grid
end
def buttons
state.buttons
end
def slider
state.slider
end
def bfs
state.bfs
end
def heuristic
state.heuristic
end
# Descriptive aliases for colors
def default_color
{ r: 221, g: 212, b: 213 }
end
def wall_color
{ r: 134, g: 134, b: 120 }
end
def visited_color
{ r: 204, g: 191, b: 179 }
end
def frontier_color
{ r: 103, g: 136, b: 204, a: 200 }
end
def path_color
{ r: 231, g: 230, b: 228 }
end
def button_color
[190, 190, 190] # Gray
end
end
# Method that is called by DragonRuby periodically
# Used for updating animations and calculations
def tick args
# Pressing r will reset the application
if args.inputs.keyboard.key_down.r
args.gtk.reset
reset
return
end
# Every tick, new args are passed, and the Breadth First Search tick is called
$heuristic ||= Heuristic.new
$heuristic.args = args
$heuristic.tick
end
def reset
$heuristic = nil
end
Heuristic With Walls - main.rb link
# ./samples/13_path_finding_algorithms/07_heuristic_with_walls/app/main.rb
# Contributors outside of DragonRuby who also hold Copyright:
# - Sujay Vadlakonda: https://github.com/sujayvadlakonda
# This program is inspired by https://www.redblobgames.com/pathfinding/a-star/introduction.html
# This time the heuristic search still explored less of the grid, hence finishing faster.
# However, it did not find the shortest path between the star and the target.
# The only difference between this app and Heuristic is the change of the starting position.
class Heuristic_With_Walls
attr_gtk
def tick
defaults
render
input
# If animation is playing, and max steps have not been reached
# Move the search a step forward
if state.play && state.current_step < state.max_steps
# Variable that tells the program what step to recalculate up to
state.current_step += 1
move_searches_one_step_forward
end
end
def defaults
# Variables to edit the size and appearance of the grid
# Freely customizable to user's liking
grid.width ||= 15
grid.height ||= 15
grid.cell_size ||= 40
grid.rect ||= [0, 0, grid.width, grid.height]
grid.star ||= [0, 2]
grid.target ||= [14, 12]
grid.walls ||= {
[2, 2] => true,
[3, 2] => true,
[4, 2] => true,
[5, 2] => true,
[6, 2] => true,
[7, 2] => true,
[8, 2] => true,
[9, 2] => true,
[10, 2] => true,
[11, 2] => true,
[12, 2] => true,
[12, 3] => true,
[12, 4] => true,
[12, 5] => true,
[12, 6] => true,
[12, 7] => true,
[12, 8] => true,
[12, 9] => true,
[12, 10] => true,
[12, 11] => true,
[12, 12] => true,
[2, 12] => true,
[3, 12] => true,
[4, 12] => true,
[5, 12] => true,
[6, 12] => true,
[7, 12] => true,
[8, 12] => true,
[9, 12] => true,
[10, 12] => true,
[11, 12] => true,
[12, 12] => true
}
# There are no hills in the Heuristic Search Demo
# What the user is currently editing on the grid
# We store this value, because we want to remember the value even when
# the user's cursor is no longer over what they're interacting with, but
# they are still clicking down on the mouse.
state.user_input ||= :none
# These variables allow the breadth first search to take place
# Came_from is a hash with a key of a cell and a value of the cell that was expanded from to find the key.
# Used to prevent searching cells that have already been found
# and to trace a path from the target back to the starting point.
# Frontier is an array of cells to expand the search from.
# The search is over when there are no more cells to search from.
# Path stores the path from the target to the star, once the target has been found
# It prevents calculating the path every tick.
bfs.came_from ||= {}
bfs.frontier ||= []
bfs.path ||= []
heuristic.came_from ||= {}
heuristic.frontier ||= []
heuristic.path ||= []
# Stores which step of the animation is being rendered
# When the user moves the star or messes with the walls,
# the searches are recalculated up to this step
unless state.current_step
state.current_step = 0
end
# At some step the animation will end,
# and further steps won't change anything (the whole grid will be explored)
# This step is roughly the grid's width * height
# When anim_steps equals max_steps no more calculations will occur
# and the slider will be at the end
state.max_steps = grid.width * grid.height
# Whether the animation should play or not
# If true, every tick moves anim_steps forward one
# Pressing the stepwise animation buttons will pause the animation
# An if statement instead of the ||= operator is used for assigning a boolean value.
# The || operator does not differentiate between nil and false.
if state.play == nil
state.play = false
end
# Store the rects of the buttons that control the animation
# They are here for user customization
# Editing these might require recentering the text inside them
# Those values can be found in the render_button methods
buttons.left = [470, 600, 50, 50]
buttons.center = [520, 600, 200, 50]
buttons.right = [720, 600, 50, 50]
# The variables below are related to the slider
# They allow the user to customize them
# They also give a central location for the render and input methods to get
# information from
# x & y are the coordinates of the leftmost part of the slider line
slider.x = 440
slider.y = 675
# This is the width of the line
slider.w = 360
# This is the offset for the circle
# Allows the center of the circle to be on the line,
# as opposed to the upper right corner
slider.offset = 20
# This is the spacing between each of the notches on the slider
# Notches are places where the circle can rest on the slider line
# There needs to be a notch for each step before the maximum number of steps
slider.spacing = slider.w.to_f / state.max_steps.to_f
end
# All methods with render draw stuff on the screen
# UI has buttons, the slider, and labels
# The search specific rendering occurs in the respective methods
def render
render_ui
render_bfs
render_heuristic
end
def render_ui
render_buttons
render_slider
render_labels
end
def render_buttons
render_left_button
render_center_button
render_right_button
end
def render_bfs
render_bfs_grid
render_bfs_star
render_bfs_target
render_bfs_visited
render_bfs_walls
render_bfs_frontier
render_bfs_path
end
def render_heuristic
render_heuristic_grid
render_heuristic_star
render_heuristic_target
render_heuristic_visited
render_heuristic_walls
render_heuristic_frontier
render_heuristic_path
end
# This method handles user input every tick
def input
# Check and handle button input
input_buttons
# If the mouse was lifted this tick
if inputs.mouse.up
# Set current input to none
state.user_input = :none
end
# If the mouse was clicked this tick
if inputs.mouse.down
# Determine what the user is editing and appropriately edit the state.user_input variable
determine_input
end
# Process user input based on user_input variable and current mouse position
process_input
end
# Determines what the user is editing
# This method is called when the mouse is clicked down
def determine_input
if mouse_over_slider?
state.user_input = :slider
# If the mouse is over the star in the first grid
elsif bfs_mouse_over_star?
# The user is editing the star from the first grid
state.user_input = :bfs_star
# If the mouse is over the star in the second grid
elsif heuristic_mouse_over_star?
# The user is editing the star from the second grid
state.user_input = :heuristic_star
# If the mouse is over the target in the first grid
elsif bfs_mouse_over_target?
# The user is editing the target from the first grid
state.user_input = :bfs_target
# If the mouse is over the target in the second grid
elsif heuristic_mouse_over_target?
# The user is editing the target from the second grid
state.user_input = :heuristic_target
# If the mouse is over a wall in the first grid
elsif bfs_mouse_over_wall?
# The user is removing a wall from the first grid
state.user_input = :bfs_remove_wall
# If the mouse is over a wall in the second grid
elsif heuristic_mouse_over_wall?
# The user is removing a wall from the second grid
state.user_input = :heuristic_remove_wall
# If the mouse is over the first grid
elsif bfs_mouse_over_grid?
# The user is adding a wall from the first grid
state.user_input = :bfs_add_wall
# If the mouse is over the second grid
elsif heuristic_mouse_over_grid?
# The user is adding a wall from the second grid
state.user_input = :heuristic_add_wall
end
end
# Processes click and drag based on what the user is currently dragging
def process_input
if state.user_input == :slider
process_input_slider
elsif state.user_input == :bfs_star
process_input_bfs_star
elsif state.user_input == :heuristic_star
process_input_heuristic_star
elsif state.user_input == :bfs_target
process_input_bfs_target
elsif state.user_input == :heuristic_target
process_input_heuristic_target
elsif state.user_input == :bfs_remove_wall
process_input_bfs_remove_wall
elsif state.user_input == :heuristic_remove_wall
process_input_heuristic_remove_wall
elsif state.user_input == :bfs_add_wall
process_input_bfs_add_wall
elsif state.user_input == :heuristic_add_wall
process_input_heuristic_add_wall
end
end
def render_slider
# Using primitives hides the line under the white circle of the slider
# Draws the line
outputs.primitives << [slider.x, slider.y, slider.x + slider.w, slider.y].line
# The circle needs to be offset so that the center of the circle
# overlaps the line instead of the upper right corner of the circle
# The circle's x value is also moved based on the current seach step
circle_x = (slider.x - slider.offset) + (state.current_step * slider.spacing)
circle_y = (slider.y - slider.offset)
circle_rect = [circle_x, circle_y, 37, 37]
outputs.primitives << [circle_rect, 'circle-white.png'].sprite
end
def render_labels
outputs.labels << [205, 625, "Breadth First Search"]
outputs.labels << [820, 625, "Heuristic Best-First Search"]
end
def render_left_button
# Draws the button_color button, and a black border
# The border separates the buttons visually
outputs.solids << [buttons.left, button_color]
outputs.borders << [buttons.left]
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
# If the button size is changed, the label might need to be edited as well
# to keep the label in the center of the button
label_x = buttons.left.x + 20
label_y = buttons.left.y + 35
outputs.labels << [label_x, label_y, "<"]
end
def render_center_button
# Draws the button_color button, and a black border
# The border separates the buttons visually
outputs.solids << [buttons.center, button_color]
outputs.borders << [buttons.center]
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
# If the button size is changed, the label might need to be edited as well
# to keep the label in the center of the button
label_x = buttons.center.x + 37
label_y = buttons.center.y + 35
label_text = state.play ? "Pause Animation" : "Play Animation"
outputs.labels << [label_x, label_y, label_text]
end
def render_right_button
# Draws the button_color button, and a black border
# The border separates the buttons visually
outputs.solids << [buttons.right, button_color]
outputs.borders << [buttons.right]
# Renders an explanatory label in the center of the button
# Explains to the user what the button does
label_x = buttons.right.x + 20
label_y = buttons.right.y + 35
outputs.labels << [label_x, label_y, ">"]
end
def render_bfs_grid
# A large rect the size of the grid
outputs.solids << bfs_scale_up(grid.rect).merge(default_color)
outputs.lines << (0..grid.width).map { |x| bfs_vertical_line(x) }
outputs.lines << (0..grid.height).map { |y| bfs_horizontal_line(y) }
end
def render_heuristic_grid
# A large rect the size of the grid
outputs.solids << heuristic_scale_up(grid.rect).merge(default_color)
outputs.lines << (0..grid.width).map { |x| heuristic_vertical_line(x) }
outputs.lines << (0..grid.height).map { |y| heuristic_horizontal_line(y) }
end
# Returns a vertical line for a column of the first grid
def bfs_vertical_line x
line = { x: x, y: 0, w: 0, h: grid.height }
line.transform_values { |v| v * grid.cell_size }
end
# Returns a horizontal line for a column of the first grid
def bfs_horizontal_line y
line = { x: 0, y: y, w: grid.width, h: 0 }
line.transform_values { |v| v * grid.cell_size }
end
# Returns a vertical line for a column of the second grid
def heuristic_vertical_line x
bfs_vertical_line(x + grid.width + 1)
end
# Returns a horizontal line for a column of the second grid
def heuristic_horizontal_line y
line = { x: grid.width + 1, y: y, w: grid.width, h: 0 }
line.transform_values { |v| v * grid.cell_size }
end
# Renders the star on the first grid
def render_bfs_star
outputs.sprites << bfs_scale_up(grid.star).merge({ path: 'star.png' })
end
# Renders the star on the second grid
def render_heuristic_star
outputs.sprites << heuristic_scale_up(grid.star).merge({ path: 'star.png' })
end
# Renders the target on the first grid
def render_bfs_target
outputs.sprites << bfs_scale_up(grid.target).merge({ path: 'target.png' })
end
# Renders the target on the second grid
def render_heuristic_target
outputs.sprites << heuristic_scale_up(grid.target).merge({ path: 'target.png' })
end
# Renders the walls on the first grid
def render_bfs_walls
outputs.solids << grid.walls.map do |key, value|
bfs_scale_up(key).merge(wall_color)
end
end
# Renders the walls on the second grid
def render_heuristic_walls
outputs.solids << grid.walls.map do |key, value|
heuristic_scale_up(key).merge(wall_color)
end
end
# Renders the visited cells on the first grid
def render_bfs_visited
outputs.solids << bfs.came_from.map do |key, value|
bfs_scale_up(key).merge(visited_color)
end
end
# Renders the visited cells on the second grid
def render_heuristic_visited
outputs.solids << heuristic.came_from.map do |key, value|
heuristic_scale_up(key).merge(visited_color)
end
end
# Renders the frontier cells on the first grid
def render_bfs_frontier
outputs.solids << bfs.frontier.map do |cell|
bfs_scale_up(cell).merge(frontier_color)
end
end
# Renders the frontier cells on the second grid
def render_heuristic_frontier
outputs.solids << heuristic.frontier.map do |cell|
heuristic_scale_up(cell).merge(frontier_color)
end
end
# Renders the path found by the breadth first search on the first grid
def render_bfs_path
outputs.solids << bfs.path.map do |path|
bfs_scale_up(path).merge(path_color)
end
end
# Renders the path found by the heuristic search on the second grid
def render_heuristic_path
outputs.solids << heuristic.path.map do |path|
heuristic_scale_up(path).merge(path_color)
end
end
# Returns the rect for the path between two cells based on their relative positions
def get_path_between(cell_one, cell_two)
path = nil
# If cell one is above cell two
if cell_one.x == cell_two.x && cell_one.y > cell_two.y
# Path starts from the center of cell two and moves upward to the center of cell one
path = [cell_two.x + 0.3, cell_two.y + 0.3, 0.4, 1.4]
# If cell one is below cell two
elsif cell_one.x == cell_two.x && cell_one.y < cell_two.y
# Path starts from the center of cell one and moves upward to the center of cell two
path = [cell_one.x + 0.3, cell_one.y + 0.3, 0.4, 1.4]
# If cell one is to the left of cell two
elsif cell_one.x > cell_two.x && cell_one.y == cell_two.y
# Path starts from the center of cell two and moves rightward to the center of cell one
path = [cell_two.x + 0.3, cell_two.y + 0.3, 1.4, 0.4]
# If cell one is to the right of cell two
elsif cell_one.x < cell_two.x && cell_one.y == cell_two.y
# Path starts from the center of cell one and moves rightward to the center of cell two
path = [cell_one.x + 0.3, cell_one.y + 0.3, 1.4, 0.4]
end
path
end
# In code, the cells are represented as 1x1 rectangles
# When drawn, the cells are larger than 1x1 rectangles
# This method is used to scale up cells, and lines
# Objects are scaled up according to the grid.cell_size variable
# This allows for easy customization of the visual scale of the grid
# This method scales up cells for the first grid
def bfs_scale_up(cell)
x = cell.x * grid.cell_size
y = cell.y * grid.cell_size
w = cell.w.zero? ? grid.cell_size : cell.w * grid.cell_size
h = cell.h.zero? ? grid.cell_size : cell.h * grid.cell_size
{x: x, y: y, w: w, h: h}
# {x:, y:, w:, h:}
end
# Translates the given cell grid.width + 1 to the right and then scales up
# Used to draw cells for the second grid
# This method does not work for lines,
# so separate methods exist for the grid lines
def heuristic_scale_up(cell)
# Prevents the original value of cell from being edited
cell = cell.clone
# Translates the cell to the second grid equivalent
cell.x += grid.width + 1
# Proceeds as if scaling up for the first grid
bfs_scale_up(cell)
end
# Checks and handles input for the buttons
# Called when the mouse is lifted
def input_buttons
input_left_button
input_center_button
input_right_button
end
# Checks if the previous step button is clicked
# If it is, it pauses the animation and moves the search one step backward
def input_left_button
if left_button_clicked?
state.play = false
state.current_step -= 1
recalculate_searches
end
end
# Controls the play/pause button
# Inverses whether the animation is playing or not when clicked
def input_center_button
if center_button_clicked? || inputs.keyboard.key_down.space
state.play = !state.play
end
end
# Checks if the next step button is clicked
# If it is, it pauses the animation and moves the search one step forward
def input_right_button
if right_button_clicked?
state.play = false
state.current_step += 1
move_searches_one_step_forward
end
end
# These methods detect when the buttons are clicked
def left_button_clicked?
inputs.mouse.point.inside_rect?(buttons.left) && inputs.mouse.up
end
def center_button_clicked?
inputs.mouse.point.inside_rect?(buttons.center) && inputs.mouse.up
end
def right_button_clicked?
inputs.mouse.point.inside_rect?(buttons.right) && inputs.mouse.up
end
# Signal that the user is going to be moving the slider
# Is the mouse over the circle of the slider?
def mouse_over_slider?
circle_x = (slider.x - slider.offset) + (state.current_step * slider.spacing)
circle_y = (slider.y - slider.offset)
circle_rect = [circle_x, circle_y, 37, 37]
inputs.mouse.point.inside_rect?(circle_rect)
end
# Signal that the user is going to be moving the star from the first grid
def bfs_mouse_over_star?
inputs.mouse.point.inside_rect?(bfs_scale_up(grid.star))
end
# Signal that the user is going to be moving the star from the second grid
def heuristic_mouse_over_star?
inputs.mouse.point.inside_rect?(heuristic_scale_up(grid.star))
end
# Signal that the user is going to be moving the target from the first grid
def bfs_mouse_over_target?
inputs.mouse.point.inside_rect?(bfs_scale_up(grid.target))
end
# Signal that the user is going to be moving the target from the second grid
def heuristic_mouse_over_target?
inputs.mouse.point.inside_rect?(heuristic_scale_up(grid.target))
end
# Signal that the user is going to be removing walls from the first grid
def bfs_mouse_over_wall?
grid.walls.each_key do |wall|
return true if inputs.mouse.point.inside_rect?(bfs_scale_up(wall))
end
false
end
# Signal that the user is going to be removing walls from the second grid
def heuristic_mouse_over_wall?
grid.walls.each_key do |wall|
return true if inputs.mouse.point.inside_rect?(heuristic_scale_up(wall))
end
false
end
# Signal that the user is going to be adding walls from the first grid
def bfs_mouse_over_grid?
inputs.mouse.point.inside_rect?(bfs_scale_up(grid.rect))
end
# Signal that the user is going to be adding walls from the second grid
def heuristic_mouse_over_grid?
inputs.mouse.point.inside_rect?(heuristic_scale_up(grid.rect))
end
# This method is called when the user is editing the slider
# It pauses the animation and moves the white circle to the closest integer point
# on the slider
# Changes the step of the search to be animated
def process_input_slider
state.play = false
mouse_x = inputs.mouse.point.x
# Bounds the mouse_x to the closest x value on the slider line
mouse_x = slider.x if mouse_x < slider.x
mouse_x = slider.x + slider.w if mouse_x > slider.x + slider.w
# Sets the current search step to the one represented by the mouse x value
# The slider's circle moves due to the render_slider method using anim_steps
state.current_step = ((mouse_x - slider.x) / slider.spacing).to_i
recalculate_searches
end
# Moves the star to the cell closest to the mouse in the first grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def process_input_bfs_star
old_star = grid.star.clone
unless bfs_cell_closest_to_mouse == grid.target
grid.star = bfs_cell_closest_to_mouse
end
unless old_star == grid.star
recalculate_searches
end
end
# Moves the star to the cell closest to the mouse in the second grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def process_input_heuristic_star
old_star = grid.star.clone
unless heuristic_cell_closest_to_mouse == grid.target
grid.star = heuristic_cell_closest_to_mouse
end
unless old_star == grid.star
recalculate_searches
end
end
# Moves the target to the grid closest to the mouse in the first grid
# Only recalculate_searchess the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def process_input_bfs_target
old_target = grid.target.clone
unless bfs_cell_closest_to_mouse == grid.star
grid.target = bfs_cell_closest_to_mouse
end
unless old_target == grid.target
recalculate_searches
end
end
# Moves the target to the cell closest to the mouse in the second grid
# Only recalculate_searchess the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def process_input_heuristic_target
old_target = grid.target.clone
unless heuristic_cell_closest_to_mouse == grid.star
grid.target = heuristic_cell_closest_to_mouse
end
unless old_target == grid.target
recalculate_searches
end
end
# Removes walls in the first grid that are under the cursor
def process_input_bfs_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if bfs_mouse_over_grid?
if grid.walls.key?(bfs_cell_closest_to_mouse)
grid.walls.delete(bfs_cell_closest_to_mouse)
recalculate_searches
end
end
end
# Removes walls in the second grid that are under the cursor
def process_input_heuristic_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if heuristic_mouse_over_grid?
if grid.walls.key?(heuristic_cell_closest_to_mouse)
grid.walls.delete(heuristic_cell_closest_to_mouse)
recalculate_searches
end
end
end
# Adds a wall in the first grid in the cell the mouse is over
def process_input_bfs_add_wall
if bfs_mouse_over_grid?
unless grid.walls.key?(bfs_cell_closest_to_mouse)
grid.walls[bfs_cell_closest_to_mouse] = true
recalculate_searches
end
end
end
# Adds a wall in the second grid in the cell the mouse is over
def process_input_heuristic_add_wall
if heuristic_mouse_over_grid?
unless grid.walls.key?(heuristic_cell_closest_to_mouse)
grid.walls[heuristic_cell_closest_to_mouse] = true
recalculate_searches
end
end
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse helps with this
def bfs_cell_closest_to_mouse
# Closest cell to the mouse in the first grid
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Bound x and y to the grid
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse in the second grid helps with this
def heuristic_cell_closest_to_mouse
# Closest cell grid to the mouse in the second
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Translate the cell to the first grid
x -= grid.width + 1
# Bound x and y to the first grid
x = 0 if x < 0
y = 0 if y < 0
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
def recalculate_searches
# Reset the searches
bfs.came_from = {}
bfs.frontier = []
bfs.path = []
heuristic.came_from = {}
heuristic.frontier = []
heuristic.path = []
# Move the searches forward to the current step
state.current_step.times { move_searches_one_step_forward }
end
def move_searches_one_step_forward
bfs_one_step_forward
heuristic_one_step_forward
end
def bfs_one_step_forward
return if bfs.came_from.key?(grid.target)
# Only runs at the beginning of the search as setup.
if bfs.came_from.empty?
bfs.frontier << grid.star
bfs.came_from[grid.star] = nil
end
# A step in the search
unless bfs.frontier.empty?
# Takes the next frontier cell
new_frontier = bfs.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do |neighbor|
# That have not been visited and are not walls
unless bfs.came_from.key?(neighbor) || grid.walls.key?(neighbor)
# Add them to the frontier and mark them as visited
bfs.frontier << neighbor
bfs.came_from[neighbor] = new_frontier
end
end
end
# Sort the frontier so that cells that are in a zigzag pattern are prioritized over those in an line
# Comment this line and let a path generate to see the difference
bfs.frontier = bfs.frontier.sort_by { |cell| proximity_to_star(cell) }
# If the search found the target
if bfs.came_from.key?(grid.target)
# Calculate the path between the target and star
bfs_calc_path
end
end
# Calculates the path between the target and star for the breadth first search
# Only called when the breadth first search finds the target
def bfs_calc_path
# Start from the target
endpoint = grid.target
# And the cell it came from
next_endpoint = bfs.came_from[endpoint]
while endpoint && next_endpoint
# Draw a path between these two cells and store it
path = get_path_between(endpoint, next_endpoint)
bfs.path << path
# And get the next pair of cells
endpoint = next_endpoint
next_endpoint = bfs.came_from[endpoint]
# Continue till there are no more cells
end
end
# Moves the heuristic search forward one step
# Can be called from tick while the animation is playing
# Can also be called when recalculating the searches after the user edited the grid
def heuristic_one_step_forward
# Stop the search if the target has been found
return if heuristic.came_from.key?(grid.target)
# If the search has not begun
if heuristic.came_from.empty?
# Setup the search to begin from the star
heuristic.frontier << grid.star
heuristic.came_from[grid.star] = nil
end
# One step in the heuristic search
# Unless there are no more cells to explore from
unless heuristic.frontier.empty?
# Get the next cell to explore from
new_frontier = heuristic.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do |neighbor|
# That have not been visited and are not walls
unless heuristic.came_from.key?(neighbor) || grid.walls.key?(neighbor)
# Add them to the frontier and mark them as visited
heuristic.frontier << neighbor
heuristic.came_from[neighbor] = new_frontier
end
end
end
# Sort the frontier so that cells that are in a zigzag pattern are prioritized over those in an line
heuristic.frontier = heuristic.frontier.sort_by { |cell| proximity_to_star(cell) }
# Sort the frontier so cells that are close to the target are then prioritized
heuristic.frontier = heuristic.frontier.sort_by { |cell| heuristic_heuristic(cell) }
# If the search found the target
if heuristic.came_from.key?(grid.target)
# Calculate the path between the target and star
heuristic_calc_path
end
end
# Returns one-dimensional absolute distance between cell and target
# Returns a number to compare distances between cells and the target
def heuristic_heuristic(cell)
(grid.target.x - cell.x).abs + (grid.target.y - cell.y).abs
end
# Calculates the path between the target and star for the heuristic search
# Only called when the heuristic search finds the target
def heuristic_calc_path
# Start from the target
endpoint = grid.target
# And the cell it came from
next_endpoint = heuristic.came_from[endpoint]
while endpoint && next_endpoint
# Draw a path between these two cells and store it
path = get_path_between(endpoint, next_endpoint)
heuristic.path << path
# And get the next pair of cells
endpoint = next_endpoint
next_endpoint = heuristic.came_from[endpoint]
# Continue till there are no more cells
end
end
# Returns a list of adjacent cells
# Used to determine what the next cells to be added to the frontier are
def adjacent_neighbors(cell)
neighbors = []
# Gets all the valid neighbors into the array
# From southern neighbor, clockwise
neighbors << [cell.x , cell.y - 1] unless cell.y == 0
neighbors << [cell.x - 1, cell.y ] unless cell.x == 0
neighbors << [cell.x , cell.y + 1] unless cell.y == grid.height - 1
neighbors << [cell.x + 1, cell.y ] unless cell.x == grid.width - 1
neighbors
end
# Finds the vertical and horizontal distance of a cell from the star
# and returns the larger value
# This method is used to have a zigzag pattern in the rendered path
# A cell that is [5, 5] from the star,
# is explored before over a cell that is [0, 7] away.
# So, if possible, the search tries to go diagonal (zigzag) first
def proximity_to_star(cell)
distance_x = (grid.star.x - cell.x).abs
distance_y = (grid.star.y - cell.y).abs
[distance_x, distance_y].max
end
# Methods that allow code to be more concise. Subdivides args.state, which is where all variables are stored.
def grid
state.grid
end
def buttons
state.buttons
end
def slider
state.slider
end
def bfs
state.bfs
end
def heuristic
state.heuristic
end
# Descriptive aliases for colors
def default_color
{ r: 221, g: 212, b: 213 }
end
def wall_color
{ r: 134, g: 134, b: 120 }
end
def visited_color
{ r: 204, g: 191, b: 179 }
end
def frontier_color
{ r: 103, g: 136, b: 204, a: 200 }
end
def path_color
{ r: 231, g: 230, b: 228 }
end
def button_color
[190, 190, 190] # Gray
end
end
# Method that is called by DragonRuby periodically
# Used for updating animations and calculations
def tick args
# Pressing r will reset the application
if args.inputs.keyboard.key_down.r
args.gtk.reset
reset
return
end
# Every tick, new args are passed, and the Breadth First Search tick is called
$heuristic_with_walls ||= Heuristic_With_Walls.new
$heuristic_with_walls.args = args
$heuristic_with_walls.tick
end
def reset
$heuristic_with_walls = nil
end
A Star - main.rb link
# ./samples/13_path_finding_algorithms/08_a_star/app/main.rb
# Contributors outside of DragonRuby who also hold Copyright:
# - Sujay Vadlakonda: https://github.com/sujayvadlakonda
# This program is inspired by https://www.redblobgames.com/pathfinding/a-star/introduction.html
# The A* Search works by incorporating both the distance from the starting point
# and the distance from the target in its heurisitic.
# It tends to find the correct (shortest) path even when the Greedy Best-First Search does not,
# and it explores less of the grid, and is therefore faster, than Dijkstra's Search.
class A_Star_Algorithm
attr_gtk
def tick
defaults
render
input
if dijkstra.came_from.empty?
calc_searches
end
end
def defaults
# Variables to edit the size and appearance of the grid
# Freely customizable to user's liking
grid.width ||= 15
grid.height ||= 15
grid.cell_size ||= 27
grid.rect ||= [0, 0, grid.width, grid.height]
grid.star ||= [0, 2]
grid.target ||= [11, 13]
grid.walls ||= {
[2, 2] => true,
[3, 2] => true,
[4, 2] => true,
[5, 2] => true,
[6, 2] => true,
[7, 2] => true,
[8, 2] => true,
[9, 2] => true,
[10, 2] => true,
[11, 2] => true,
[12, 2] => true,
[12, 3] => true,
[12, 4] => true,
[12, 5] => true,
[12, 6] => true,
[12, 7] => true,
[12, 8] => true,
[12, 9] => true,
[12, 10] => true,
[12, 11] => true,
[12, 12] => true,
[5, 12] => true,
[6, 12] => true,
[7, 12] => true,
[8, 12] => true,
[9, 12] => true,
[10, 12] => true,
[11, 12] => true,
[12, 12] => true
}
# What the user is currently editing on the grid
# We store this value, because we want to remember the value even when
# the user's cursor is no longer over what they're interacting with, but
# they are still clicking down on the mouse.
state.user_input ||= :none
# These variables allow the breadth first search to take place
# Came_from is a hash with a key of a cell and a value of the cell that was expanded from to find the key.
# Used to prevent searching cells that have already been found
# and to trace a path from the target back to the starting point.
# Frontier is an array of cells to expand the search from.
# The search is over when there are no more cells to search from.
# Path stores the path from the target to the star, once the target has been found
# It prevents calculating the path every tick.
dijkstra.came_from ||= {}
dijkstra.cost_so_far ||= {}
dijkstra.frontier ||= []
dijkstra.path ||= []
greedy.came_from ||= {}
greedy.frontier ||= []
greedy.path ||= []
a_star.frontier ||= []
a_star.came_from ||= {}
a_star.path ||= []
a_star.cost_so_far ||= {}
end
# All methods with render draw stuff on the screen
# UI has buttons, the slider, and labels
# The search specific rendering occurs in the respective methods
def render
render_labels
render_dijkstra
render_greedy
render_a_star
end
def render_labels
outputs.labels << [150, 450, "Dijkstra's"]
outputs.labels << [550, 450, "Greedy Best-First"]
outputs.labels << [1025, 450, "A* Search"]
end
def render_dijkstra
render_dijkstra_grid
render_dijkstra_star
render_dijkstra_target
render_dijkstra_visited
render_dijkstra_walls
render_dijkstra_path
end
def render_greedy
render_greedy_grid
render_greedy_star
render_greedy_target
render_greedy_visited
render_greedy_walls
render_greedy_path
end
def render_a_star
render_a_star_grid
render_a_star_star
render_a_star_target
render_a_star_visited
render_a_star_walls
render_a_star_path
end
# This method handles user input every tick
def input
# If the mouse was lifted this tick
if inputs.mouse.up
# Set current input to none
state.user_input = :none
end
# If the mouse was clicked this tick
if inputs.mouse.down
# Determine what the user is editing and appropriately edit the state.user_input variable
determine_input
end
# Process user input based on user_input variable and current mouse position
process_input
end
# Determines what the user is editing
# This method is called when the mouse is clicked down
def determine_input
# If the mouse is over the star in the first grid
if dijkstra_mouse_over_star?
# The user is editing the star from the first grid
state.user_input = :dijkstra_star
# If the mouse is over the star in the second grid
elsif greedy_mouse_over_star?
# The user is editing the star from the second grid
state.user_input = :greedy_star
# If the mouse is over the star in the third grid
elsif a_star_mouse_over_star?
# The user is editing the star from the third grid
state.user_input = :a_star_star
# If the mouse is over the target in the first grid
elsif dijkstra_mouse_over_target?
# The user is editing the target from the first grid
state.user_input = :dijkstra_target
# If the mouse is over the target in the second grid
elsif greedy_mouse_over_target?
# The user is editing the target from the second grid
state.user_input = :greedy_target
# If the mouse is over the target in the third grid
elsif a_star_mouse_over_target?
# The user is editing the target from the third grid
state.user_input = :a_star_target
# If the mouse is over a wall in the first grid
elsif dijkstra_mouse_over_wall?
# The user is removing a wall from the first grid
state.user_input = :dijkstra_remove_wall
# If the mouse is over a wall in the second grid
elsif greedy_mouse_over_wall?
# The user is removing a wall from the second grid
state.user_input = :greedy_remove_wall
# If the mouse is over a wall in the third grid
elsif a_star_mouse_over_wall?
# The user is removing a wall from the third grid
state.user_input = :a_star_remove_wall
# If the mouse is over the first grid
elsif dijkstra_mouse_over_grid?
# The user is adding a wall from the first grid
state.user_input = :dijkstra_add_wall
# If the mouse is over the second grid
elsif greedy_mouse_over_grid?
# The user is adding a wall from the second grid
state.user_input = :greedy_add_wall
# If the mouse is over the third grid
elsif a_star_mouse_over_grid?
# The user is adding a wall from the third grid
state.user_input = :a_star_add_wall
end
end
# Processes click and drag based on what the user is currently dragging
def process_input
if state.user_input == :dijkstra_star
process_input_dijkstra_star
elsif state.user_input == :greedy_star
process_input_greedy_star
elsif state.user_input == :a_star_star
process_input_a_star_star
elsif state.user_input == :dijkstra_target
process_input_dijkstra_target
elsif state.user_input == :greedy_target
process_input_greedy_target
elsif state.user_input == :a_star_target
process_input_a_star_target
elsif state.user_input == :dijkstra_remove_wall
process_input_dijkstra_remove_wall
elsif state.user_input == :greedy_remove_wall
process_input_greedy_remove_wall
elsif state.user_input == :a_star_remove_wall
process_input_a_star_remove_wall
elsif state.user_input == :dijkstra_add_wall
process_input_dijkstra_add_wall
elsif state.user_input == :greedy_add_wall
process_input_greedy_add_wall
elsif state.user_input == :a_star_add_wall
process_input_a_star_add_wall
end
end
def render_dijkstra_grid
# A large rect the size of the grid
outputs.solids << dijkstra_scale_up(grid.rect).merge(default_color)
outputs.lines << (0..grid.width).map { |x| dijkstra_vertical_line(x) }
outputs.lines << (0..grid.height).map { |y| dijkstra_horizontal_line(y) }
end
def render_greedy_grid
# A large rect the size of the grid
outputs.solids << greedy_scale_up(grid.rect).merge(default_color)
outputs.lines << (0..grid.width).map { |x| greedy_vertical_line(x) }
outputs.lines << (0..grid.height).map { |y| greedy_horizontal_line(y) }
end
def render_a_star_grid
# A large rect the size of the grid
outputs.solids << a_star_scale_up(grid.rect).merge(default_color)
outputs.lines << (0..grid.width).map { |x| a_star_vertical_line(x) }
outputs.lines << (0..grid.height).map { |y| a_star_horizontal_line(y) }
end
# Returns a vertical line for a column of the first grid
def dijkstra_vertical_line x
line = { x: x, y: 0, w: 0, h: grid.height }
line.transform_values { |v| v * grid.cell_size }
end
# Returns a horizontal line for a column of the first grid
def dijkstra_horizontal_line y
line = { x: 0, y: y, w: grid.width, h: 0 }
line.transform_values { |v| v * grid.cell_size }
end
# Returns a vertical line for a column of the second grid
def greedy_vertical_line x
dijkstra_vertical_line(x + grid.width + 1)
end
# Returns a horizontal line for a column of the second grid
def greedy_horizontal_line y
line = { x: grid.width + 1, y: y, w: grid.width, h: 0 }
line.transform_values { |v| v * grid.cell_size }
end
# Returns a vertical line for a column of the third grid
def a_star_vertical_line x
dijkstra_vertical_line(x + grid.width + 1 + grid.width + 1)
end
# Returns a horizontal line for a column of the third grid
def a_star_horizontal_line y
line = { x: grid.width + 1 + grid.width + 1, y: y, w: grid.width, h: 0 }
line.transform_values { |v| v * grid.cell_size }
end
# Renders the star on the first grid
def render_dijkstra_star
outputs.sprites << dijkstra_scale_up(grid.star).merge({ path: 'star.png' })
end
# Renders the star on the second grid
def render_greedy_star
outputs.sprites << greedy_scale_up(grid.star).merge({ path: 'star.png' })
end
# Renders the star on the third grid
def render_a_star_star
outputs.sprites << a_star_scale_up(grid.star).merge({ path: 'star.png' })
end
# Renders the target on the first grid
def render_dijkstra_target
outputs.sprites << dijkstra_scale_up(grid.target).merge({ path: 'target.png' })
end
# Renders the target on the second grid
def render_greedy_target
outputs.sprites << greedy_scale_up(grid.target).merge({ path: 'target.png' })
end
# Renders the target on the third grid
def render_a_star_target
outputs.sprites << a_star_scale_up(grid.target).merge({ path: 'target.png' })
end
# Renders the walls on the first grid
def render_dijkstra_walls
outputs.solids << grid.walls.map do |key, value|
dijkstra_scale_up(key).merge(wall_color)
end
end
# Renders the walls on the second grid
def render_greedy_walls
outputs.solids << grid.walls.map do |key, value|
greedy_scale_up(key).merge(wall_color)
end
end
# Renders the walls on the third grid
def render_a_star_walls
outputs.solids << grid.walls.map do |key, value|
a_star_scale_up(key).merge(wall_color)
end
end
# Renders the visited cells on the first grid
def render_dijkstra_visited
outputs.solids << dijkstra.came_from.map do |key, value|
dijkstra_scale_up(key).merge(visited_color)
end
end
# Renders the visited cells on the second grid
def render_greedy_visited
outputs.solids << greedy.came_from.map do |key, value|
greedy_scale_up(key).merge(visited_color)
end
end
# Renders the visited cells on the third grid
def render_a_star_visited
outputs.solids << a_star.came_from.map do |key, value|
a_star_scale_up(key).merge(visited_color)
end
end
# Renders the path found by the breadth first search on the first grid
def render_dijkstra_path
outputs.solids << dijkstra.path.map do |path|
dijkstra_scale_up(path).merge(path_color)
end
end
# Renders the path found by the greedy search on the second grid
def render_greedy_path
outputs.solids << greedy.path.map do |path|
greedy_scale_up(path).merge(path_color)
end
end
# Renders the path found by the a_star search on the third grid
def render_a_star_path
outputs.solids << a_star.path.map do |path|
a_star_scale_up(path).merge(path_color)
end
end
# Returns the rect for the path between two cells based on their relative positions
def get_path_between(cell_one, cell_two)
path = []
# If cell one is above cell two
if cell_one.x == cell_two.x && cell_one.y > cell_two.y
# Path starts from the center of cell two and moves upward to the center of cell one
path = [cell_two.x + 0.3, cell_two.y + 0.3, 0.4, 1.4]
# If cell one is below cell two
elsif cell_one.x == cell_two.x && cell_one.y < cell_two.y
# Path starts from the center of cell one and moves upward to the center of cell two
path = [cell_one.x + 0.3, cell_one.y + 0.3, 0.4, 1.4]
# If cell one is to the left of cell two
elsif cell_one.x > cell_two.x && cell_one.y == cell_two.y
# Path starts from the center of cell two and moves rightward to the center of cell one
path = [cell_two.x + 0.3, cell_two.y + 0.3, 1.4, 0.4]
# If cell one is to the right of cell two
elsif cell_one.x < cell_two.x && cell_one.y == cell_two.y
# Path starts from the center of cell one and moves rightward to the center of cell two
path = [cell_one.x + 0.3, cell_one.y + 0.3, 1.4, 0.4]
end
path
end
# In code, the cells are represented as 1x1 rectangles
# When drawn, the cells are larger than 1x1 rectangles
# This method is used to scale up cells, and lines
# Objects are scaled up according to the grid.cell_size variable
# This allows for easy customization of the visual scale of the grid
# This method scales up cells for the first grid
def dijkstra_scale_up(cell)
x = cell.x * grid.cell_size
y = cell.y * grid.cell_size
w = cell.w.zero? ? grid.cell_size : cell.w * grid.cell_size
h = cell.h.zero? ? grid.cell_size : cell.h * grid.cell_size
{x: x, y: y, w: w, h: h}
end
# Translates the given cell grid.width + 1 to the right and then scales up
# Used to draw cells for the second grid
# This method does not work for lines,
# so separate methods exist for the grid lines
def greedy_scale_up(cell)
# Prevents the original value of cell from being edited
cell = cell.clone
# Translates the cell to the second grid equivalent
cell.x += grid.width + 1
# Proceeds as if scaling up for the first grid
dijkstra_scale_up(cell)
end
# Translates the given cell (grid.width + 1) * 2 to the right and then scales up
# Used to draw cells for the third grid
# This method does not work for lines,
# so separate methods exist for the grid lines
def a_star_scale_up(cell)
# Prevents the original value of cell from being edited
cell = cell.clone
# Translates the cell to the second grid equivalent
cell.x += grid.width + 1
# Translates the cell to the third grid equivalent
cell.x += grid.width + 1
# Proceeds as if scaling up for the first grid
dijkstra_scale_up(cell)
end
# Signal that the user is going to be moving the star from the first grid
def dijkstra_mouse_over_star?
inputs.mouse.point.inside_rect?(dijkstra_scale_up(grid.star))
end
# Signal that the user is going to be moving the star from the second grid
def greedy_mouse_over_star?
inputs.mouse.point.inside_rect?(greedy_scale_up(grid.star))
end
# Signal that the user is going to be moving the star from the third grid
def a_star_mouse_over_star?
inputs.mouse.point.inside_rect?(a_star_scale_up(grid.star))
end
# Signal that the user is going to be moving the target from the first grid
def dijkstra_mouse_over_target?
inputs.mouse.point.inside_rect?(dijkstra_scale_up(grid.target))
end
# Signal that the user is going to be moving the target from the second grid
def greedy_mouse_over_target?
inputs.mouse.point.inside_rect?(greedy_scale_up(grid.target))
end
# Signal that the user is going to be moving the target from the third grid
def a_star_mouse_over_target?
inputs.mouse.point.inside_rect?(a_star_scale_up(grid.target))
end
# Signal that the user is going to be removing walls from the first grid
def dijkstra_mouse_over_wall?
grid.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(dijkstra_scale_up(wall))
end
false
end
# Signal that the user is going to be removing walls from the second grid
def greedy_mouse_over_wall?
grid.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(greedy_scale_up(wall))
end
false
end
# Signal that the user is going to be removing walls from the third grid
def a_star_mouse_over_wall?
grid.walls.each_key do | wall |
return true if inputs.mouse.point.inside_rect?(a_star_scale_up(wall))
end
false
end
# Signal that the user is going to be adding walls from the first grid
def dijkstra_mouse_over_grid?
inputs.mouse.point.inside_rect?(dijkstra_scale_up(grid.rect))
end
# Signal that the user is going to be adding walls from the second grid
def greedy_mouse_over_grid?
inputs.mouse.point.inside_rect?(greedy_scale_up(grid.rect))
end
# Signal that the user is going to be adding walls from the third grid
def a_star_mouse_over_grid?
inputs.mouse.point.inside_rect?(a_star_scale_up(grid.rect))
end
# Moves the star to the cell closest to the mouse in the first grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def process_input_dijkstra_star
old_star = grid.star.clone
unless dijkstra_cell_closest_to_mouse == grid.target
grid.star = dijkstra_cell_closest_to_mouse
end
unless old_star == grid.star
reset_searches
end
end
# Moves the star to the cell closest to the mouse in the second grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def process_input_greedy_star
old_star = grid.star.clone
unless greedy_cell_closest_to_mouse == grid.target
grid.star = greedy_cell_closest_to_mouse
end
unless old_star == grid.star
reset_searches
end
end
# Moves the star to the cell closest to the mouse in the third grid
# Only resets the search if the star changes position
# Called whenever the user is editing the star (puts mouse down on star)
def process_input_a_star_star
old_star = grid.star.clone
unless a_star_cell_closest_to_mouse == grid.target
grid.star = a_star_cell_closest_to_mouse
end
unless old_star == grid.star
reset_searches
end
end
# Moves the target to the grid closest to the mouse in the first grid
# Only reset_searchess the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def process_input_dijkstra_target
old_target = grid.target.clone
unless dijkstra_cell_closest_to_mouse == grid.star
grid.target = dijkstra_cell_closest_to_mouse
end
unless old_target == grid.target
reset_searches
end
end
# Moves the target to the cell closest to the mouse in the second grid
# Only reset_searchess the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def process_input_greedy_target
old_target = grid.target.clone
unless greedy_cell_closest_to_mouse == grid.star
grid.target = greedy_cell_closest_to_mouse
end
unless old_target == grid.target
reset_searches
end
end
# Moves the target to the cell closest to the mouse in the third grid
# Only reset_searchess the search if the target changes position
# Called whenever the user is editing the target (puts mouse down on target)
def process_input_a_star_target
old_target = grid.target.clone
unless a_star_cell_closest_to_mouse == grid.star
grid.target = a_star_cell_closest_to_mouse
end
unless old_target == grid.target
reset_searches
end
end
# Removes walls in the first grid that are under the cursor
def process_input_dijkstra_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if dijkstra_mouse_over_grid?
if grid.walls.has_key?(dijkstra_cell_closest_to_mouse)
grid.walls.delete(dijkstra_cell_closest_to_mouse)
reset_searches
end
end
end
# Removes walls in the second grid that are under the cursor
def process_input_greedy_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if greedy_mouse_over_grid?
if grid.walls.key?(greedy_cell_closest_to_mouse)
grid.walls.delete(greedy_cell_closest_to_mouse)
reset_searches
end
end
end
# Removes walls in the third grid that are under the cursor
def process_input_a_star_remove_wall
# The mouse needs to be inside the grid, because we only want to remove walls
# the cursor is directly over
# Recalculations should only occur when a wall is actually deleted
if a_star_mouse_over_grid?
if grid.walls.key?(a_star_cell_closest_to_mouse)
grid.walls.delete(a_star_cell_closest_to_mouse)
reset_searches
end
end
end
# Adds a wall in the first grid in the cell the mouse is over
def process_input_dijkstra_add_wall
if dijkstra_mouse_over_grid?
unless grid.walls.key?(dijkstra_cell_closest_to_mouse)
grid.walls[dijkstra_cell_closest_to_mouse] = true
reset_searches
end
end
end
# Adds a wall in the second grid in the cell the mouse is over
def process_input_greedy_add_wall
if greedy_mouse_over_grid?
unless grid.walls.key?(greedy_cell_closest_to_mouse)
grid.walls[greedy_cell_closest_to_mouse] = true
reset_searches
end
end
end
# Adds a wall in the third grid in the cell the mouse is over
def process_input_a_star_add_wall
if a_star_mouse_over_grid?
unless grid.walls.key?(a_star_cell_closest_to_mouse)
grid.walls[a_star_cell_closest_to_mouse] = true
reset_searches
end
end
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse helps with this
def dijkstra_cell_closest_to_mouse
# Closest cell to the mouse in the first grid
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Bound x and y to the grid
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse in the second grid helps with this
def greedy_cell_closest_to_mouse
# Closest cell grid to the mouse in the second
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Translate the cell to the first grid
x -= grid.width + 1
# Bound x and y to the first grid
x = 0 if x < 0
y = 0 if y < 0
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
# When the user grabs the star and puts their cursor to the far right
# and moves up and down, the star is supposed to move along the grid as well
# Finding the cell closest to the mouse in the third grid helps with this
def a_star_cell_closest_to_mouse
# Closest cell grid to the mouse in the second
x = (inputs.mouse.point.x / grid.cell_size).to_i
y = (inputs.mouse.point.y / grid.cell_size).to_i
# Translate the cell to the first grid
x -= (grid.width + 1) * 2
# Bound x and y to the first grid
x = 0 if x < 0
y = 0 if y < 0
x = grid.width - 1 if x > grid.width - 1
y = grid.height - 1 if y > grid.height - 1
# Return closest cell
[x, y]
end
def reset_searches
# Reset the searches
dijkstra.came_from = {}
dijkstra.cost_so_far = {}
dijkstra.frontier = []
dijkstra.path = []
greedy.came_from = {}
greedy.frontier = []
greedy.path = []
a_star.came_from = {}
a_star.frontier = []
a_star.path = []
end
def calc_searches
calc_dijkstra
calc_greedy
calc_a_star
# Move the searches forward to the current step
# state.current_step.times { move_searches_one_step_forward }
end
def calc_dijkstra
# Sets up the search to begin from the star
dijkstra.frontier << grid.star
dijkstra.came_from[grid.star] = nil
dijkstra.cost_so_far[grid.star] = 0
# Until the target is found or there are no more cells to explore from
until dijkstra.came_from.key?(grid.target) or dijkstra.frontier.empty?
# Take the next frontier cell. The first element is the cell, the second is the priority.
new_frontier = dijkstra.frontier.shift#[0]
# For each of its neighbors
adjacent_neighbors(new_frontier).each do | neighbor |
# That have not been visited and are not walls
unless dijkstra.came_from.key?(neighbor) or grid.walls.key?(neighbor)
# Add them to the frontier and mark them as visited
dijkstra.frontier << neighbor
dijkstra.came_from[neighbor] = new_frontier
dijkstra.cost_so_far[neighbor] = dijkstra.cost_so_far[new_frontier] + 1
end
end
# Sort the frontier so that cells that are in a zigzag pattern are prioritized over those in an line
# Comment this line and let a path generate to see the difference
dijkstra.frontier = dijkstra.frontier.sort_by {| cell | proximity_to_star(cell) }
dijkstra.frontier = dijkstra.frontier.sort_by {| cell | dijkstra.cost_so_far[cell] }
end
# If the search found the target
if dijkstra.came_from.key?(grid.target)
# Calculate the path between the target and star
dijkstra_calc_path
end
end
def calc_greedy
# Sets up the search to begin from the star
greedy.frontier << grid.star
greedy.came_from[grid.star] = nil
# Until the target is found or there are no more cells to explore from
until greedy.came_from.key?(grid.target) or greedy.frontier.empty?
# Take the next frontier cell
new_frontier = greedy.frontier.shift
# For each of its neighbors
adjacent_neighbors(new_frontier).each do | neighbor |
# That have not been visited and are not walls
unless greedy.came_from.key?(neighbor) or grid.walls.key?(neighbor)
# Add them to the frontier and mark them as visited
greedy.frontier << neighbor
greedy.came_from[neighbor] = new_frontier
end
end
# Sort the frontier so that cells that are in a zigzag pattern are prioritized over those in an line
# Comment this line and let a path generate to see the difference
greedy.frontier = greedy.frontier.sort_by {| cell | proximity_to_star(cell) }
# Sort the frontier so cells that are close to the target are then prioritized
greedy.frontier = greedy.frontier.sort_by {| cell | greedy_heuristic(cell) }
end
# If the search found the target
if greedy.came_from.key?(grid.target)
# Calculate the path between the target and star
greedy_calc_path
end
end
def calc_a_star
# Setup the search to start from the star
a_star.came_from[grid.star] = nil
a_star.cost_so_far[grid.star] = 0
a_star.frontier << grid.star
# Until there are no more cells to explore from or the search has found the target
until a_star.frontier.empty? or a_star.came_from.key?(grid.target)
# Get the next cell to expand from
current_frontier = a_star.frontier.shift
# For each of that cells neighbors
adjacent_neighbors(current_frontier).each do | neighbor |
# That have not been visited and are not walls
unless a_star.came_from.key?(neighbor) or grid.walls.key?(neighbor)
# Add them to the frontier and mark them as visited
a_star.frontier << neighbor
a_star.came_from[neighbor] = current_frontier
a_star.cost_so_far[neighbor] = a_star.cost_so_far[current_frontier] + 1
end
end
# Sort the frontier so that cells that are in a zigzag pattern are prioritized over those in an line
# Comment this line and let a path generate to see the difference
a_star.frontier = a_star.frontier.sort_by {| cell | proximity_to_star(cell) }
a_star.frontier = a_star.frontier.sort_by {| cell | a_star.cost_so_far[cell] + greedy_heuristic(cell) }
end
# If the search found the target
if a_star.came_from.key?(grid.target)
# Calculate the path between the target and star
a_star_calc_path
end
end
# Calculates the path between the target and star for the breadth first search
# Only called when the breadth first search finds the target
def dijkstra_calc_path
# Start from the target
endpoint = grid.target
# And the cell it came from
next_endpoint = dijkstra.came_from[endpoint]
while endpoint && next_endpoint
# Draw a path between these two cells and store it
path = get_path_between(endpoint, next_endpoint)
dijkstra.path << path
# And get the next pair of cells
endpoint = next_endpoint
next_endpoint = dijkstra.came_from[endpoint]
# Continue till there are no more cells
end
end
# Returns one-dimensional absolute distance between cell and target
# Returns a number to compare distances between cells and the target
def greedy_heuristic(cell)
(grid.target.x - cell.x).abs + (grid.target.y - cell.y).abs
end
# Calculates the path between the target and star for the greedy search
# Only called when the greedy search finds the target
def greedy_calc_path
# Start from the target
endpoint = grid.target
# And the cell it came from
next_endpoint = greedy.came_from[endpoint]
while endpoint && next_endpoint
# Draw a path between these two cells and store it
path = get_path_between(endpoint, next_endpoint)
greedy.path << path
# And get the next pair of cells
endpoint = next_endpoint
next_endpoint = greedy.came_from[endpoint]
# Continue till there are no more cells
end
end
# Calculates the path between the target and star for the a_star search
# Only called when the a_star search finds the target
def a_star_calc_path
# Start from the target
endpoint = grid.target
# And the cell it came from
next_endpoint = a_star.came_from[endpoint]
while endpoint && next_endpoint
# Draw a path between these two cells and store it
path = get_path_between(endpoint, next_endpoint)
a_star.path << path
# And get the next pair of cells
endpoint = next_endpoint
next_endpoint = a_star.came_from[endpoint]
# Continue till there are no more cells
end
end
# Returns a list of adjacent cells
# Used to determine what the next cells to be added to the frontier are
def adjacent_neighbors(cell)
neighbors = []
# Gets all the valid neighbors into the array
# From southern neighbor, clockwise
neighbors << [cell.x , cell.y - 1] unless cell.y == 0
neighbors << [cell.x - 1, cell.y ] unless cell.x == 0
neighbors << [cell.x , cell.y + 1] unless cell.y == grid.height - 1
neighbors << [cell.x + 1, cell.y ] unless cell.x == grid.width - 1
neighbors
end
# Finds the vertical and horizontal distance of a cell from the star
# and returns the larger value
# This method is used to have a zigzag pattern in the rendered path
# A cell that is [5, 5] from the star,
# is explored before over a cell that is [0, 7] away.
# So, if possible, the search tries to go diagonal (zigzag) first
def proximity_to_star(cell)
distance_x = (grid.star.x - cell.x).abs
distance_y = (grid.star.y - cell.y).abs
if distance_x > distance_y
return distance_x
else
return distance_y
end
end
# Methods that allow code to be more concise. Subdivides args.state, which is where all variables are stored.
def grid
state.grid
end
def dijkstra
state.dijkstra
end
def greedy
state.greedy
end
def a_star
state.a_star
end
# Descriptive aliases for colors
def default_color
{ r: 221, g: 212, b: 213 }
end
def wall_color
{ r: 134, g: 134, b: 120 }
end
def visited_color
{ r: 204, g: 191, b: 179 }
end
def path_color
{ r: 231, g: 230, b: 228 }
end
def button_color
[190, 190, 190] # Gray
end
end
# Method that is called by DragonRuby periodically
# Used for updating animations and calculations
def tick args
# Pressing r will reset the application
if args.inputs.keyboard.key_down.r
args.gtk.reset
reset
return
end
# Every tick, new args are passed, and the Breadth First Search tick is called
$a_star_algorithm ||= A_Star_Algorithm.new
$a_star_algorithm.args = args
$a_star_algorithm.tick
end
def reset
$a_star_algorithm = nil
end
Tower Defense - main.rb link
# ./samples/13_path_finding_algorithms/09_tower_defense/app/main.rb
# Contributors outside of DragonRuby who also hold Copyright:
# - Sujay Vadlakonda: https://github.com/sujayvadlakonda
# An example of some major components in a tower defence game
# The pathing of the tanks is determined by A* algorithm -- try editing the walls
# The turrets shoot bullets at the closest tank. The bullets are heat-seeking
def tick args
$gtk.reset if args.inputs.keyboard.key_down.r
defaults args
render args
calc args
end
def defaults args
args.outputs.background_color = wall_color
args.state.grid_size = 5
args.state.tile_size = 50
args.state.grid_start ||= [0, 0]
args.state.grid_goal ||= [4, 4]
# Try editing these walls to see the path change!
args.state.walls ||= {
[0, 4] => true,
[1, 3] => true,
[3, 1] => true,
# [4, 0] => true,
}
args.state.a_star.frontier ||= []
args.state.a_star.came_from ||= {}
args.state.a_star.path ||= []
args.state.tanks ||= []
args.state.tank_spawn_period ||= 60
args.state.tank_sprite_path ||= 'sprites/circle/white.png'
args.state.tank_speed ||= 1
args.state.turret_shoot_period = 10
# Turrets can be entered as [x, y] but are immediately mapped to hashes
# Walls are also added where the turrets are to prevent tanks from pathing over them
args.state.turrets ||= [
[2, 2]
].each { |turret| args.state.walls[turret] = true}.map do |x, y|
{
x: x * args.state.tile_size,
y: y * args.state.tile_size,
w: args.state.tile_size,
h: args.state.tile_size,
path: 'sprites/circle/gray.png',
range: 100
}
end
args.state.bullet_size ||= 25
args.state.bullets ||= []
args.state.bullet_path ||= 'sprites/circle/orange.png'
end
def render args
render_grid args
render_a_star args
args.outputs.sprites << args.state.tanks
args.outputs.sprites << args.state.turrets
args.outputs.sprites << args.state.bullets
end
def render_grid args
# Draw a square the size and color of the grid
args.outputs.solids << {
x: 0,
y: 0,
w: args.state.grid_size * args.state.tile_size,
h: args.state.grid_size * args.state.tile_size,
}.merge(grid_color)
# Draw lines across the grid to show tiles
(args.state.grid_size + 1).times do | value |
render_horizontal_line(args, value)
render_vertical_line(args, value)
end
# Render special tiles
render_tile(args, args.state.grid_start, start_color)
render_tile(args, args.state.grid_goal, goal_color)
args.state.walls.keys.each { |wall| render_tile(args, wall, wall_color) }
end
def render_vertical_line args, x
args.outputs.lines << {
x: x * args.state.tile_size,
y: 0,
w: 0,
h: args.state.grid_size * args.state.tile_size
}
end
def render_horizontal_line args, y
args.outputs.lines << {
x: 0,
y: y * args.state.tile_size,
w: args.state.grid_size * args.state.tile_size,
h: 0
}
end
def render_tile args, tile, color
args.outputs.solids << {
x: tile.x * args.state.tile_size,
y: tile.y * args.state.tile_size,
w: args.state.tile_size,
h: args.state.tile_size,
r: color[0],
g: color[1],
b: color[2]
}
end
def calc args
calc_a_star args
calc_tanks args
calc_turrets args
calc_bullets args
end
def calc_a_star args
# Only does this one time
return unless args.state.a_star.path.empty?
# Start the search from the grid start
args.state.a_star.frontier << args.state.grid_start
args.state.a_star.came_from[args.state.grid_start] = nil
# Until a path to the goal has been found or there are no more tiles to explore
until (args.state.a_star.came_from.key?(args.state.grid_goal) || args.state.a_star.frontier.empty?)
# For the first tile in the frontier
tile_to_expand_from = args.state.a_star.frontier.shift
# Add each of its neighbors to the frontier
neighbors(args, tile_to_expand_from).each do |tile|
args.state.a_star.frontier << tile
args.state.a_star.came_from[tile] = tile_to_expand_from
end
end
# Stop calculating a path if the goal was never reached
return unless args.state.a_star.came_from.key? args.state.grid_goal
# Fill path by tracing back from the goal
current_cell = args.state.grid_goal
while current_cell
args.state.a_star.path.unshift current_cell
current_cell = args.state.a_star.came_from[current_cell]
end
puts "The path has been calculated"
puts args.state.a_star.path
end
def calc_tanks args
spawn_tank args
move_tanks args
end
def move_tanks args
# Remove tanks that have reached the end of their path
args.state.tanks.reject! { |tank| tank[:a_star].empty? }
# Tanks have an array that has each tile it has to go to in order from a* path
args.state.tanks.each do | tank |
destination = tank[:a_star][0]
# Move the tank towards the destination
tank[:x] += copy_sign(args.state.tank_speed, ((destination.x * args.state.tile_size) - tank[:x]))
tank[:y] += copy_sign(args.state.tank_speed, ((destination.y * args.state.tile_size) - tank[:y]))
# If the tank has reached its destination
if (destination.x * args.state.tile_size) == tank[:x] &&
(destination.y * args.state.tile_size) == tank[:y]
# Set the destination to the next point in the path
tank[:a_star].shift
end
end
end
def calc_turrets args
return unless args.state.tick_count.mod_zero? args.state.turret_shoot_period
args.state.turrets.each do | turret |
# Finds the closest tank
target = nil
shortest_distance = turret[:range] + 1
args.state.tanks.each do | tank |
distance = distance_between(turret[:x], turret[:y], tank[:x], tank[:y])
if distance < shortest_distance
target = tank
shortest_distance = distance
end
end
# If there is a tank in range, fires a bullet
if target
args.state.bullets << {
x: turret[:x],
y: turret[:y],
w: args.state.bullet_size,
h: args.state.bullet_size,
path: args.state.bullet_path,
# Note that this makes it heat-seeking, because target is passed by reference
# Could do target.clone to make the bullet go to where the tank initially was
target: target
}
end
end
end
def calc_bullets args
# Bullets aim for the center of their targets
args.state.bullets.each { |bullet| move bullet, center_of(bullet[:target])}
args.state.bullets.reject! { |b| b.intersect_rect? b[:target] }
end
def center_of object
object = object.clone
object[:x] += 0.5
object[:y] += 0.5
object
end
def render_a_star args
args.state.a_star.path.map do |tile|
# Map each x, y coordinate to the center of the tile and scale up
[(tile.x + 0.5) * args.state.tile_size, (tile.y + 0.5) * args.state.tile_size]
end.inject do | point_a, point_b |
# Render the line between each point
args.outputs.lines << [point_a.x, point_a.y, point_b.x, point_b.y, a_star_color]
point_b
end
end
# Moves object to target at speed
def move object, target, speed = 1
if target.is_a? Hash
object[:x] += copy_sign(speed, target[:x] - object[:x])
object[:y] += copy_sign(speed, target[:y] - object[:y])
else
object[:x] += copy_sign(speed, target.x - object[:x])
object[:y] += copy_sign(speed, target.y - object[:y])
end
end
def distance_between a_x, a_y, b_x, b_y
(((b_x - a_x) ** 2) + ((b_y - a_y) ** 2)) ** 0.5
end
def copy_sign value, sign
return 0 if sign == 0
return value if sign > 0
-value
end
def spawn_tank args
return unless args.state.tick_count.mod_zero? args.state.tank_spawn_period
args.state.tanks << {
x: args.state.grid_start.x,
y: args.state.grid_start.y,
w: args.state.tile_size,
h: args.state.tile_size,
path: args.state.tank_sprite_path,
a_star: args.state.a_star.path.clone
}
end
def neighbors args, tile
[[tile.x, tile.y - 1],
[tile.x, tile.y + 1],
[tile.x + 1, tile.y],
[tile.x - 1, tile.y]].reject do |neighbor|
args.state.a_star.came_from.key?(neighbor) || tile_out_of_bounds?(args, neighbor) ||
args.state.walls.key?(neighbor)
end
end
def tile_out_of_bounds? args, tile
tile.x < 0 || tile.y < 0 || tile.x >= args.state.grid_size || tile.y >= args.state.grid_size
end
def grid_color
{ r: 133, g: 226, b: 144 }
end
def start_color
[226, 144, 133]
end
def goal_color
[226, 133, 144]
end
def wall_color
[133, 144, 226]
end
def a_star_color
[0, 0, 255]
end
Vr link
Skybox - main.rb link
# ./samples/14_vr/01_skybox/app/main.rb
require 'app/tick.rb'
def tick args
args.gtk.start_server! port: 9001, enable_in_prod: true
tick_game args
end
Skybox - tick.rb link
# ./samples/14_vr/01_skybox/app/tick.rb
def skybox args, x, y, z, size
sprite = { a: 80, path: 'sprites/box.png' }
front = { x: x, y: y, z: z, w: size, h: size, **sprite }
front_720 = { x: x, y: y, z: z + 1, w: size, h: size * 9.fdiv(16), **sprite }
back = { x: x, y: y, z: z + size, w: size, h: size, **sprite }
bottom = { x: x, y: y - size.half, z: z + size.half, w: size, h: size, angle_x: 90, **sprite }
top = { x: x, y: y + size.half, z: z + size.half, w: size, h: size, angle_x: 90, **sprite }
left = { x: x - size.half, y: y, w: size, h: size, z: z + size.half, angle_y: 90, **sprite }
right = { x: x + size.half, y: y, w: size, h: size, z: z + size.half, angle_y: 90, **sprite }
args.outputs.sprites << [back,
left,
top,
bottom,
right,
front,
front_720]
end
def tick_game args
args.outputs.background_color = [0, 0, 0]
args.state.z ||= 0
args.state.scale ||= 0.05
if args.inputs.controller_one.key_down.a
if args.grid.name == :bottom_left
args.grid.origin_center!
else
args.grid.origin_bottom_left!
end
end
args.state.scale += args.inputs.controller_one.right_analog_x_perc * 0.01
args.state.z -= args.inputs.controller_one.right_analog_y_perc * 1.5
args.state.scale = args.state.scale.clamp(0.05, 1.0)
args.state.z = 0 if args.state.z < 0
args.state.z = 1280 if args.state.z > 1280
skybox args, 0, 0, args.state.z, 1280 * args.state.scale
render_guides args
end
def render_guides args
label_style = { alignment_enum: 1,
size_enum: -2,
vertical_alignment_enum: 0, r: 255, g: 255, b: 255 }
instructions = [
"controller position: #{args.inputs.controller_one.left_hand.x} #{args.inputs.controller_one.left_hand.y} #{args.inputs.controller_one.left_hand.z}",
"scale: #{args.state.scale.to_sf} (right analog left/right)",
"z: #{args.state.z.to_sf} (right analog up/down)",
"origin: :#{args.grid.name} (A button)",
]
args.outputs.labels << instructions.map_with_index do |text, i|
{ x: 640,
y: 100 + ((instructions.length - (i + 3)) * 22),
z: args.state.z + 2,
a: 255,
text: text,
** label_style,
alignment_enum: 1,
vertical_alignment_enum: 0 }
end
# lines for scaled box
size = 1280 * args.state.scale
size_16_9 = size * 9.fdiv(16)
args.outputs.primitives << [
{ x: size - 1280, y: size, z: 0, w: 1280 * 2, r: 128, g: 128, b: 128, a: 64 }.line!,
{ x: size - 1280, y: size, z: args.state.z + 2, w: 1280 * 2, r: 128, g: 128, b: 128, a: 255 }.line!,
{ x: size - 1280, y: size_16_9, z: 0, w: 1280 * 2, r: 128, g: 128, b: 128, a: 64 }.line!,
{ x: size - 1280, y: size_16_9, z: args.state.z + 2, w: 1280 * 2, r: 128, g: 128, b: 128, a: 255 }.line!,
{ x: size, y: size - 1280, z: 0, h: 1280 * 2, r: 128, g: 128, b: 128, a: 64 }.line!,
{ x: size, y: size - 1280, z: args.state.z + 2, h: 1280 * 2, r: 128, g: 128, b: 128, a: 255 }.line!,
{ x: size, y: size, z: args.state.z + 3, size_enum: -2,
vertical_alignment_enum: 0,
text: "#{size.to_sf}, #{size.to_sf}, #{args.state.z.to_sf}",
r: 255, g: 255, b: 255, a: 255 }.label!,
{ x: size, y: size_16_9, z: args.state.z + 3, size_enum: -2,
vertical_alignment_enum: 0,
text: "#{size.to_sf}, #{size_16_9.to_sf}, #{args.state.z.to_sf}",
r: 255, g: 255, b: 255, a: 255 }.label!,
]
xs = [
{ description: "left", x: 0, alignment_enum: 0 },
{ description: "center", x: 640, alignment_enum: 1 },
{ description: "right", x: 1280, alignment_enum: 2 },
]
ys = [
{ description: "bottom", y: 0, vertical_alignment_enum: 0 },
{ description: "center", y: 640, vertical_alignment_enum: 1 },
{ description: "center (720p)", y: 360, vertical_alignment_enum: 1 },
{ description: "top", y: 1280, vertical_alignment_enum: 2 },
{ description: "top (720p)", y: 720, vertical_alignment_enum: 2 },
]
args.outputs.primitives << xs.product(ys).map do |(xdef, ydef)|
[
{ x: xdef.x,
y: ydef.y,
z: args.state.z + 3,
text: "#{xdef.x.to_sf}, #{ydef.y.to_sf} #{args.state.z.to_sf}",
**label_style,
alignment_enum: xdef.alignment_enum,
vertical_alignment_enum: ydef.vertical_alignment_enum
},
{ x: xdef.x,
y: ydef.y - 20,
z: args.state.z + 3,
text: "#{ydef.description}, #{xdef.description}",
**label_style,
alignment_enum: xdef.alignment_enum,
vertical_alignment_enum: ydef.vertical_alignment_enum
}
]
end
args.outputs.primitives << xs.product(ys).map do |(xdef, ydef)|
[
{
x: xdef.x - 1280,
y: ydef.y,
w: 1280 * 2,
a: 64,
r: 128, g: 128, b: 128
}.line!,
{
x: xdef.x,
y: ydef.y - 720,
h: 720 * 2,
a: 64,
r: 128, g: 128, b: 128
}.line!,
].map do |p|
[
p.merge(z: 0, a: 64),
p.merge(z: args.state.z + 2, a: 255)
]
end
end
end
$gtk.reset
Top Down Rpg - main.rb link
# ./samples/14_vr/02_top_down_rpg/app/main.rb
require 'app/tick.rb'
def tick args
args.gtk.start_server! port: 9001, enable_in_prod: true
tick_game args
end
Top Down Rpg - tick.rb link
# ./samples/14_vr/02_top_down_rpg/app/tick.rb
class Game
attr_gtk
def tick
outputs.background_color = [0, 0, 0]
args.state.tile_size = 80
args.state.player_speed = 4
args.state.player ||= tile(args, 7, 3, 0, 128, 180)
generate_map args
# adds walls, goal, and player to args.outputs.solids so they appear on screen
args.outputs.solids << args.state.goal
args.outputs.solids << args.state.walls
args.outputs.solids << args.state.player
args.outputs.solids << args.state.walls.map { |s| s.to_hash.merge(z: 2, g: 80) }
args.outputs.solids << args.state.walls.map { |s| s.to_hash.merge(z: 10, g: 255, a: 50) }
# if player's box intersects with goal, a label is output onto the screen
if args.state.player.intersect_rect? args.state.goal
args.outputs.labels << { x: 640,
y: 360,
z: 10,
text: "YOU'RE A GOD DAMN WIZARD, HARRY.",
size_enum: 10,
alignment_enum: 1,
vertical_alignment_enum: 1,
r: 255,
g: 255,
b: 255 }
end
move_player args, -1, 0 if args.inputs.keyboard.left || args.inputs.controller_one.left # x position decreases by 1 if left key is pressed
move_player args, 1, 0 if args.inputs.keyboard.right || args.inputs.controller_one.right # x position increases by 1 if right key is pressed
move_player args, 0, -1 if args.inputs.keyboard.up || args.inputs.controller_one.down # y position increases by 1 if up is pressed
move_player args, 0, 1 if args.inputs.keyboard.down || args.inputs.controller_one.up # y position decreases by 1 if down is pressed
end
# Sets position, size, and color of the tile
def tile args, x, y, *color
[x * args.state.tile_size, # sets definition for array using method parameters
y * args.state.tile_size, # multiplying by tile_size sets x and y to correct position using pixel values
args.state.tile_size,
args.state.tile_size,
*color]
end
# Creates map by adding tiles to the wall, as well as a goal (that the player needs to reach)
def generate_map args
return if args.state.area
# Creates the area of the map. There are 9 rows running horizontally across the screen
# and 16 columns running vertically on the screen. Any spot with a "1" is not
# open for the player to move into (and is green), and any spot with a "0" is available
# for the player to move in.
args.state.area = [
[1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1,],
[1, 1, 1, 2, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1,], # the "2" represents the goal
[1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1,],
[1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1,],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,],
[1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1,],
[1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1,],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ],
].reverse # reverses the order of the area collection
# By reversing the order, the way that the area appears above is how it appears
# on the screen in the game. If we did not reverse, the map would appear inverted.
#The wall starts off with no tiles.
args.state.walls = []
# If v is 1, a green tile is added to args.state.walls.
# If v is 2, a black tile is created as the goal.
args.state.area.map_2d do |y, x, v|
if v == 1
args.state.walls << tile(args, x, y, 0, 255, 0) # green tile
elsif v == 2 # notice there is only one "2" above because there is only one single goal
args.state.goal = tile(args, x, y, 180, 0, 0) # black tile
end
end
end
# Allows the player to move their box around the screen
def move_player args, *vector
box = args.state.player.shift_rect(vector) # box is able to move at an angle
# If the player's box hits a wall, it is not able to move further in that direction
return if args.state.walls
.any_intersect_rect?(box)
# Player's box is able to move at angles (not just the four general directions) fast
args.state.player =
args.state.player
.shift_rect(vector.x * args.state.player_speed, # if we don't multiply by speed, then
vector.y * args.state.player_speed) # the box will move extremely slow
end
end
$game = Game.new
def tick_game args
$game.args = args
$game.tick
end
$gtk.reset
Space Invaders - main.rb link
# ./samples/14_vr/03_space_invaders/app/main.rb
require 'app/tick.rb'
def tick args
args.gtk.start_server! port: 9001, enable_in_prod: true
tick_game args
end
Space Invaders - tick.rb link
# ./samples/14_vr/03_space_invaders/app/tick.rb
class Game
attr_gtk
def tick
grid.origin_center!
defaults
outputs.background_color = [0, 0, 0]
args.outputs.sprites << state.enemies.map { |e| enemy_prefab e }.to_a
end
def defaults
state.enemy_sprite_size = 64
state.row_size = 16
state.max_rows = 20
state.enemies ||= 32.map_with_index do |i|
x = i % 16
y = i.idiv 16
{ row: y, col: x }
end
end
def enemy_prefab enemy
if enemy.row > state.max_rows
raise "#{enemy}"
end
relative_row = enemy.row + 1
z = 50 - relative_row * 10
x = (enemy.col * state.enemy_sprite_size) - (state.enemy_sprite_size * state.row_size).idiv(2)
enemy_sprite(x, enemy.row * 10 + 100, z * 10, enemy)
end
def enemy_sprite x, y, z, meta
index = 0.frame_index count: 2, hold_for: 50, repeat: true
{ x: x,
y: y,
z: z,
w: state.enemy_sprite_size,
h: state.enemy_sprite_size,
path: 'sprites/enemy.png',
source_x: 128 * index,
source_y: 0,
source_w: 128,
source_h: 128,
meta: meta }
end
end
$game = Game.new
def tick_game args
$game.args = args
$game.tick
end
$gtk.reset
Let There Be Light - main.rb link
# ./samples/14_vr/04_let_there_be_light/app/main.rb
require 'app/tick.rb'
def tick args
args.gtk.start_server! port: 9001, enable_in_prod: true
tick_game args
end
Let There Be Light - tick.rb link
# ./samples/14_vr/04_let_there_be_light/app/tick.rb
class Game
attr_gtk
def tick
grid.origin_center!
defaults
state.angle_shift_x ||= 180
state.angle_shift_y ||= 180
if inputs.controller_one.right_analog_y_perc.round(2) != 0.00
args.state.star_distance += (inputs.controller_one.right_analog_y_perc * 0.25) ** 2 * inputs.controller_one.right_analog_y_perc.sign
state.star_distance = state.star_distance.clamp(state.min_star_distance, state.max_star_distance)
state.star_sprites = calc_star_primitives
elsif inputs.controller_one.down
args.state.star_distance += (1.0 * 0.25) ** 2
state.star_distance = state.star_distance.clamp(state.min_star_distance, state.max_star_distance)
state.star_sprites = calc_star_primitives
elsif inputs.controller_one.up
args.state.star_distance -= (1.0 * 0.25) ** 2
state.star_distance = state.star_distance.clamp(state.min_star_distance, state.max_star_distance)
state.star_sprites = calc_star_primitives
end
render
end
def calc_star_primitives
args.state.stars.map do |s|
w = (32 * state.star_distance).clamp(1, 32)
h = (32 * state.star_distance).clamp(1, 32)
x = (state.max.x * state.star_distance) * s.xr
y = (state.max.y * state.star_distance) * s.yr
z = state.center.z + (state.max.z * state.star_distance * 10 * s.zr)
angle_x = Math.atan2(z - 600, y).to_degrees + 90
angle_y = Math.atan2(z - 600, x).to_degrees + 90
draw_x = x - w.half
draw_y = y - 40 - h.half
draw_z = z
{ x: draw_x,
y: draw_y,
z: draw_z,
b: 255,
w: w,
h: h,
angle_x: angle_x,
angle_y: angle_y,
path: 'sprites/star.png' }
end
end
def render
outputs.background_color = [0, 0, 0]
if state.star_distance <= 1.0
text_alpha = (1 - state.star_distance) * 255
args.outputs.labels << { x: 0, y: 50, text: "Let there be light.", r: 255, g: 255, b: 255, size_enum: 1, alignment_enum: 1, a: text_alpha }
args.outputs.labels << { x: 0, y: 25, text: "(right analog: up/down)", r: 255, g: 255, b: 255, size_enum: -2, alignment_enum: 1, a: text_alpha }
end
args.outputs.sprites << state.star_sprites
end
def random_point
r = { xr: 2.randomize(:ratio) - 1,
yr: 2.randomize(:ratio) - 1,
zr: 2.randomize(:ratio) - 1 }
if (r.xr ** 2 + r.yr ** 2 + r.zr ** 2) > 1.0
return random_point
else
return r
end
end
def defaults
state.max_star_distance ||= 100
state.min_star_distance ||= 0.001
state.star_distance ||= 0.001
state.star_angle ||= 0
state.center.x ||= 0
state.center.y ||= 0
state.center.z ||= 30
state.max.x ||= 640
state.max.y ||= 640
state.max.z ||= 50
state.stars ||= 1500.map do
random_point
end
state.star_sprites ||= calc_star_primitives
end
end
$game = Game.new
def tick_game args
$game.args = args
$game.tick
end
$gtk.reset
Draw A Cube - main.rb link
# ./samples/14_vr/05_draw_a_cube/app/main.rb
require 'app/tick.rb'
def tick args
args.gtk.start_server! port: 9001, enable_in_prod: true
tick_game args
end
Draw A Cube - tick.rb link
# ./samples/14_vr/05_draw_a_cube/app/tick.rb
def cube args, x, y, z, size
sprite = { w: size, h: size, path: 'sprites/square/blue.png', a: 80 }
back = { x: x, y: y, z: z - size.half + 1, **sprite }
front = { x: x, y: y, z: z + size.half - 1, **sprite }
top = { x: x, y: y + size.half - 1, z: z, angle_x: 90, **sprite }
bottom = { x: x, y: y - size.half + 1, z: z, angle_x: 90, **sprite }
left = { x: x - size.half + 1, y: y, z: z, angle_y: 90, **sprite }
right = { x: x + size.half - 1, y: y, z: z, angle_y: 90, **sprite }
args.outputs.sprites << [back, left, top, bottom, right, front]
end
def tick_game args
args.grid.origin_center!
args.outputs.background_color = [0, 0, 0]
args.state.x ||= 0
args.state.y ||= 0
args.state.x += 10 * args.inputs.controller_one.right_analog_x_perc
args.state.y += 10 * args.inputs.controller_one.right_analog_y_perc
cube args, args.state.x, args.state.y, 0, 100
end
Draw A Cube With Triangles - main.rb link
# ./samples/14_vr/05_draw_a_cube_with_triangles/app/main.rb
require 'app/tick.rb'
def tick args
args.gtk.start_server! port: 9001, enable_in_prod: true
tick_game args
end
Draw A Cube With Triangles - tick.rb link
# ./samples/14_vr/05_draw_a_cube_with_triangles/app/tick.rb
include MatrixFunctions
def tick args
args.grid.origin_center!
# model A
args.state.a = [
[vec4(0, 0, 0, 1), vec4(0.1, 0, 0, 1), vec4(0, 0.1, 0, 1)],
[vec4(0.1, 0, 0, 1), vec4(0.1, 0.1, 0, 1), vec4(0, 0.1, 0, 1)]
]
# model to world
args.state.back = mul_triangles args,
args.state.a,
(translate -0.05, -0.05, 0),
(translate 0, 0, -0.05),
(rotate_x args.state.tick_count),
(rotate_y args.state.tick_count),
(rotate_z args.state.tick_count)
args.state.front = mul_triangles args,
args.state.a,
(translate -0.05, -0.05, 0),
(translate 0, 0, 0.05),
(rotate_x args.state.tick_count),
(rotate_y args.state.tick_count),
(rotate_z args.state.tick_count)
args.state.left = mul_triangles args,
args.state.a,
(translate -0.05, -0.05, 0),
(rotate_y 90),
(translate -0.05, 0, 0),
(rotate_x args.state.tick_count),
(rotate_y args.state.tick_count),
(rotate_z args.state.tick_count)
args.state.right = mul_triangles args,
args.state.a,
(translate -0.05, -0.05, 0),
(rotate_y 90),
(translate 0.05, 0, 0),
(rotate_x args.state.tick_count),
(rotate_y args.state.tick_count),
(rotate_z args.state.tick_count)
args.state.top = mul_triangles args,
args.state.a,
(translate -0.05, -0.05, 0),
(rotate_x 90),
(translate 0, 0.05, 0),
(rotate_x args.state.tick_count),
(rotate_y args.state.tick_count),
(rotate_z args.state.tick_count)
args.state.bottom = mul_triangles args,
args.state.a,
(translate -0.05, -0.05, 0),
(rotate_x 90),
(translate 0, -0.05, 0),
(rotate_x args.state.tick_count),
(rotate_y args.state.tick_count),
(rotate_z args.state.tick_count)
render_square args, args.state.back
render_square args, args.state.front
render_square args, args.state.left
render_square args, args.state.right
render_square args, args.state.top
render_square args, args.state.bottom
end
def render_square args, triangles
args.outputs.sprites << { x: triangles[0][0].x * 1280,
y: triangles[0][0].y * 1280,
z: triangles[0][0].z * 1280,
x2: triangles[0][1].x * 1280,
y2: triangles[0][1].y * 1280,
z2: triangles[0][1].z * 1280,
x3: triangles[0][2].x * 1280,
y3: triangles[0][2].y * 1280,
z3: triangles[0][2].z * 1280,
a: 255,
source_x: 0,
source_y: 0,
source_x2: 80,
source_y2: 0,
source_x3: 0,
source_y3: 80,
path: 'sprites/square/red.png' }
args.outputs.sprites << { x: triangles[1][0].x * 1280,
y: triangles[1][0].y * 1280,
z: triangles[1][0].z * 1280,
x2: triangles[1][1].x * 1280,
y2: triangles[1][1].y * 1280,
z2: triangles[1][1].z * 1280,
x3: triangles[1][2].x * 1280,
y3: triangles[1][2].y * 1280,
z3: triangles[1][2].z * 1280,
a: 255,
source_x: 80,
source_y: 0,
source_x2: 80,
source_y2: 80,
source_x3: 0,
source_y3: 80,
path: 'sprites/square/red.png' }
end
def mul_triangles args, triangles, *mul_def
triangles.map do |vecs|
vecs.map do |vec|
mul vec, *mul_def
end
end
end
def scale scale
mat4 scale, 0, 0, 0,
0, scale, 0, 0,
0, 0, scale, 0,
0, 0, 0, 1
end
def rotate_y angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
mat4 cos_t, 0, sin_t, 0,
0, 1, 0, 0,
-sin_t, 0, cos_t, 0,
0, 0, 0, 1
end
def rotate_z angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
mat4 cos_t, -sin_t, 0, 0,
sin_t, cos_t, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
end
def translate dx, dy, dz
mat4 1, 0, 0, dx,
0, 1, 0, dy,
0, 0, 1, dz,
0, 0, 0, 1
end
def rotate_x angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
mat4 1, 0, 0, 0,
0, cos_t, -sin_t, 0,
0, sin_t, cos_t, 0,
0, 0, 0, 1
end
Gimbal Lock - main.rb link
# ./samples/14_vr/05_gimbal_lock/app/main.rb
require 'app/tick.rb'
def tick args
args.gtk.start_server! port: 9001, enable_in_prod: true
$game ||= Game.new
$game.args = args
$game.tick
end
Gimbal Lock - tick.rb link
# ./samples/14_vr/05_gimbal_lock/app/tick.rb
class Game
attr_gtk
def tick
grid.origin_center!
state.angle_x ||= 0
state.angle_y ||= 0
state.angle_z ||= 0
if inputs.left
state.angle_z += 1
elsif inputs.right
state.angle_z -= 1
end
if inputs.up
state.angle_x += 1
elsif inputs.down
state.angle_x -= 1
end
if inputs.controller_one.a
state.angle_y += 1
elsif inputs.controller_one.b
state.angle_y -= 1
end
outputs.sprites << {
x: 0,
y: 0,
w: 100,
h: 100,
path: 'sprites/square/blue.png',
angle_x: state.angle_x,
angle_y: state.angle_y,
angle: state.angle_z,
}
end
end
Citadels - main.rb link
# ./samples/14_vr/06_citadels/app/main.rb
require 'app/tick.rb'
def tick args
args.gtk.start_server! port: 9001, enable_in_prod: true
$game ||= Game.new
$game.args = args
$game.tick
end
Citadels - tick.rb link
# ./samples/14_vr/06_citadels/app/tick.rb
class Game
attr_gtk
def citadel x, y, z
angle = state.tick_count.idiv(10) % 360
adjacent = 40
adjacent = adjacent.ceil
angle = Math.atan2(40, 70).to_degrees
y += 500
x -= 40
back_sprites = [
{ z: z - 40 + adjacent.half,
x: x,
y: y + 75,
w: 80, h: 80, angle_x: angle, path: "sprites/triangle/equilateral/blue.png" },
{ z: z - 40,
x: x,
y: y - 400 + 80,
w: 80, h: 400, path: "sprites/square/blue.png" },
]
left_sprites = [
{ z: z,
x: x - 40 + adjacent.half,
y: y + 75,
w: 80, h: 80, angle_x: -angle, angle_y: 90, path: "sprites/triangle/equilateral/blue.png" },
{ z: z, x: x - 40,
y: y - 400 + 80,
w: 80, h: 400, angle_y: 90, path: "sprites/square/blue.png" },
]
right_sprites = [
{ z: z,
x: x + 40 - adjacent.half,
y: y + 75,
w: 80, h: 80, angle_x: angle, angle_y: 90, path: "sprites/triangle/equilateral/blue.png" },
{ z: z,
x: x + 40,
y: y - 400 + 80,
w: 80, h: 400, angle_y: 90, path: "sprites/square/blue.png" },
]
front_sprites = [
{ z: z + 40 - adjacent.half,
x: x,
y: y + 75,
w: 80, h: 80, angle_x: -angle, path: "sprites/triangle/equilateral/blue.png" },
{ z: z + 40,
x: x,
y: y - 400 + 80,
w: 80, h: 400, path: "sprites/square/blue.png" },
]
if x > 700
[
back_sprites,
right_sprites,
front_sprites,
left_sprites,
]
elsif x < 600
[
back_sprites,
left_sprites,
front_sprites,
right_sprites,
]
else
[
back_sprites,
left_sprites,
right_sprites,
front_sprites,
]
end
end
def tick
state.z ||= 200
state.z += inputs.controller_one.right_analog_y_perc
state.columns ||= 100.map do
{
x: rand(12) * 400,
y: 0,
z: rand(12) * 400,
}
end
outputs.sprites << state.columns.map do |col|
citadel(col.x - 640, col.y - 400, state.z - col.z)
end
end
end
$game = Game.new
def tick_game args
$game.args = args
$game.tick
end
$gtk.reset
Flappy credits.txt link
# ./samples/14_vr/07_flappy_vr/CREDITS.txt
code: Amir Rajan, https://twitter.com/amirrajan
graphics and audio: Nick Culbertson, https://twitter.com/MobyPixel
Flappy main.rb link
# ./samples/14_vr/07_flappy_vr/app/main.rb
require 'app/tick.rb'
def tick args
args.gtk.start_server! port: 9001, enable_in_prod: true
tick_game args
end
Flappy tick.rb link
# ./samples/14_vr/07_flappy_vr/app/tick.rb
class FlappyDragon
attr_accessor :grid, :inputs, :state, :outputs
def background_z
-640
end
def flappy_sprite_z
-120
end
def game_text_z
0
end
def menu_overlay_z
10
end
def menu_text_z
menu_overlay_z + 1
end
def flash_z
1
end
def tick
defaults
render
calc
process_inputs
end
def defaults
state.flap_power = 11
state.gravity = 0.9
state.ceiling = 600
state.ceiling_flap_power = 6
state.wall_countdown_length = 100
state.wall_gap_size = 100
state.wall_countdown ||= 0
state.hi_score ||= 0
state.score ||= 0
state.walls ||= []
state.x_starting_point ||= 640
state.x ||= state.x_starting_point
state.y ||= 500
state.z ||= -120
state.dy ||= 0
state.scene ||= :menu
state.scene_at ||= 0
state.difficulty ||= :normal
state.new_difficulty ||= :normal
state.countdown ||= 4.seconds
state.flash_at ||= 0
end
def render
outputs.sounds << "sounds/flappy-song.ogg" if state.tick_count == 1
render_score
render_menu
render_game
end
def render_score
outputs.primitives << { x: 10, y: 710, z: game_text_z, text: "HI SCORE: #{state.hi_score}", **large_white_typeset }
outputs.primitives << { x: 10, y: 680, z: game_text_z, text: "SCORE: #{state.score}", **large_white_typeset }
outputs.primitives << { x: 10, y: 650, z: game_text_z, text: "DIFFICULTY: #{state.difficulty.upcase}", **large_white_typeset }
end
def render_menu
return unless state.scene == :menu
render_overlay
outputs.labels << { x: 640, y: 700, z: menu_text_z, text: "Flappy Dragon", size_enum: 50, alignment_enum: 1, **white }
outputs.labels << { x: 640, y: 500, z: menu_text_z, text: "Instructions: Press Spacebar to flap. Don't die.", size_enum: 4, alignment_enum: 1, **white }
outputs.labels << { x: 430, y: 430, z: menu_text_z, text: "[Tab] Change difficulty", size_enum: 4, alignment_enum: 0, **white }
outputs.labels << { x: 430, y: 400, z: menu_text_z, text: "[Enter] Start at New Difficulty ", size_enum: 4, alignment_enum: 0, **white }
outputs.labels << { x: 430, y: 370, z: menu_text_z, text: "[Escape] Cancel/Resume ", size_enum: 4, alignment_enum: 0, **white }
outputs.labels << { x: 640, y: 300, z: menu_text_z, text: "(mouse, touch, and game controllers work, too!) ", size_enum: 4, alignment_enum: 1, **white }
outputs.labels << { x: 640, y: 200, z: menu_text_z, text: "Difficulty: #{state.new_difficulty.capitalize}", size_enum: 4, alignment_enum: 1, **white }
outputs.labels << { x: 10, y: 100, z: menu_text_z, text: "Code: @amirrajan", **white }
outputs.labels << { x: 10, y: 80, z: menu_text_z, text: "Art: @mobypixel", **white }
outputs.labels << { x: 10, y: 60, z: menu_text_z, text: "Music: @mobypixel", **white }
outputs.labels << { x: 10, y: 40, z: menu_text_z, text: "Engine: DragonRuby GTK", **white }
end
def render_overlay
overlay_rect = grid.rect.scale_rect(1.5, 0, 0)
outputs.primitives << { x: overlay_rect.x - overlay_rect.w,
y: overlay_rect.y - overlay_rect.h,
w: overlay_rect.w * 4,
h: overlay_rect.h * 2,
z: menu_overlay_z,
r: 0, g: 0, b: 0, a: 230 }.solid!
end
def render_game
outputs.background_color = [0, 0, 0]
render_game_over
render_background
render_walls
render_dragon
render_flash
end
def render_game_over
return unless state.scene == :game
outputs.labels << { x: 638, y: 358, text: score_text, z: game_text_z - 1, size_enum: 20, alignment_enum: 1 }
outputs.labels << { x: 635, y: 360, text: score_text, z: game_text_z, size_enum: 20, alignment_enum: 1, r: 255, g: 255, b: 255 }
outputs.labels << { x: 638, y: 428, text: countdown_text, z: game_text_z - 1, size_enum: 20, alignment_enum: 1 }
outputs.labels << { x: 635, y: 430, text: countdown_text, z: game_text_z, size_enum: 20, alignment_enum: 1, r: 255, g: 255, b: 255 }
end
def render_background
scroll_point_at = state.tick_count
scroll_point_at = state.scene_at if state.scene == :menu
scroll_point_at = state.death_at if state.countdown > 0
scroll_point_at ||= 0
outputs.sprites << { x: -640, y: -360, z: background_z, w: 1280 * 2, h: 720 * 2, path: 'sprites/background.png' }
outputs.sprites << scrolling_background(scroll_point_at, 'sprites/parallax_back.png', 0.25, 1)
outputs.sprites << scrolling_background(scroll_point_at, 'sprites/parallax_middle.png', 0.50, 50)
outputs.sprites << scrolling_background(scroll_point_at, 'sprites/parallax_front.png', 1.00, 100, -80)
end
def scrolling_background at, path, rate, z, y = 0
rate *= 2
w = 1440 * 2
h = 720 * 2
[
{ x: w - at.*(rate) % w - w.half.half, y: y * 2 - 360, z: background_z + z, w: w, h: h, path: path },
{ x: 0 - at.*(rate) % w - w.half.half, y: y * 2 - 360, z: background_z + z, w: w, h: h, path: path },
]
end
def render_walls
state.walls.each do |w|
w.top_section = { x: w.x,
y: w.bottom_height - 720,
z: -120,
w: 100,
h: 720,
path: 'sprites/wall.png',
angle: 180 }
w.bottom_section = { x: w.x,
y: w.top_y,
z: -120,
w: 100,
h: 720,
path: 'sprites/wallbottom.png',
angle: 0}
w.sprites = [
model_for(w.top_section),
model_for(w.bottom_section)
]
end
outputs.sprites << state.walls.find_all { |w| w.x >= state.x }.reverse.map(&:sprites)
outputs.sprites << state.walls.find_all { |w| w.x < state.x }.map(&:sprites)
end
def model_for wall
ratio = (wall.x - state.x_starting_point).abs.fdiv(2560 + state.x_starting_point)
z_ratio = ratio ** 2
z_offset = (2560 * 2) * z_ratio
x_offset = z_offset * 0.25
if wall.x < state.x
x_offset *= -1
end
distance_from_background_to_flappy = (background_z - flappy_sprite_z).abs
distance_to_front = z_offset
if -z_offset < background_z + 100 + wall.w * 2
a = 0
else
percentage_to_front = distance_to_front / distance_from_background_to_flappy
a = 255 * (1 - percentage_to_front)
end
back = { x: wall.x + x_offset,
y: wall.y,
z: wall.z - wall.w.half - z_offset,
a: a,
w: wall.w,
h: wall.h,
path: wall.path,
angle: wall.angle }
front = { x: wall.x + x_offset,
y: wall.y,
z: wall.z + wall.w.half - z_offset,
a: a,
w: wall.w,
h: wall.h,
path: wall.path,
angle: wall.angle }
left = { x: wall.x - wall.w.half + x_offset,
y: wall.y,
z: wall.z - z_offset,
a: a,
angle_y: 90,
w: wall.w,
h: wall.h,
path: wall.path,
angle: wall.angle }
right = { x: wall.x + wall.w.half + x_offset,
y: wall.y,
z: wall.z - z_offset,
a: a,
angle_y: 90,
w: wall.w,
h: wall.h,
path: wall.path,
angle: wall.angle }
if (wall.x - wall.w - state.x).abs < 200
[back, left, right, front]
elsif wall.x < state.x
[back, left, front, right]
else
[back, right, front, left]
end
end
def render_dragon
state.show_death = true if state.countdown == 3.seconds
if state.show_death == false || !state.death_at
animation_index = state.flapped_at.frame_index 6, 2, false if state.flapped_at
sprite_name = "sprites/dragon_fly#{animation_index.or(0) + 1}.png"
state.dragon_sprite = { x: state.x, y: state.y, z: state.z, w: 100, h: 80, path: sprite_name, angle: state.dy * 1.2 }
else
sprite_name = "sprites/dragon_die.png"
state.dragon_sprite = { x: state.x, y: state.y, z: state.z, w: 100, h: 80, path: sprite_name, angle: state.dy * 1.2 }
sprite_changed_elapsed = state.death_at.elapsed_time - 1.seconds
state.dragon_sprite.angle += (sprite_changed_elapsed ** 1.3) * state.death_fall_direction * -1
state.dragon_sprite.x += (sprite_changed_elapsed ** 1.2) * state.death_fall_direction
state.dragon_sprite.y += (sprite_changed_elapsed * 14 - sprite_changed_elapsed ** 1.6)
state.z += 0.3
end
outputs.sprites << state.dragon_sprite
end
def render_flash
return unless state.flash_at
outputs.primitives << { **grid.rect.to_hash,
**white,
z: flash_z,
a: 255 * state.flash_at.ease(20, :flip) }.solid!
state.flash_at = 0 if state.flash_at.elapsed_time > 20
end
def calc
return unless state.scene == :game
reset_game if state.countdown == 1
state.countdown -= 1 and return if state.countdown > 0
calc_walls
calc_flap
calc_game_over
end
def calc_walls
state.walls.each { |w| w.x -= 8 }
walls_count_before_removal = state.walls.length
state.walls.reject! { |w| w.x < -2560 + state.x_starting_point }
state.score += 1 if state.walls.count < walls_count_before_removal
state.wall_countdown -= 1 and return if state.wall_countdown > 0
state.walls << state.new_entity(:wall) do |w|
w.x = 2560 + state.x_starting_point
w.opening = grid.top
.randomize(:ratio)
.greater(200)
.lesser(520)
w.opening -= w.opening * 0.5
w.bottom_height = w.opening - state.wall_gap_size
w.top_y = w.opening + state.wall_gap_size
end
state.wall_countdown = state.wall_countdown_length
end
def calc_flap
state.y += state.dy
state.dy = state.dy.lesser state.flap_power
state.dy -= state.gravity
return if state.y < state.ceiling
state.y = state.ceiling
state.dy = state.dy.lesser state.ceiling_flap_power
end
def calc_game_over
return unless game_over?
state.death_at = state.tick_count
state.death_from = state.walls.first
state.death_fall_direction = -1
state.death_fall_direction = 1 if state.x > state.death_from.x
outputs.sounds << "sounds/hit-sound.wav"
begin_countdown
end
def process_inputs
process_inputs_menu
process_inputs_game
end
def process_inputs_menu
return unless state.scene == :menu
changediff = inputs.keyboard.key_down.tab || inputs.controller_one.key_down.select
if inputs.mouse.click
p = inputs.mouse.click.point
if (p.y >= 165) && (p.y < 200) && (p.x >= 500) && (p.x < 800)
changediff = true
end
end
if changediff
case state.new_difficulty
when :easy
state.new_difficulty = :normal
when :normal
state.new_difficulty = :hard
when :hard
state.new_difficulty = :flappy
when :flappy
state.new_difficulty = :easy
end
end
if inputs.keyboard.key_down.enter || inputs.controller_one.key_down.start || inputs.controller_one.key_down.a
state.difficulty = state.new_difficulty
change_to_scene :game
reset_game false
state.hi_score = 0
begin_countdown
end
if inputs.keyboard.key_down.escape || (inputs.mouse.click && !changediff) || inputs.controller_one.key_down.b
state.new_difficulty = state.difficulty
change_to_scene :game
end
end
def process_inputs_game
return unless state.scene == :game
clicked_menu = false
if inputs.mouse.click
p = inputs.mouse.click.point
clicked_menu = (p.y >= 620) && (p.x < 275)
end
if clicked_menu || inputs.keyboard.key_down.escape || inputs.keyboard.key_down.enter || inputs.controller_one.key_down.start
change_to_scene :menu
elsif (inputs.mouse.down || inputs.mouse.click || inputs.keyboard.key_down.space || inputs.controller_one.key_down.a) && state.countdown == 0
state.dy = 0
state.dy += state.flap_power
state.flapped_at = state.tick_count
outputs.sounds << "sounds/fly-sound.wav"
end
end
def white
{ r: 255, g: 255, b: 255 }
end
def large_white_typeset
{ size_enum: 5, alignment_enum: 0, r: 255, g: 255, b: 255 }
end
def at_beginning?
state.walls.count == 0
end
def dragon_collision_box
{ x: state.dragon_sprite.x,
y: state.dragon_sprite.y,
w: state.dragon_sprite.w,
h: state.dragon_sprite.h }
.scale_rect(1.0 - collision_forgiveness, 0.5, 0.5)
.rect_shift_right(10)
.rect_shift_up(state.dy * 2)
end
def game_over?
return true if state.y <= 0.-(500 * collision_forgiveness) && !at_beginning?
state.walls
.find_all { |w| w.top_section && w.bottom_section }
.flat_map { |w| [w.top_section, w.bottom_section] }
.any? { |s| s.intersect_rect?(dragon_collision_box) }
end
def collision_forgiveness
case state.difficulty
when :easy
0.9
when :normal
0.7
when :hard
0.5
when :flappy
0.3
else
0.9
end
end
def countdown_text
state.countdown ||= -1
return "" if state.countdown == 0
return "GO!" if state.countdown.idiv(60) == 0
return "GAME OVER" if state.death_at
return "READY?"
end
def begin_countdown
state.countdown = 4.seconds
end
def score_text
return "" unless state.countdown > 1.seconds
return "" unless state.death_at
return "SCORE: 0 (LOL)" if state.score == 0
return "HI SCORE: #{state.score}" if state.score == state.hi_score
return "SCORE: #{state.score}"
end
def reset_game set_flash = true
state.flash_at = state.tick_count if set_flash
state.walls = []
state.y = 500
state.x = state.x_starting_point
state.z = flappy_sprite_z
state.dy = 0
state.hi_score = state.hi_score.greater(state.score)
state.score = 0
state.wall_countdown = state.wall_countdown_length.fdiv(2)
state.show_death = false
state.death_at = nil
end
def change_to_scene scene
state.scene = scene
state.scene_at = state.tick_count
inputs.keyboard.clear
inputs.controller_one.clear
end
end
$flappy_dragon = FlappyDragon.new
def tick_game args
$flappy_dragon.grid = args.grid
$flappy_dragon.inputs = args.inputs
$flappy_dragon.state = args.state
$flappy_dragon.outputs = args.outputs
$flappy_dragon.tick
end
$gtk.reset
Cubeworld main.rb link
# ./samples/14_vr/08_cubeworld_vr/app/main.rb
require 'app/tick.rb'
def tick args
args.gtk.start_server! port: 9001, enable_in_prod: true
$game ||= Game.new
$game.args = args
$game.tick
end
Cubeworld tick.rb link
# ./samples/14_vr/08_cubeworld_vr/app/tick.rb
class Game
include MatrixFunctions
attr_gtk
def cube x:, y:, z:, angle_x:, angle_y:, angle_z:;
combined = mul (rotate_x angle_x),
(rotate_y angle_y),
(rotate_z angle_z),
(translate x, y, z)
face_1 = mul_triangles state.baseline_cube.face_1, combined
face_2 = mul_triangles state.baseline_cube.face_2, combined
face_3 = mul_triangles state.baseline_cube.face_3, combined
face_4 = mul_triangles state.baseline_cube.face_4, combined
face_5 = mul_triangles state.baseline_cube.face_5, combined
face_6 = mul_triangles state.baseline_cube.face_6, combined
[
face_1,
face_2,
face_3,
face_4,
face_5,
face_6
]
end
def random_point
r = { xr: 2.randomize(:ratio) - 1,
yr: 2.randomize(:ratio) - 1,
zr: 2.randomize(:ratio) - 1 }
if (r.xr ** 2 + r.yr ** 2 + r.zr ** 2) > 1.0
return random_point
else
return r
end
end
def random_cube_attributes
state.cube_count.map_with_index do |i|
point_on_sphere = random_point
radius = rand * 10 + 3
{
x: point_on_sphere.xr * radius,
y: point_on_sphere.yr * radius,
z: 6.4 + point_on_sphere.zr * radius
}
end
end
def defaults
state.cube_count ||= 1
state.cube_attributes ||= random_cube_attributes
if !state.baseline_cube
state.baseline_cube = {
face_1: [
[vec4(0, 0, 0, 1), vec4(0.5, 0, 0, 1), vec4(0, 0.5, 0, 1)],
[vec4(0.5, 0, 0, 1), vec4(0.5, 0.5, 0, 1), vec4(0, 0.5, 0, 1)]
],
face_2: [
[vec4(0, 0, 0, 1), vec4(0.5, 0, 0, 1), vec4(0, 0.5, 0, 1)],
[vec4(0.5, 0, 0, 1), vec4(0.5, 0.5, 0, 1), vec4(0, 0.5, 0, 1)]
],
face_3: [
[vec4(0, 0, 0, 1), vec4(0.5, 0, 0, 1), vec4(0, 0.5, 0, 1)],
[vec4(0.5, 0, 0, 1), vec4(0.5, 0.5, 0, 1), vec4(0, 0.5, 0, 1)]
],
face_4: [
[vec4(0, 0, 0, 1), vec4(0.5, 0, 0, 1), vec4(0, 0.5, 0, 1)],
[vec4(0.5, 0, 0, 1), vec4(0.5, 0.5, 0, 1), vec4(0, 0.5, 0, 1)]
],
face_5: [
[vec4(0, 0, 0, 1), vec4(0.5, 0, 0, 1), vec4(0, 0.5, 0, 1)],
[vec4(0.5, 0, 0, 1), vec4(0.5, 0.5, 0, 1), vec4(0, 0.5, 0, 1)]
],
face_6: [
[vec4(0, 0, 0, 1), vec4(0.5, 0, 0, 1), vec4(0, 0.5, 0, 1)],
[vec4(0.5, 0, 0, 1), vec4(0.5, 0.5, 0, 1), vec4(0, 0.5, 0, 1)]
]
}
state.baseline_cube.face_1 = mul_triangles state.baseline_cube.face_1,
(translate -0.25, -0.25, 0),
(translate 0, 0, 0.25)
state.baseline_cube.face_2 = mul_triangles state.baseline_cube.face_2,
(translate -0.25, -0.25, 0),
(translate 0, 0, -0.25)
state.baseline_cube.face_3 = mul_triangles state.baseline_cube.face_3,
(translate -0.25, -0.25, 0),
(rotate_y 90),
(translate -0.25, 0, 0)
state.baseline_cube.face_4 = mul_triangles state.baseline_cube.face_4,
(translate -0.25, -0.25, 0),
(rotate_y 90),
(translate 0.25, 0, 0)
state.baseline_cube.face_5 = mul_triangles state.baseline_cube.face_5,
(translate -0.25, -0.25, 0),
(rotate_x 90),
(translate 0, 0.25, 0)
state.baseline_cube.face_6 = mul_triangles state.baseline_cube.face_6,
(translate -0.25, -0.25, 0),
(rotate_x 90),
(translate 0, -0.25, 0)
end
end
def tick
args.grid.origin_center!
defaults
if inputs.controller_one.key_down.a
state.cube_count += 1
state.cube_attributes = random_cube_attributes
elsif inputs.controller_one.key_down.b
state.cube_count -= 1 if state.cube_count > 1
state.cube_attributes = random_cube_attributes
end
state.cube_attributes.each do |c|
render_cube (cube x: c.x, y: c.y, z: c.z,
angle_x: state.tick_count,
angle_y: state.tick_count,
angle_z: state.tick_count)
end
args.outputs.background_color = [255, 255, 255]
framerate_primitives = args.gtk.current_framerate_primitives
framerate_primitives.find { |p| p.text }.each { |p| p.z = 1 }
framerate_primitives[-1].text = "cube count: #{state.cube_count} (#{state.cube_count * 12} triangles)"
args.outputs.primitives << framerate_primitives
end
def translate dx, dy, dz
mat4 1, 0, 0, dx,
0, 1, 0, dy,
0, 0, 1, dz,
0, 0, 0, 1
end
def rotate_x angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
mat4 1, 0, 0, 0,
0, cos_t, -sin_t, 0,
0, sin_t, cos_t, 0,
0, 0, 0, 1
end
def rotate_y angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
mat4 cos_t, 0, sin_t, 0,
0, 1, 0, 0,
-sin_t, 0, cos_t, 0,
0, 0, 0, 1
end
def rotate_z angle_d
cos_t = Math.cos angle_d.to_radians
sin_t = Math.sin angle_d.to_radians
mat4 cos_t, -sin_t, 0, 0,
sin_t, cos_t, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
end
def mul_triangles model, *mul_def
model.map do |vecs|
vecs.map do |vec|
vec = mul vec, *mul_def
end
end
end
def render_cube cube
render_face cube[0]
render_face cube[1]
render_face cube[2]
render_face cube[3]
render_face cube[4]
render_face cube[5]
end
def render_face face
triangle_1 = face[0]
args.outputs.sprites << {
x: triangle_1[0].x * 100, y: triangle_1[0].y * 100, z: triangle_1[0].z * 100,
x2: triangle_1[1].x * 100, y2: triangle_1[1].y * 100, z2: triangle_1[1].z * 100,
x3: triangle_1[2].x * 100, y3: triangle_1[2].y * 100, z3: triangle_1[2].z * 100,
source_x: 0, source_y: 0,
source_x2: 80, source_y2: 0,
source_x3: 0, source_y3: 80,
path: 'sprites/square/blue.png'
}
triangle_2 = face[1]
args.outputs.sprites << {
x: triangle_2[0].x * 100, y: triangle_2[0].y * 100, z: triangle_2[0].z * 100,
x2: triangle_2[1].x * 100, y2: triangle_2[1].y * 100, z2: triangle_2[1].z * 100,
x3: triangle_2[2].x * 100, y3: triangle_2[2].y * 100, z3: triangle_2[2].z * 100,
source_x: 80, source_y: 0,
source_x2: 80, source_y2: 80,
source_x3: 0, source_y3: 80,
path: 'sprites/square/blue.png'
}
end
end
Genre 3d link
3d Cube - main.rb link
# ./samples/99_genre_3d/01_3d_cube/app/main.rb
STARTX = 0.0
STARTY = 0.0
ENDY = 20.0
ENDX = 20.0
SPINPOINT = 10
SPINDURATION = 400
POINTSIZE = 8
BOXDEPTH = 40
YAW = 1
DISTANCE = 10
def tick args
args.outputs.background_color = [0, 0, 0]
a = Math.sin(args.state.tick_count / SPINDURATION) * Math.tan(args.state.tick_count / SPINDURATION)
s = Math.sin(a)
c = Math.cos(a)
x = STARTX
y = STARTY
offset_x = (1280 - (ENDX - STARTX)) / 2
offset_y = (360 - (ENDY - STARTY)) / 2
srand(1)
while y < ENDY do
while x < ENDX do
if (y == STARTY ||
y == (ENDY / 0.5) * 2 ||
y == (ENDY / 0.5) * 2 + 0.5 ||
y == ENDY - 0.5 ||
x == STARTX ||
x == ENDX - 0.5)
z = rand(BOXDEPTH)
z *= Math.sin(a / 2)
x -= SPINPOINT
u = (x * c) - (z * s)
v = (x * s) + (z * c)
k = DISTANCE.fdiv(100) + (v / 500 * YAW)
u = u / k
v = y / k
w = POINTSIZE / 10 / k
args.outputs.sprites << { x: offset_x + u - w, y: offset_y + v - w, w: w, h: w, path: 'sprites/square-blue.png'}
x += SPINPOINT
end
x += 0.5
end
y += 0.5
x = STARTX
end
end
$gtk.reset
Wireframe - main.rb link
# ./samples/99_genre_3d/02_wireframe/app/main.rb
def tick args
args.state.model ||= Object3D.new('data/shuttle.off')
args.state.mtx ||= rotate3D(0, 0, 0)
args.state.inv_mtx ||= rotate3D(0, 0, 0)
delta_mtx = rotate3D(args.inputs.up_down * 0.01, input_roll(args) * 0.01, args.inputs.left_right * 0.01)
args.outputs.lines << args.state.model.edges
args.state.model.fast_3x3_transform! args.state.inv_mtx
args.state.inv_mtx = mtx_mul(delta_mtx.transpose, args.state.inv_mtx)
args.state.mtx = mtx_mul(args.state.mtx, delta_mtx)
args.state.model.fast_3x3_transform! args.state.mtx
args.outputs.background_color = [0, 0, 0]
args.outputs.debug << args.gtk.framerate_diagnostics_primitives
end
def input_roll args
roll = 0
roll += 1 if args.inputs.keyboard.e
roll -= 1 if args.inputs.keyboard.q
roll
end
def rotate3D(theta_x = 0.1, theta_y = 0.1, theta_z = 0.1)
c_x, s_x = Math.cos(theta_x), Math.sin(theta_x)
c_y, s_y = Math.cos(theta_y), Math.sin(theta_y)
c_z, s_z = Math.cos(theta_z), Math.sin(theta_z)
rot_x = [[1, 0, 0], [0, c_x, -s_x], [0, s_x, c_x]]
rot_y = [[c_y, 0, s_y], [0, 1, 0], [-s_y, 0, c_y]]
rot_z = [[c_z, -s_z, 0], [s_z, c_z, 0], [0, 0, 1]]
mtx_mul(mtx_mul(rot_x, rot_y), rot_z)
end
def mtx_mul(a, b)
is = (0...a.length)
js = (0...b[0].length)
ks = (0...b.length)
is.map do |i|
js.map do |j|
ks.map do |k|
a[i][k] * b[k][j]
end.reduce(&:plus)
end
end
end
class Object3D
attr_reader :vert_count, :face_count, :edge_count, :verts, :faces, :edges
def initialize(path)
@vert_count = 0
@face_count = 0
@edge_count = 0
@verts = []
@faces = []
@edges = []
_init_from_file path
end
def _init_from_file path
file_lines = $gtk.read_file(path).split("\n")
.reject { |line| line.start_with?('#') || line.split(' ').length == 0 } # Strip out simple comments and blank lines
.map { |line| line.split('#')[0] } # Strip out end of line comments
.map { |line| line.split(' ') } # Tokenize by splitting on whitespace
raise "OFF file did not start with OFF." if file_lines.shift != ["OFF"] # OFF meshes are supposed to begin with "OFF" as the first line.
raise "<NVertices NFaces NEdges> line malformed" if file_lines[0].length != 3 # The second line needs to have 3 numbers. Raise an error if it doesn't.
@vert_count, @face_count, @edge_count = file_lines.shift&.map(&:to_i) # Update the counts
# Only the vertex and face counts need to be accurate. Raise an error if they are inaccurate.
raise "Incorrect number of vertices and/or faces (Parsed VFE header: #{@vert_count} #{@face_count} #{@edge_count})" if file_lines.length != @vert_count + @face_count
# Grab all the lines describing vertices.
vert_lines = file_lines[0, @vert_count]
# Grab all the lines describing faces.
face_lines = file_lines[@vert_count, @face_count]
# Create all the vertices
@verts = vert_lines.map_with_index { |line, id| Vertex.new(line, id) }
# Create all the faces
@faces = face_lines.map { |line| Face.new(line, @verts) }
# Create all the edges
@edges = @faces.flat_map(&:edges).uniq do |edge|
sorted = edge.sorted
[sorted.point_a, sorted.point_b]
end
end
def fast_3x3_transform! mtx
@verts.each { |vert| vert.fast_3x3_transform! mtx }
end
end
class Face
attr_reader :verts, :edges
def initialize(data, verts)
vert_count = data[0].to_i
vert_ids = data[1, vert_count].map(&:to_i)
@verts = vert_ids.map { |i| verts[i] }
@edges = []
(0...vert_count).each { |i| @edges[i] = Edge.new(verts[vert_ids[i - 1]], verts[vert_ids[i]]) }
@edges.rotate! 1
end
end
class Edge
attr_reader :point_a, :point_b
def initialize(point_a, point_b)
@point_a = point_a
@point_b = point_b
end
def sorted
@point_a.id < @point_b.id ? self : Edge.new(@point_b, @point_a)
end
def draw_override ffi
ffi.draw_line(@point_a.render_x, @point_a.render_y, @point_b.render_x, @point_b.render_y, 255, 0, 0, 128)
ffi.draw_line(@point_a.render_x+1, @point_a.render_y, @point_b.render_x+1, @point_b.render_y, 255, 0, 0, 128)
ffi.draw_line(@point_a.render_x, @point_a.render_y+1, @point_b.render_x, @point_b.render_y+1, 255, 0, 0, 128)
ffi.draw_line(@point_a.render_x+1, @point_a.render_y+1, @point_b.render_x+1, @point_b.render_y+1, 255, 0, 0, 128)
end
def primitive_marker
:line
end
end
class Vertex
attr_accessor :x, :y, :z, :id
def initialize(data, id)
@x = data[0].to_f
@y = data[1].to_f
@z = data[2].to_f
@id = id
end
def fast_3x3_transform! mtx
_x, _y, _z = @x, @y, @z
@x = mtx[0][0] * _x + mtx[0][1] * _y + mtx[0][2] * _z
@y = mtx[1][0] * _x + mtx[1][1] * _y + mtx[1][2] * _z
@z = mtx[2][0] * _x + mtx[2][1] * _y + mtx[2][2] * _z
end
def render_x
@x * (10 / (5 - @y)) * 170 + 640
end
def render_y
@z * (10 / (5 - @y)) * 170 + 360
end
end
Wireframe - Data - what-is-this.txt link
# ./samples/99_genre_3d/02_wireframe/data/what-is-this.txt
https://en.wikipedia.org/wiki/OFF_(file_format)
Yaw Pitch Roll - main.rb link
# ./samples/99_genre_3d/03_yaw_pitch_roll/app/main.rb
class Game
include MatrixFunctions
attr_gtk
def tick
defaults
render
input
end
def player_ship
[
# engine back
(vec4 -1, -1, 1, 0),
(vec4 -1, 1, 1, 0),
(vec4 -1, 1, 1, 0),
(vec4 1, 1, 1, 0),
(vec4 1, 1, 1, 0),
(vec4 1, -1, 1, 0),
(vec4 1, -1, 1, 0),
(vec4 -1, -1, 1, 0),
# engine front
(vec4 -1, -1, -1, 0),
(vec4 -1, 1, -1, 0),
(vec4 -1, 1, -1, 0),
(vec4 1, 1, -1, 0),
(vec4 1, 1, -1, 0),
(vec4 1, -1, -1, 0),
(vec4 1, -1, -1, 0),
(vec4 -1, -1, -1, 0),
# engine left
(vec4 -1, -1, -1, 0),
(vec4 -1, -1, 1, 0),
(vec4 -1, -1, 1, 0),
(vec4 -1, 1, 1, 0),
(vec4 -1, 1, 1, 0),
(vec4 -1, 1, -1, 0),
(vec4 -1, 1, -1, 0),
(vec4 -1, -1, -1, 0),
# engine right
(vec4 1, -1, -1, 0),
(vec4 1, -1, 1, 0),
(vec4 1, -1, 1, 0),
(vec4 1, 1, 1, 0),
(vec4 1, 1, 1, 0),
(vec4 1, 1, -1, 0),
(vec4 1, 1, -1, 0),
(vec4 1, -1, -1, 0),
# top front of engine to front of ship
(vec4 1, 1, 1, 0),
(vec4 0, -1, 9, 0),
(vec4 0, -1, 9, 0),
(vec4 -1, 1, 1, 0),
# bottom front of engine
(vec4 1, -1, 1, 0),
(vec4 0, -1, 9, 0),
(vec4 -1, -1, 1, 0),
(vec4 0, -1, 9, 0),
# right wing
# front of wing
(vec4 1, 0.10, 1, 0),
(vec4 9, 0.10, -1, 0),
(vec4 9, 0.10, -1, 0),
(vec4 10, 0.10, -2, 0),
# back of wing
(vec4 1, 0.10, -1, 0),
(vec4 9, 0.10, -1, 0),
(vec4 10, 0.10, -2, 0),
(vec4 8, 0.10, -1, 0),
# front of wing
(vec4 1, -0.10, 1, 0),
(vec4 9, -0.10, -1, 0),
(vec4 9, -0.10, -1, 0),
(vec4 10, -0.10, -2, 0),
# back of wing
(vec4 1, -0.10, -1, 0),
(vec4 9, -0.10, -1, 0),
(vec4 10, -0.10, -2, 0),
(vec4 8, -0.10, -1, 0),
# left wing
# front of wing
(vec4 -1, 0.10, 1, 0),
(vec4 -9, 0.10, -1, 0),
(vec4 -9, 0.10, -1, 0),
(vec4 -10, 0.10, -2, 0),
# back of wing
(vec4 -1, 0.10, -1, 0),
(vec4 -9, 0.10, -1, 0),
(vec4 -10, 0.10, -2, 0),
(vec4 -8, 0.10, -1, 0),
# front of wing
(vec4 -1, -0.10, 1, 0),
(vec4 -9, -0.10, -1, 0),
(vec4 -9, -0.10, -1, 0),
(vec4 -10, -0.10, -2, 0),
# back of wing
(vec4 -1, -0.10, -1, 0),
(vec4 -9, -0.10, -1, 0),
(vec4 -10, -0.10, -2, 0),
(vec4 -8, -0.10, -1, 0),
# left fin
# top
(vec4 -1, 0.10, 1, 0),
(vec4 -1, 3, -3, 0),
(vec4 -1, 0.10, -1, 0),
(vec4 -1, 3, -3, 0),
(vec4 -1.1, 0.10, 1, 0),
(vec4 -1.1, 3, -3, 0),
(vec4 -1.1, 0.10, -1, 0),
(vec4 -1.1, 3, -3, 0),
# bottom
(vec4 -1, -0.10, 1, 0),
(vec4 -1, -2, -2, 0),
(vec4 -1, -0.10, -1, 0),
(vec4 -1, -2, -2, 0),
(vec4 -1.1, -0.10, 1, 0),
(vec4 -1.1, -2, -2, 0),
(vec4 -1.1, -0.10, -1, 0),
(vec4 -1.1, -2, -2, 0),
# right fin
(vec4 1, 0.10, 1, 0),
(vec4 1, 3, -3, 0),
(vec4 1, 0.10, -1, 0),
(vec4 1, 3, -3, 0),
(vec4 1.1, 0.10, 1, 0),
(vec4 1.1, 3, -3, 0),
(vec4 1.1, 0.10, -1, 0),
(vec4 1.1, 3, -3, 0),
# bottom
(vec4 1, -0.10, 1, 0),
(vec4 1, -2, -2, 0),
(vec4 1, -0.10, -1, 0),
(vec4 1, -2, -2, 0),
(vec4 1.1, -0.10, 1, 0),
(vec4 1.1, -2, -2, 0),
(vec4 1.1, -0.10, -1, 0),
(vec4 1.1, -2, -2, 0),
]
end
def defaults
state.points ||= player_ship
state.shifted_points ||= state.points.map { |point| point }
state.scale ||= 1
state.angle_x ||= 0
state.angle_y ||= 0
state.angle_z ||= 0
end
def angle_z_matrix degrees
cos_t = Math.cos degrees.to_radians
sin_t = Math.sin degrees.to_radians
(mat4 cos_t, -sin_t, 0, 0,
sin_t, cos_t, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1)
end
def angle_y_matrix degrees
cos_t = Math.cos degrees.to_radians
sin_t = Math.sin degrees.to_radians
(mat4 cos_t, 0, sin_t, 0,
0, 1, 0, 0,
-sin_t, 0, cos_t, 0,
0, 0, 0, 1)
end
def angle_x_matrix degrees
cos_t = Math.cos degrees.to_radians
sin_t = Math.sin degrees.to_radians
(mat4 1, 0, 0, 0,
0, cos_t, -sin_t, 0,
0, sin_t, cos_t, 0,
0, 0, 0, 1)
end
def scale_matrix factor
(mat4 factor, 0, 0, 0,
0, factor, 0, 0,
0, 0, factor, 0,
0, 0, 0, 1)
end
def input
if (inputs.keyboard.shift && inputs.keyboard.p)
state.scale -= 0.1
elsif inputs.keyboard.p
state.scale += 0.1
end
if inputs.mouse.wheel
state.scale += inputs.mouse.wheel.y
end
state.scale = state.scale.clamp(0.1, 1000)
if (inputs.keyboard.shift && inputs.keyboard.y) || inputs.keyboard.right
state.angle_y += 1
elsif (inputs.keyboard.y) || inputs.keyboard.left
state.angle_y -= 1
end
if (inputs.keyboard.shift && inputs.keyboard.x) || inputs.keyboard.down
state.angle_x -= 1
elsif (inputs.keyboard.x || inputs.keyboard.up)
state.angle_x += 1
end
if inputs.keyboard.shift && inputs.keyboard.z
state.angle_z += 1
elsif inputs.keyboard.z
state.angle_z -= 1
end
if inputs.keyboard.zero
state.angle_x = 0
state.angle_y = 0
state.angle_z = 0
end
angle_x = state.angle_x
angle_y = state.angle_y
angle_z = state.angle_z
scale = state.scale
s_matrix = scale_matrix state.scale
x_matrix = angle_z_matrix angle_z
y_matrix = angle_y_matrix angle_y
z_matrix = angle_x_matrix angle_x
state.shifted_points = state.points.map do |point|
(mul point, y_matrix, x_matrix, z_matrix, s_matrix).merge(original: point)
end
end
def thick_line line
[
line.merge(y: line.y - 1, y2: line.y2 - 1, r: 0, g: 0, b: 0),
line.merge(x: line.x - 1, x2: line.x2 - 1, r: 0, g: 0, b: 0),
line.merge(x: line.x - 0, x2: line.x2 - 0, r: 0, g: 0, b: 0),
line.merge(y: line.y + 1, y2: line.y2 + 1, r: 0, g: 0, b: 0),
line.merge(x: line.x + 1, x2: line.x2 + 1, r: 0, g: 0, b: 0)
]
end
def render
outputs.lines << state.shifted_points.each_slice(2).map do |(p1, p2)|
perc = 0
thick_line({ x: p1.x.*(10) + 640, y: p1.y.*(10) + 320,
x2: p2.x.*(10) + 640, y2: p2.y.*(10) + 320,
r: 255 * perc,
g: 255 * perc,
b: 255 * perc })
end
outputs.labels << [ 10, 700, "angle_x: #{state.angle_x.to_sf}", 0]
outputs.labels << [ 10, 670, "x, shift+x", 0]
outputs.labels << [210, 700, "angle_y: #{state.angle_y.to_sf}", 0]
outputs.labels << [210, 670, "y, shift+y", 0]
outputs.labels << [410, 700, "angle_z: #{state.angle_z.to_sf}", 0]
outputs.labels << [410, 670, "z, shift+z", 0]
outputs.labels << [610, 700, "scale: #{state.scale.to_sf}", 0]
outputs.labels << [610, 670, "p, shift+p", 0]
end
end
$game = Game.new
def tick args
$game.args = args
$game.tick
end
def set_angles x, y, z
$game.state.angle_x = x
$game.state.angle_y = y
$game.state.angle_z = z
end
$gtk.reset
Ray Caster - main.rb link
# ./samples/99_genre_3d/04_ray_caster/app/main.rb
# https://github.com/BrennerLittle/DragonRubyRaycast
# https://github.com/3DSage/OpenGL-Raycaster_v1
# https://www.youtube.com/watch?v=gYRrGTC7GtA&ab_channel=3DSage
def tick args
defaults args
calc args
render args
args.outputs.sprites << { x: 0, y: 0, w: 1280 * 2.66, h: 720 * 2.25, path: :screen }
args.outputs.labels << { x: 30, y: 30.from_top, text: "FPS: #{args.gtk.current_framerate.to_sf}" }
end
def defaults args
args.state.stage ||= {
w: 8,
h: 8,
sz: 64,
layout: [
1, 1, 1, 1, 1, 1, 1, 1,
1, 0, 1, 0, 0, 0, 0, 1,
1, 0, 1, 0, 0, 1, 0, 1,
1, 0, 1, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 1, 0, 1,
1, 0, 0, 0, 0, 0, 0, 1,
1, 1, 1, 1, 1, 1, 1, 1,
]
}
args.state.player ||= {
x: 250,
y: 250,
dx: 1,
dy: 0,
angle: 0
}
end
def calc args
xo = 0
if args.state.player.dx < 0
xo = -20
else
xo = 20
end
yo = 0
if args.state.player.dy < 0
yo = -20
else
yo = 20
end
ipx = args.state.player.x.idiv 64.0
ipx_add_xo = (args.state.player.x + xo).idiv 64.0
ipx_sub_xo = (args.state.player.x - xo).idiv 64.0
ipy = args.state.player.y.idiv 64.0
ipy_add_yo = (args.state.player.y + yo).idiv 64.0
ipy_sub_yo = (args.state.player.y - yo).idiv 64.0
if args.inputs.keyboard.right
args.state.player.angle -= 5
args.state.player.angle = args.state.player.angle % 360
args.state.player.dx = args.state.player.angle.cos_d
args.state.player.dy = -args.state.player.angle.sin_d
end
if args.inputs.keyboard.left
args.state.player.angle += 5
args.state.player.angle = args.state.player.angle % 360
args.state.player.dx = args.state.player.angle.cos_d
args.state.player.dy = -args.state.player.angle.sin_d
end
if args.inputs.keyboard.up
if args.state.stage.layout[ipy * args.state.stage.w + ipx_add_xo] == 0
args.state.player.x += args.state.player.dx * 5
end
if args.state.stage.layout[ipy_add_yo * args.state.stage.w + ipx] == 0
args.state.player.y += args.state.player.dy * 5
end
end
if args.inputs.keyboard.down
if args.state.stage.layout[ipy * args.state.stage.w + ipx_sub_xo] == 0
args.state.player.x -= args.state.player.dx * 5
end
if args.state.stage.layout[ipy_sub_yo * args.state.stage.w + ipx] == 0
args.state.player.y -= args.state.player.dy * 5
end
end
end
def render args
args.outputs[:screen].transient!
args.outputs[:screen].sprites << { x: 0,
y: 160,
w: 750,
h: 160,
path: :pixel,
r: 89,
g: 125,
b: 206 }
args.outputs[:screen].sprites << { x: 0,
y: 0,
w: 750,
h: 160,
path: :pixel,
r: 117,
g: 113,
b: 97 }
ra = (args.state.player.angle + 30) % 360
60.times do |r|
dof = 0
side = 0
dis_v = 100000
ra_tan = ra.tan_d
if ra.cos_d > 0.001
rx = ((args.state.player.x >> 6) << 6) + 64
ry = (args.state.player.x - rx) * ra_tan + args.state.player.y;
xo = 64
yo = -xo * ra_tan
elsif ra.cos_d < -0.001
rx = ((args.state.player.x >> 6) << 6) - 0.0001
ry = (args.state.player.x - rx) * ra_tan + args.state.player.y
xo = -64
yo = -xo * ra_tan
else
rx = args.state.player.x
ry = args.state.player.y
dof = 8
end
while dof < 8
mx = rx >> 6
mx = mx.to_i
my = ry >> 6
my = my.to_i
mp = my * args.state.stage.w + mx
if mp > 0 && mp < args.state.stage.w * args.state.stage.h && args.state.stage.layout[mp] == 1
dof = 8
dis_v = ra.cos_d * (rx - args.state.player.x) - ra.sin_d * (ry - args.state.player.y)
else
rx += xo
ry += yo
dof += 1
end
end
vx = rx
vy = ry
dof = 0
dis_h = 100000
ra_tan = 1.0 / ra_tan
if ra.sin_d > 0.001
ry = ((args.state.player.y >> 6) << 6) - 0.0001;
rx = (args.state.player.y - ry) * ra_tan + args.state.player.x;
yo = -64;
xo = -yo * ra_tan;
elsif ra.sin_d < -0.001
ry = ((args.state.player.y >> 6) << 6) + 64;
rx = (args.state.player.y - ry) * ra_tan + args.state.player.x;
yo = 64;
xo = -yo * ra_tan;
else
rx = args.state.player.x
ry = args.state.player.y
dof = 8
end
while dof < 8
mx = (rx) >> 6
my = (ry) >> 6
mp = my * args.state.stage.w + mx
if mp > 0 && mp < args.state.stage.w * args.state.stage.h && args.state.stage.layout[mp] == 1
dof = 8
dis_h = ra.cos_d * (rx - args.state.player.x) - ra.sin_d * (ry - args.state.player.y)
else
rx += xo
ry += yo
dof += 1
end
end
color = { r: 52, g: 101, b: 36 }
if dis_v < dis_h
rx = vx
ry = vy
dis_h = dis_v
color = { r: 109, g: 170, b: 44 }
end
ca = (args.state.player.angle - ra) % 360
dis_h = dis_h * ca.cos_d
line_h = (args.state.stage.sz * 320) / (dis_h)
line_h = 320 if line_h > 320
line_off = 160 - (line_h >> 1)
args.outputs[:screen].sprites << {
x: r * 8,
y: line_off,
w: 8,
h: line_h,
path: :pixel,
**color
}
ra = (ra - 1) % 360
end
end
Ray Caster Advanced - main.rb link
# ./samples/99_genre_3d/04_ray_caster_advanced/app/main.rb
=begin
This sample is a more advanced example of raycasting that extends the previous 04_ray_caster sample.
Refer to the prior sample to to understand the fundamental raycasting algorithm.
This sample adds:
* higher resolution of raycasting
* Wall textures
* Simple "drop off" lighting
* Weapon firing
* Drawing of sprites within the level.
# Contributors outside of DragonRuby who also hold Copyright:
# - James Stocks: https://github.com/james-stocks
=end
# https://github.com/BrennerLittle/DragonRubyRaycast
# https://github.com/3DSage/OpenGL-Raycaster_v1
# https://www.youtube.com/watch?v=gYRrGTC7GtA&ab_channel=3DSage
def tick args
defaults args
update_player args
update_missiles args
update_enemies args
render args
args.outputs.sprites << { x: 0, y: 0, w: 1280 * 1.5, h: 720 * 1.2, path: :screen }
args.outputs.labels << { x: 30, y: 30.from_top, text: "FPS: #{args.gtk.current_framerate.to_sf} X: #{args.state.player.x} Y: #{args.state.player.y}" }
end
def defaults args
args.state.stage ||= {
w: 8, # Width of the tile map
h: 8, # Height of the tile map
sz: 64, # To define a 3D space, define a size (in arbitrary units) we consider one map tile to be.
layout: [
1, 1, 1, 1, 2, 1, 1, 1,
1, 0, 1, 0, 0, 0, 0, 1,
1, 0, 1, 0, 0, 3, 0, 1,
1, 0, 1, 0, 0, 0, 0, 2,
1, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 3, 0, 1,
1, 0, 0, 0, 0, 0, 0, 1,
1, 1, 1, 2, 1, 1, 1, 1,
]
}
args.state.player ||= {
x: 250,
y: 250,
dx: 1,
dy: 0,
angle: 0,
fire_cooldown_wait: 0,
fire_cooldown_duration: 15
}
# Add an initial alien enemy.
# The :bright property indicates that this entity doesn't produce light and should appear dimmer over distance.
args.state.enemies ||= [{ x: 280, y: 280, type: :alien, bright: false, expired: false }]
args.state.missiles ||= []
args.state.splashes ||= []
end
# Update the player's input and movement
def update_player args
player = args.state.player
player.fire_cooldown_wait -= 1 if player.fire_cooldown_wait > 0
xo = 0
if player.dx < 0
xo = -20
else
xo = 20
end
yo = 0
if player.dy < 0
yo = -20
else
yo = 20
end
ipx = player.x.idiv 64.0
ipx_add_xo = (player.x + xo).idiv 64.0
ipx_sub_xo = (player.x - xo).idiv 64.0
ipy = player.y.idiv 64.0
ipy_add_yo = (player.y + yo).idiv 64.0
ipy_sub_yo = (player.y - yo).idiv 64.0
if args.inputs.keyboard.right
player.angle -= 5
player.angle = player.angle % 360
player.dx = player.angle.cos_d
player.dy = -player.angle.sin_d
end
if args.inputs.keyboard.left
player.angle += 5
player.angle = player.angle % 360
player.dx = player.angle.cos_d
player.dy = -player.angle.sin_d
end
if args.inputs.keyboard.up
if args.state.stage.layout[ipy * args.state.stage.w + ipx_add_xo] == 0
player.x += player.dx * 5
end
if args.state.stage.layout[ipy_add_yo * args.state.stage.w + ipx] == 0
player.y += player.dy * 5
end
end
if args.inputs.keyboard.down
if args.state.stage.layout[ipy * args.state.stage.w + ipx_sub_xo] == 0
player.x -= player.dx * 5
end
if args.state.stage.layout[ipy_sub_yo * args.state.stage.w + ipx] == 0
player.y -= player.dy * 5
end
end
if args.inputs.keyboard.key_down.space && player.fire_cooldown_wait == 0
m = { x: player.x, y: player.y, angle: player.angle, speed: 6, type: :missile, bright: true, expired: false }
# Immediately move the missile forward a frame so it spawns ahead of the player
m.x += m.angle.cos_d * m.speed
m.y -= m.angle.sin_d * m.speed
args.state.missiles << m
player.fire_cooldown_wait = player.fire_cooldown_duration
end
end
def update_missiles args
# Remove expired missiles by mapping expired missiles to `nil` and then calling `compact!` to
# remove nil entries.
args.state.missiles.map! { |m| m.expired ? nil : m }
args.state.missiles.compact!
args.state.missiles.each do |m|
new_x = m.x + m.angle.cos_d * m.speed
new_y = m.y - m.angle.sin_d * m.speed
# Hit enemies
args.state.enemies.each do |e|
if (new_x - e.x).abs < 16 && (new_y - e.y).abs < 16
e.expired = true
m.expired = true
args.state.splashes << { x: m.x, y: m.y, ttl: 5, type: :splash, bright: true }
next
end
end
# Hit walls
if(args.state.stage.layout[(new_y / 64).to_i * args.state.stage.w + (new_x / 64).to_i] != 0)
m.expired = true
args.state.splashes << { x: m.x, y: m.y, ttl: 5, type: :splash, bright: true }
else
m.x = new_x
m.y = new_y
end
end
args.state.splashes.map! { |s| s.ttl <= 0 ? nil : s }
args.state.splashes.compact!
args.state.splashes.each do |s|
s.ttl -= 1
end
end
def update_enemies args
args.state.enemies.map! { |e| e.expired ? nil : e }
args.state.enemies.compact!
end
def render args
# Render the sky
args.outputs[:screen].transient!
args.outputs[:screen].sprites << { x: 0,
y: 320,
w: 960,
h: 320,
path: :pixel,
r: 89,
g: 125,
b: 206 }
# Render the floor
args.outputs[:screen].sprites << { x: 0,
y: 0,
w: 960,
h: 320,
path: :pixel,
r: 117,
g: 113,
b: 97 }
ra = (args.state.player.angle + 30) % 360
# Collect sprites for the raycast view into an array - these will all be rendered with a single draw call.
# This gives a substantial performance improvement over the previous sample where there was one draw call
# per sprite.
sprites_to_draw = []
# Save distances of each wall hit. This is used subsequently when drawing sprites.
depths = []
# Cast 120 rays across 60 degress - we'll consider the next 0.5 degrees each ray
120.times do |r|
# The next ~120 lines are largely the same as the previous sample. The changes are:
# - Increment by 0.5 degrees instead of 1 degree for the next ray.
# - When a wall hit is found, the distance is stored in the `depths` array.
# - `depths` is used later when rendering enemies and bullet.
# - We draw a slice of a wall texture instead of a solid color.
# - The wall strip for the array hit is appended to `sprites_to_draw` instead of being drawn immediately.
dof = 0
max_dof = 8
dis_v = 100000
ra_tan = Math.tan(ra * Math::PI / 180)
if ra.cos_d > 0.001
rx = ((args.state.player.x >> 6) << 6) + 64
ry = (args.state.player.x - rx) * ra_tan + args.state.player.y;
xo = 64
yo = -xo * ra_tan
elsif ra.cos_d < -0.001
rx = ((args.state.player.x >> 6) << 6) - 0.0001
ry = (args.state.player.x - rx) * ra_tan + args.state.player.y
xo = -64
yo = -xo * ra_tan
else
rx = args.state.player.x
ry = args.state.player.y
dof = max_dof
end
while dof < max_dof
mx = rx >> 6
mx = mx.to_i
my = ry >> 6
my = my.to_i
mp = my * args.state.stage.w + mx
if mp > 0 && mp < args.state.stage.w * args.state.stage.h && args.state.stage.layout[mp] > 0
dof = max_dof
dis_v = ra.cos_d * (rx - args.state.player.x) - ra.sin_d * (ry - args.state.player.y)
wall_texture_v = args.state.stage.layout[mp]
else
rx += xo
ry += yo
dof += 1
end
end
vx = rx
vy = ry
dof = 0
dis_h = 100000
ra_tan = 1.0 / ra_tan
if ra.sin_d > 0.001
ry = ((args.state.player.y >> 6) << 6) - 0.0001;
rx = (args.state.player.y - ry) * ra_tan + args.state.player.x;
yo = -64;
xo = -yo * ra_tan;
elsif ra.sin_d < -0.001
ry = ((args.state.player.y >> 6) << 6) + 64;
rx = (args.state.player.y - ry) * ra_tan + args.state.player.x;
yo = 64;
xo = -yo * ra_tan;
else
rx = args.state.player.x
ry = args.state.player.y
dof = 8
end
while dof < 8
mx = (rx) >> 6
my = (ry) >> 6
mp = my * args.state.stage.w + mx
if mp > 0 && mp < args.state.stage.w * args.state.stage.h && args.state.stage.layout[mp] > 0
dof = 8
dis_h = ra.cos_d * (rx - args.state.player.x) - ra.sin_d * (ry - args.state.player.y)
wall_texture = args.state.stage.layout[mp]
else
rx += xo
ry += yo
dof += 1
end
end
dist = dis_h
if dis_v < dis_h
rx = vx
ry = vy
dist = dis_v
wall_texture = wall_texture_v
end
# Store the distance for a wall hit at this angle
depths << dist
# Adjust for fish-eye across FOV
ca = (args.state.player.angle - ra) % 360
dist = dist * ca.cos_d
# Determine the render height for the strip proportional to the display height
line_h = (args.state.stage.sz * 640) / (dist)
line_off = 320 - (line_h >> 1)
# Tint the wall strip - the further away it is, the darker.
tint = 1.0 - (dist / 500)
# Wall texturing - Determine the section of source texture to use
tx = dis_v > dis_h ? (rx.to_i % 64).to_i : (ry.to_i % 64).to_i
# If player is looking backwards towards a tile then flip the side of the texture to sample.
# The sample wall textures have a diagonal stripe pattern - if you comment out these 2 lines,
# you will see what goes wrong with texturing.
tx = 63 - tx if (ra > 180 && dis_v > dis_h)
tx = 63 - tx if (ra > 90 && ra < 270 && dis_v < dis_h)
sprites_to_draw << {
x: r * 8,
y: line_off,
w: 8,
h: line_h,
path: "sprites/wall_#{wall_texture}.png",
source_x: tx,
source_w: 1,
r: 255 * tint,
g: 255 * tint,
b: 255 * tint
}
# Increment the raycast angle for the next iteration of this loop
ra = (ra - 0.5) % 360
end
# Render sprites
# Use common render code for enemies, missiles and explosion splashes.
# This works because they are all hashes with :x, :y, and :type fields.
things_to_draw = []
things_to_draw.push(*args.state.enemies)
things_to_draw.push(*args.state.missiles)
things_to_draw.push(*args.state.splashes)
# Do a first-pass on the things to draw, calculate distance from player and then
# sort so more-distant things are drawn first.
things_to_draw.each do |t|
t[:dist] = args.geometry.distance([args.state.player[:x],args.state.player[:y]],[t[:x],t[:y]]).abs
end
things_to_draw = things_to_draw.sort_by { |t| t[:dist] }.reverse
# Now draw everything, most distant entities first.
things_to_draw.each do |t|
distance_to_thing = t[:dist]
# The crux of drawing a sprite in a raycast view is to:
# 1. rotate the enemy around the player's position and viewing angle to get a position relative to the view.
# 2. Translate that position from "3D space" to screen pixels.
# The next 6 lines get the entitiy's position relative to the player position and angle:
tx = t[:x] - args.state.player.x
ty = t[:y] - args.state.player.y
cs = Math.cos(args.state.player.angle * Math::PI / 180)
sn = Math.sin(args.state.player.angle * Math::PI / 180)
dx = ty * cs + tx * sn
dy = tx * cs - ty * sn
# The next 5 lines determine the screen x and y of (the center of) the entity, and a scale
next if dy == 0 # Avoid invalid Infinity/NaN calculations if the projected Y is 0
ody = dy
dx = dx*640/(dy) + 480
dy = 32/dy + 192
scale = 64*360/(ody / 2)
tint = t[:bright] ? 1.0 : 1.0 - (distance_to_thing / 500)
# Now we know the x and y on-screen for the entity, and its scale, we can draw it.
# Simply drawing the sprite on the screen doesn't work in a raycast view because the entity might be partly obscured by a wall.
# Instead we draw the entity in vertical strips, skipping strips if a wall is closer to the player on that strip of the screen.
# Since dx stores the center x of the enemy on-screen, we start half the scale of the enemy to the left of dx
x = dx - scale/2
next if (x > 960 or (dx + scale/2 <= 0)) # Skip rendering if the X position is entirely off-screen
strip = 0 # Keep track of the number of strips we've drawn
strip_width = scale / 64 # Draw the sprite in 64 strips
sample_width = 1 # For each strip we will sample 1/64 of sprite image, here we assume 64x64 sprites
until x >= dx + scale/2 do
if x > 0 && x < 960
# Here we get the distance to the wall for this strip on the screen
wall_depth = depths[(x.to_i/8)]
if ((distance_to_thing < wall_depth))
sprites_to_draw << {
x: x,
y: dy + 120 - scale * 0.6,
w: strip_width,
h: scale,
path: "sprites/#{t[:type]}.png",
source_x: strip * sample_width,
source_w: sample_width,
r: 255 * tint,
g: 255 * tint,
b: 255 * tint
}
end
end
x += strip_width
strip += 1
end
end
# Draw all the sprites we collected in the array to the render target
args.outputs[:screen].sprites << sprites_to_draw
end
Genre Arcade link
Bullet Hell - main.rb link
# ./samples/99_genre_arcade/bullet_hell/app/main.rb
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
Dueling Starships - main.rb link
# ./samples/99_genre_arcade/dueling_starships/app/main.rb
class DuelingSpaceships
attr_gtk
def tick
defaults
render
calc
input
end
def defaults
outputs.background_color = [0, 0, 0]
state.ship_blue ||= new_blue_ship
state.ship_red ||= new_red_ship
state.flames ||= []
state.bullets ||= []
state.ship_blue_score ||= 0
state.ship_red_score ||= 0
state.stars ||= 100.map do
(rand + 2).yield_self do |size|
{ x: grid.w_half.randomize(:sign, :ratio),
y: grid.h_half.randomize(:sign, :ratio),
w: size,
h: size,
r: 128 + 128 * rand,
g: 255,
b: 255,
path: :solid }
end
end
end
def new_ship x:, y:, angle:, path:, bullet_path:, color:;
{ x: x, y: y, w: 66, h: 66,
dy: 0, dx: 0,
anchor_x: 0.5, anchor_y: 0.5,
damage: 0,
dead: false,
angle: angle,
a: 255,
path: path,
bullet_sprite_path: bullet_path,
color: color,
created_at: state.tick_count,
last_bullet_at: 0,
fire_rate: 10 }
end
def new_red_ship
new_ship x: 400,
y: 250.randomize(:sign, :ratio),
angle: 180, path: 'sprites/ship_red.png',
bullet_path: 'sprites/red_bullet.png',
color: { r: 255, g: 90, b: 90 }
end
def new_blue_ship
new_ship x: -400,
y: 250.randomize(:sign, :ratio),
angle: 0,
path: 'sprites/ship_blue.png',
bullet_path: 'sprites/blue_bullet.png',
color: { r: 110, g: 140, b: 255 }
end
def render
render_instructions
render_score
render_universe
render_flames
render_ships
render_bullets
end
def render_ships
outputs.primitives << ship_prefab(state.ship_blue)
outputs.primitives << ship_prefab(state.ship_red)
end
def render_instructions
return if state.ship_blue.dx > 0 || state.ship_blue.dy > 0 ||
state.ship_red.dx > 0 || state.ship_red.dy > 0 ||
state.flames.length > 0
outputs.labels << { x: grid.left.shift_right(30),
y: grid.bottom.shift_up(30),
text: "Two gamepads needed to play. R1 to accelerate. Left and right on D-PAD to turn ship. Hold A to shoot. Press B to drop mines.",
r: 255, g: 255, b: 255 }
end
def calc
calc_flames
calc_ships
calc_bullets
calc_winner
end
def input
input_accelerate
input_turn
input_bullets_and_mines
end
def render_score
outputs.labels << { x: grid.left.shift_right(80),
y: grid.top.shift_down(40),
text: state.ship_blue_score,
size_enum: 30,
alignment_enum: 1, **state.ship_blue.color }
outputs.labels << { x: grid.right.shift_left(80),
y: grid.top.shift_down(40),
text: state.ship_red_score,
size_enum: 30,
alignment_enum: 1, **state.ship_red.color }
end
def render_universe
args.outputs.background_color = [0, 0, 0]
outputs.sprites << state.stars
end
def apply_round_finished_alpha entity
return entity unless state.round_finished_at
entity.merge(a: (entity.a || 0) * state.round_finished_at.ease(2.seconds, :flip))
end
def ship_prefab ship
[
apply_round_finished_alpha(**ship,
a: ship.dead ? 0 : 255 * ship.created_at.ease(2.seconds)),
apply_round_finished_alpha(x: ship.x,
y: ship.y + 100,
text: "." * (5 - ship.damage.clamp(0, 5)),
size_enum: 20,
alignment_enum: 1,
**ship.color)
]
end
def render_flames
outputs.sprites << state.flames.map do |flame|
apply_round_finished_alpha(flame.merge(a: 255 * flame.created_at.ease(flame.lifetime, :flip)))
end
end
def render_bullets
outputs.sprites << state.bullets.map do |b|
apply_round_finished_alpha(b.merge(a: 255 * b.owner.created_at.ease(2.seconds)))
end
end
def wrap_location! location
location.merge! x: location.x.clamp_wrap(grid.left, grid.right),
y: location.y.clamp_wrap(grid.bottom, grid.top)
end
def calc_flames
state.flames =
state.flames
.reject { |p| p.created_at.elapsed_time > p.lifetime }
.map do |p|
p.speed *= 0.9
p.y += p.angle.vector_y(p.speed)
p.x += p.angle.vector_x(p.speed)
wrap_location! p
end
end
def all_ships
[state.ship_blue, state.ship_red]
end
def alive_ships
all_ships.reject { |s| s.dead }
end
def calc_bullet bullet
bullet.y += bullet.angle.vector_y(bullet.speed)
bullet.x += bullet.angle.vector_x(bullet.speed)
wrap_location! bullet
explode_bullet! bullet, particle_count: 5 if bullet.created_at.elapsed_time > bullet.lifetime
return if bullet.exploded
return if state.round_finished
alive_ships.each do |s|
if s != bullet.owner && s.intersect_rect?(bullet)
explode_bullet! bullet, particle_count: 10
s.damage += 1
end
end
end
def calc_bullets
state.bullets.each { |b| calc_bullet b }
state.bullets.reject! { |b| b.exploded }
end
def new_flame x:, y:, angle:, a:, lifetime:, speed:;
{ angle: angle,
speed: speed,
lifetime: lifetime,
path: 'sprites/flame.png',
x: x,
y: y,
w: 6,
h: 6,
anchor_x: 0.5,
anchor_y: 0.5,
created_at: state.tick_count,
a: a }
end
def create_explosion! source:, particle_count:, max_speed:, lifetime:;
state.flames.concat(particle_count.map do
new_flame x: source.x,
y: source.y,
speed: max_speed * rand,
angle: 360 * rand,
lifetime: lifetime,
a: source.a
end)
end
def explode_bullet! bullet, particle_count: 5
bullet.exploded = true
create_explosion! source: bullet,
particle_count: particle_count,
max_speed: 5,
lifetime: 10
end
def calc_ship ship
ship.x += ship.dx
ship.y += ship.dy
wrap_location! ship
end
def calc_ships
all_ships.each { |s| calc_ship s }
return if all_ships.any? { |s| s.dead }
return if state.round_finished
return unless state.ship_blue.intersect_rect?(state.ship_red)
state.ship_blue.damage = 5
state.ship_red.damage = 5
end
def create_thruster_flames! ship
state.flames << new_flame(x: ship.x - ship.angle.vector_x(40) + 5.randomize(:sign, :ratio),
y: ship.y - ship.angle.vector_y(40) + 5.randomize(:sign, :ratio),
angle: ship.angle + 180 + 60.randomize(:sign, :ratio),
speed: 5.randomize(:ratio),
a: 255 * ship.created_at.elapsed_time.ease(2.seconds),
lifetime: 30)
end
def input_accelerate_ship should_move_ship, ship
return if ship.dead
should_move_ship &&= (ship.dx + ship.dy).abs < 5
if should_move_ship
create_thruster_flames! ship
ship.dx += ship.angle.vector_x 0.050
ship.dy += ship.angle.vector_y 0.050
else
ship.dx *= 0.99
ship.dy *= 0.99
end
end
def input_accelerate
input_accelerate_ship inputs.controller_one.key_held.r1 || inputs.keyboard.up, state.ship_blue
input_accelerate_ship inputs.controller_two.key_held.r1, state.ship_red
end
def input_turn_ship direction, ship
ship.angle -= 3 * direction
end
def input_turn
input_turn_ship inputs.controller_one.left_right + inputs.keyboard.left_right, state.ship_blue
input_turn_ship inputs.controller_two.left_right, state.ship_red
end
def new_bullet x:, y:, ship:, angle:, speed:, lifetime:;
{ owner: ship,
angle: angle,
speed: speed,
lifetime: lifetime,
created_at: state.tick_count,
path: ship.bullet_sprite_path,
anchor_x: 0.5,
anchor_y: 0.5,
w: 10,
h: 10,
x: x,
y: y }
end
def input_bullet create_bullet, ship
return unless create_bullet
return if ship.dead
return if ship.last_bullet_at.elapsed_time < ship.fire_rate
ship.last_bullet_at = state.tick_count
state.bullets << new_bullet(x: ship.x + ship.angle.vector_x * 32,
y: ship.y + ship.angle.vector_y * 32,
ship: ship,
angle: ship.angle,
speed: 5 + ship.dx * ship.angle.vector_x + ship.dy * ship.angle.vector_y,
lifetime: 120)
end
def input_mine create_mine, ship
return unless create_mine
return if ship.dead
state.bullets << new_bullet(x: ship.x + ship.angle.vector_x * -50,
y: ship.y + ship.angle.vector_y * -50,
ship: ship,
angle: 360.randomize(:sign, :ratio),
speed: 0.02,
lifetime: 600)
end
def input_bullets_and_mines
return if state.bullets.length > 100
input_bullet(inputs.controller_one.key_held.a || inputs.keyboard.key_held.space,
state.ship_blue)
input_mine(inputs.controller_one.key_down.b || inputs.keyboard.key_down.down,
state.ship_blue)
input_bullet(inputs.controller_two.key_held.a, state.ship_red)
input_mine(inputs.controller_two.key_down.b, state.ship_red)
end
def calc_kill_ships
alive_ships.find_all { |s| s.damage >= 5 }
.each do |s|
s.dead = true
create_explosion! source: s,
particle_count: 20,
max_speed: 20,
lifetime: 30
end
end
def calc_score
return if state.round_finished
return if alive_ships.length > 1
if alive_ships.first == state.ship_red
state.ship_red_score += 1
elsif alive_ships.first == state.ship_blue
state.ship_blue_score += 1
end
state.round_finished = true
end
def calc_reset_ships
return unless state.round_finished
state.round_finished_at ||= state.tick_count
return if state.round_finished_at.elapsed_time <= 2.seconds
start_new_round!
end
def start_new_round!
state.ship_blue = new_blue_ship
state.ship_red = new_red_ship
state.round_finished = false
state.round_finished_at = nil
state.flames.clear
state.bullets.clear
end
def calc_winner
calc_kill_ships
calc_score
calc_reset_ships
end
end
$dueling_spaceship = DuelingSpaceships.new
def tick args
args.grid.origin_center!
$dueling_spaceship.args = args
$dueling_spaceship.tick
end
arcade/flappy dragon/credits.txt link
# ./samples/99_genre_arcade/flappy_dragon/CREDITS.txt
code: Amir Rajan, https://twitter.com/amirrajan
graphics and audio: Nick Culbertson, https://twitter.com/MobyPixel
arcade/flappy dragon/main.rb link
# ./samples/99_genre_arcade/flappy_dragon/app/main.rb
class FlappyDragon
attr_accessor :grid, :inputs, :state, :outputs
def tick
defaults
render
calc
process_inputs
end
def defaults
state.flap_power = 11
state.gravity = 0.9
state.ceiling = 600
state.ceiling_flap_power = 6
state.wall_countdown_length = 100
state.wall_gap_size = 100
state.wall_countdown ||= 0
state.hi_score ||= 0
state.score ||= 0
state.walls ||= []
state.x ||= 50
state.y ||= 500
state.dy ||= 0
state.scene ||= :menu
state.scene_at ||= 0
state.difficulty ||= :normal
state.new_difficulty ||= :normal
state.countdown ||= 4.seconds
state.flash_at ||= 0
end
def render
outputs.sounds << "sounds/flappy-song.ogg" if state.tick_count == 1
render_score
render_menu
render_game
end
def render_score
outputs.primitives << { x: 10, y: 710, text: "HI SCORE: #{state.hi_score}", **large_white_typeset }
outputs.primitives << { x: 10, y: 680, text: "SCORE: #{state.score}", **large_white_typeset }
outputs.primitives << { x: 10, y: 650, text: "DIFFICULTY: #{state.difficulty.upcase}", **large_white_typeset }
end
def render_menu
return unless state.scene == :menu
render_overlay
outputs.labels << { x: 640, y: 700, text: "Flappy Dragon", size_enum: 50, alignment_enum: 1, **white }
outputs.labels << { x: 640, y: 500, text: "Instructions: Press Spacebar to flap. Don't die.", size_enum: 4, alignment_enum: 1, **white }
outputs.labels << { x: 430, y: 430, text: "[Tab] Change difficulty", size_enum: 4, alignment_enum: 0, **white }
outputs.labels << { x: 430, y: 400, text: "[Enter] Start at New Difficulty ", size_enum: 4, alignment_enum: 0, **white }
outputs.labels << { x: 430, y: 370, text: "[Escape] Cancel/Resume ", size_enum: 4, alignment_enum: 0, **white }
outputs.labels << { x: 640, y: 300, text: "(mouse, touch, and game controllers work, too!) ", size_enum: 4, alignment_enum: 1, **white }
outputs.labels << { x: 640, y: 200, text: "Difficulty: #{state.new_difficulty.capitalize}", size_enum: 4, alignment_enum: 1, **white }
outputs.labels << { x: 10, y: 100, text: "Code: @amirrajan", **white }
outputs.labels << { x: 10, y: 80, text: "Art: @mobypixel", **white }
outputs.labels << { x: 10, y: 60, text: "Music: @mobypixel", **white }
outputs.labels << { x: 10, y: 40, text: "Engine: DragonRuby GTK", **white }
end
def render_overlay
overlay_rect = grid.rect.scale_rect(1.1, 0, 0)
outputs.primitives << { x: overlay_rect.x,
y: overlay_rect.y,
w: overlay_rect.w,
h: overlay_rect.h,
r: 0, g: 0, b: 0, a: 230 }.solid!
end
def render_game
render_game_over
render_background
render_walls
render_dragon
render_flash
end
def render_game_over
return unless state.scene == :game
outputs.labels << { x: 638, y: 358, text: score_text, size_enum: 20, alignment_enum: 1 }
outputs.labels << { x: 635, y: 360, text: score_text, size_enum: 20, alignment_enum: 1, r: 255, g: 255, b: 255 }
outputs.labels << { x: 638, y: 428, text: countdown_text, size_enum: 20, alignment_enum: 1 }
outputs.labels << { x: 635, y: 430, text: countdown_text, size_enum: 20, alignment_enum: 1, r: 255, g: 255, b: 255 }
end
def render_background
outputs.sprites << { x: 0, y: 0, w: 1280, h: 720, path: 'sprites/background.png' }
scroll_point_at = state.tick_count
scroll_point_at = state.scene_at if state.scene == :menu
scroll_point_at = state.death_at if state.countdown > 0
scroll_point_at ||= 0
outputs.sprites << scrolling_background(scroll_point_at, 'sprites/parallax_back.png', 0.25)
outputs.sprites << scrolling_background(scroll_point_at, 'sprites/parallax_middle.png', 0.50)
outputs.sprites << scrolling_background(scroll_point_at, 'sprites/parallax_front.png', 1.00, -80)
end
def scrolling_background at, path, rate, y = 0
[
{ x: 0 - at.*(rate) % 1440, y: y, w: 1440, h: 720, path: path },
{ x: 1440 - at.*(rate) % 1440, y: y, w: 1440, h: 720, path: path }
]
end
def render_walls
state.walls.each do |w|
w.sprites = [
{ x: w.x, y: w.bottom_height - 720, w: 100, h: 720, path: 'sprites/wall.png', angle: 180 },
{ x: w.x, y: w.top_y, w: 100, h: 720, path: 'sprites/wallbottom.png', angle: 0 }
]
end
outputs.sprites << state.walls.map(&:sprites)
end
def render_dragon
state.show_death = true if state.countdown == 3.seconds
if state.show_death == false || !state.death_at
animation_index = state.flapped_at.frame_index 6, 2, false if state.flapped_at
sprite_name = "sprites/dragon_fly#{animation_index.or(0) + 1}.png"
state.dragon_sprite = { x: state.x, y: state.y, w: 100, h: 80, path: sprite_name, angle: state.dy * 1.2 }
else
sprite_name = "sprites/dragon_die.png"
state.dragon_sprite = { x: state.x, y: state.y, w: 100, h: 80, path: sprite_name, angle: state.dy * 1.2 }
sprite_changed_elapsed = state.death_at.elapsed_time - 1.seconds
state.dragon_sprite.angle += (sprite_changed_elapsed ** 1.3) * state.death_fall_direction * -1
state.dragon_sprite.x += (sprite_changed_elapsed ** 1.2) * state.death_fall_direction
state.dragon_sprite.y += (sprite_changed_elapsed * 14 - sprite_changed_elapsed ** 1.6)
end
outputs.sprites << state.dragon_sprite
end
def render_flash
return unless state.flash_at
outputs.primitives << { **grid.rect.to_hash,
**white,
a: 255 * state.flash_at.ease(20, :flip) }.solid!
state.flash_at = 0 if state.flash_at.elapsed_time > 20
end
def calc
return unless state.scene == :game
reset_game if state.countdown == 1
state.countdown -= 1 and return if state.countdown > 0
calc_walls
calc_flap
calc_game_over
end
def calc_walls
state.walls.each { |w| w.x -= 8 }
walls_count_before_removal = state.walls.length
state.walls.reject! { |w| w.x < -100 }
state.score += 1 if state.walls.count < walls_count_before_removal
state.wall_countdown -= 1 and return if state.wall_countdown > 0
state.walls << state.new_entity(:wall) do |w|
w.x = grid.right
w.opening = grid.top
.randomize(:ratio)
.greater(200)
.lesser(520)
w.bottom_height = w.opening - state.wall_gap_size
w.top_y = w.opening + state.wall_gap_size
end
state.wall_countdown = state.wall_countdown_length
end
def calc_flap
state.y += state.dy
state.dy = state.dy.lesser state.flap_power
state.dy -= state.gravity
return if state.y < state.ceiling
state.y = state.ceiling
state.dy = state.dy.lesser state.ceiling_flap_power
end
def calc_game_over
return unless game_over?
state.death_at = state.tick_count
state.death_from = state.walls.first
state.death_fall_direction = -1
state.death_fall_direction = 1 if state.x > state.death_from.x
outputs.sounds << "sounds/hit-sound.wav"
begin_countdown
end
def process_inputs
process_inputs_menu
process_inputs_game
end
def process_inputs_menu
return unless state.scene == :menu
changediff = inputs.keyboard.key_down.tab || inputs.controller_one.key_down.select
if inputs.mouse.click
p = inputs.mouse.click.point
if (p.y >= 165) && (p.y < 200) && (p.x >= 500) && (p.x < 800)
changediff = true
end
end
if changediff
case state.new_difficulty
when :easy
state.new_difficulty = :normal
when :normal
state.new_difficulty = :hard
when :hard
state.new_difficulty = :flappy
when :flappy
state.new_difficulty = :easy
end
end
if inputs.keyboard.key_down.enter || inputs.controller_one.key_down.start || inputs.controller_one.key_down.a
state.difficulty = state.new_difficulty
change_to_scene :game
reset_game false
state.hi_score = 0
begin_countdown
end
if inputs.keyboard.key_down.escape || (inputs.mouse.click && !changediff) || inputs.controller_one.key_down.b
state.new_difficulty = state.difficulty
change_to_scene :game
end
end
def process_inputs_game
return unless state.scene == :game
clicked_menu = false
if inputs.mouse.click
p = inputs.mouse.click.point
clicked_menu = (p.y >= 620) && (p.x < 275)
end
if clicked_menu || inputs.keyboard.key_down.escape || inputs.keyboard.key_down.enter || inputs.controller_one.key_down.start
change_to_scene :menu
elsif (inputs.mouse.down || inputs.mouse.click || inputs.keyboard.key_down.space || inputs.controller_one.key_down.a) && state.countdown == 0
state.dy = 0
state.dy += state.flap_power
state.flapped_at = state.tick_count
outputs.sounds << "sounds/fly-sound.wav"
end
end
def white
{ r: 255, g: 255, b: 255 }
end
def large_white_typeset
{ size_enum: 5, alignment_enum: 0, r: 255, g: 255, b: 255 }
end
def at_beginning?
state.walls.count == 0
end
def dragon_collision_box
state.dragon_sprite
.scale_rect(1.0 - collision_forgiveness, 0.5, 0.5)
.rect_shift_right(10)
.rect_shift_up(state.dy * 2)
end
def game_over?
return true if state.y <= 0.-(500 * collision_forgiveness) && !at_beginning?
state.walls
.flat_map { |w| w.sprites }
.any? do |s|
s && s.intersect_rect?(dragon_collision_box)
end
end
def collision_forgiveness
case state.difficulty
when :easy
0.9
when :normal
0.7
when :hard
0.5
when :flappy
0.3
else
0.9
end
end
def countdown_text
state.countdown ||= -1
return "" if state.countdown == 0
return "GO!" if state.countdown.idiv(60) == 0
return "GAME OVER" if state.death_at
return "READY?"
end
def begin_countdown
state.countdown = 4.seconds
end
def score_text
return "" unless state.countdown > 1.seconds
return "" unless state.death_at
return "SCORE: 0 (LOL)" if state.score == 0
return "HI SCORE: #{state.score}" if state.score == state.hi_score
return "SCORE: #{state.score}"
end
def reset_game set_flash = true
state.flash_at = state.tick_count if set_flash
state.walls = []
state.y = 500
state.dy = 0
state.hi_score = state.hi_score.greater(state.score)
state.score = 0
state.wall_countdown = state.wall_countdown_length.fdiv(2)
state.show_death = false
state.death_at = nil
end
def change_to_scene scene
state.scene = scene
state.scene_at = state.tick_count
inputs.keyboard.clear
inputs.controller_one.clear
end
end
$flappy_dragon = FlappyDragon.new
def tick args
$flappy_dragon.grid = args.grid
$flappy_dragon.inputs = args.inputs
$flappy_dragon.state = args.state
$flappy_dragon.outputs = args.outputs
$flappy_dragon.tick
end
Pong - main.rb link
# ./samples/99_genre_arcade/pong/app/main.rb
def tick args
defaults args
render args
calc args
input args
end
def defaults args
args.state.ball.debounce ||= 3 * 60
args.state.ball.size ||= 10
args.state.ball.size_half ||= args.state.ball.size / 2
args.state.ball.x ||= 640
args.state.ball.y ||= 360
args.state.ball.dx ||= 5.randomize(:sign)
args.state.ball.dy ||= 5.randomize(:sign)
args.state.left_paddle.y ||= 360
args.state.right_paddle.y ||= 360
args.state.paddle.h ||= 120
args.state.paddle.w ||= 10
args.state.left_paddle.score ||= 0
args.state.right_paddle.score ||= 0
end
def render args
render_center_line args
render_scores args
render_countdown args
render_ball args
render_paddles args
render_instructions args
end
begin :render_methods
def render_center_line args
args.outputs.lines << [640, 0, 640, 720]
end
def render_scores args
args.outputs.labels << [
[320, 650, args.state.left_paddle.score, 10, 1],
[960, 650, args.state.right_paddle.score, 10, 1]
]
end
def render_countdown args
return unless args.state.ball.debounce > 0
args.outputs.labels << [640, 360, "%.2f" % args.state.ball.debounce.fdiv(60), 10, 1]
end
def render_ball args
args.outputs.solids << solid_ball(args)
end
def render_paddles args
args.outputs.solids << solid_left_paddle(args)
args.outputs.solids << solid_right_paddle(args)
end
def render_instructions args
args.outputs.labels << [320, 30, "W and S keys to move left paddle.", 0, 1]
args.outputs.labels << [920, 30, "O and L keys to move right paddle.", 0, 1]
end
end
def calc args
args.state.ball.debounce -= 1 and return if args.state.ball.debounce > 0
calc_move_ball args
calc_collision_with_left_paddle args
calc_collision_with_right_paddle args
calc_collision_with_walls args
end
begin :calc_methods
def calc_move_ball args
args.state.ball.x += args.state.ball.dx
args.state.ball.y += args.state.ball.dy
end
def calc_collision_with_left_paddle args
if solid_left_paddle(args).intersect_rect? solid_ball(args)
args.state.ball.dx *= -1
elsif args.state.ball.x < 0
args.state.right_paddle.score += 1
calc_reset_round args
end
end
def calc_collision_with_right_paddle args
if solid_right_paddle(args).intersect_rect? solid_ball(args)
args.state.ball.dx *= -1
elsif args.state.ball.x > 1280
args.state.left_paddle.score += 1
calc_reset_round args
end
end
def calc_collision_with_walls args
if args.state.ball.y + args.state.ball.size_half > 720
args.state.ball.y = 720 - args.state.ball.size_half
args.state.ball.dy *= -1
elsif args.state.ball.y - args.state.ball.size_half < 0
args.state.ball.y = args.state.ball.size_half
args.state.ball.dy *= -1
end
end
def calc_reset_round args
args.state.ball.x = 640
args.state.ball.y = 360
args.state.ball.dx = 5.randomize(:sign)
args.state.ball.dy = 5.randomize(:sign)
args.state.ball.debounce = 3 * 60
end
end
def input args
input_left_paddle args
input_right_paddle args
end
begin :input_methods
def input_left_paddle args
if args.inputs.controller_one.key_down.down || args.inputs.keyboard.key_down.s
args.state.left_paddle.y -= 40
elsif args.inputs.controller_one.key_down.up || args.inputs.keyboard.key_down.w
args.state.left_paddle.y += 40
end
end
def input_right_paddle args
if args.inputs.controller_two.key_down.down || args.inputs.keyboard.key_down.l
args.state.right_paddle.y -= 40
elsif args.inputs.controller_two.key_down.up || args.inputs.keyboard.key_down.o
args.state.right_paddle.y += 40
end
end
end
begin :assets
def solid_ball args
centered_rect args.state.ball.x, args.state.ball.y, args.state.ball.size, args.state.ball.size
end
def solid_left_paddle args
centered_rect_vertically 0, args.state.left_paddle.y, args.state.paddle.w, args.state.paddle.h
end
def solid_right_paddle args
centered_rect_vertically 1280 - args.state.paddle.w, args.state.right_paddle.y, args.state.paddle.w, args.state.paddle.h
end
def centered_rect x, y, w, h
[x - w / 2, y - h / 2, w, h]
end
def centered_rect_vertically x, y, w, h
[x, y - h / 2, w, h]
end
end
Snakemoji - main.rb link
# ./samples/99_genre_arcade/snakemoji/app/main.rb
# coding: utf-8
################################
# So I was working on a snake game while
# learning DragonRuby, and at some point I had a thought
# what if I use "😀" as a function name, surely it wont work right...?
# RIGHT....?
# BUT IT DID, IT WORKED
# it all went downhill from then
# Created by Anton K. (ai Doge)
# https://gist.github.com/scorp200
#############LICENSE############
# Feel free to use this anywhere and however you want
# You can sell this to EA for $1,000,000 if you want, its completely free.
# Just rememeber you are helping this... thing... to spread...
# ALSO! I am not liable for any mental, physical or financial damage caused.
#############LICENSE############
class Array
#Helper function
def move! vector
self.x += vector.x
self.y += vector.y
return self
end
#Helper function to draw snake body
def draw! 🎮, 📺, color
translate 📺.solids, 🎮.⛓, [self.x * 🎮.⚖️ + 🎮.🛶 / 2, self.y * 🎮.⚖️ + 🎮.🛶 / 2, 🎮.⚖️ - 🎮.🛶, 🎮.⚖️ - 🎮.🛶, color]
end
#This is where it all started, I was trying to find good way to multiply a map by a number, * is already used so is **
#I kept trying different combinations of symbols, when suddenly...
def 😀 value
self.map {|d| d * value}
end
end
#Draw stuff with an offset
def translate output_collection, ⛓, what
what.x += ⛓.x
what.y += ⛓.y
output_collection << what
end
BLUE = [33, 150, 243]
RED = [244, 67, 54]
GOLD = [255, 193, 7]
LAST = 0
def tick args
defaults args.state
render args.state, args.outputs
input args.state, args.inputs
update args.state
end
def update 🎮
#Update every 10 frames
if 🎮.tick_count.mod_zero? 10
#Add new snake body piece at head's location
🎮.🐍 << [*🎮.🤖]
#Assign Next Direction to Direction
🎮.🚗 = *🎮.🚦
#Trim the snake a bit if its longer than current size
if 🎮.🐍.length > 🎮.🛒
🎮.🐍 = 🎮.🐍[-🎮.🛒..-1]
end
#Move the head in the Direction
🎮.🤖.move! 🎮.🚗
#If Head is outside the playing field, or inside snake's body restart game
if 🎮.🤖.x < 0 || 🎮.🤖.x >= 🎮.🗺.x || 🎮.🤖.y < 0 || 🎮.🤖.y >= 🎮.🗺.y || 🎮.🚗 != [0, 0] && 🎮.🐍.any? {|s| s == 🎮.🤖}
LAST = 🎮.💰
🎮.as_hash.clear
return
end
#If head lands on food add size and score
if 🎮.🤖 == 🎮.🍎
🎮.🛒 += 1
🎮.💰 += (🎮.🛒 * 0.8).floor.to_i + 5
spawn_🍎 🎮
puts 🎮.🍎
end
end
#Every second remove 1 point
if 🎮.💰 > 0 && 🎮.tick_count.mod_zero?(60)
🎮.💰 -= 1
end
end
def spawn_🍎 🎮
#Food
🎮.🍎 ||= [*🎮.🤖]
#Randomly spawns food inside the playing field, keep doing this if the food keeps landing on the snake's body
while 🎮.🐍.any? {|s| s == 🎮.🍎} || 🎮.🍎 == 🎮.🤖 do
🎮.🍎 = [rand(🎮.🗺.x), rand(🎮.🗺.y)]
end
end
def render 🎮, 📺
#Paint the background black
📺.solids << [0, 0, 1280, 720, 0, 0, 0, 255]
#Draw a border for the playing field
translate 📺.borders, 🎮.⛓, [0, 0, 🎮.🗺.x * 🎮.⚖️, 🎮.🗺.y * 🎮.⚖️, 255, 255, 255]
#Draw the snake's body
🎮.🐍.map do |🐍| 🐍.draw! 🎮, 📺, BLUE end
#Draw the head
🎮.🤖.draw! 🎮, 📺, BLUE
#Draw the food
🎮.🍎.draw! 🎮, 📺, RED
#Draw current score
translate 📺.labels, 🎮.⛓, [5, 715, "Score: #{🎮.💰}", GOLD]
#Draw your last score, if any
translate 📺.labels, 🎮.⛓, [[*🎮.🤖.😀(🎮.⚖️)].move!([0, 🎮.⚖️ * 2]), "Your Last score is #{LAST}", 0, 1, GOLD] unless LAST == 0 || 🎮.🚗 != [0, 0]
#Draw starting message, only if Direction is 0
translate 📺.labels, 🎮.⛓, [🎮.🤖.😀(🎮.⚖️), "Press any Arrow key to start", 0, 1, GOLD] unless 🎮.🚗 != [0, 0]
end
def input 🎮, 🕹
#Left and Right keyboard input, only change if X direction is 0
if 🕹.keyboard.key_held.left && 🎮.🚗.x == 0
🎮.🚦 = [-1, 0]
elsif 🕹.keyboard.key_held.right && 🎮.🚗.x == 0
🎮.🚦 = [1, 0]
end
#Up and Down keyboard input, only change if Y direction is 0
if 🕹.keyboard.key_held.up && 🎮.🚗.y == 0
🎮.🚦 = [0, 1]
elsif 🕹.keyboard.key_held.down && 🎮.🚗.y == 0
🎮.🚦 = [0, -1]
end
end
def defaults 🎮
#Playing field size
🎮.🗺 ||= [20, 20]
#Scale for drawing, screen height / Field height
🎮.⚖️ ||= 720 / 🎮.🗺.y
#Offset, offset all rendering to the center of the screen
🎮.⛓ ||= [(1280 - 720).fdiv(2), 0]
#Padding, make the snake body slightly smaller than the scale
🎮.🛶 ||= (🎮.⚖️ * 0.2).to_i
#Snake Size
🎮.🛒 ||= 3
#Snake head, the only part we are actually controlling
🎮.🤖 ||= [🎮.🗺.x / 2, 🎮.🗺.y / 2]
#Snake body map, follows the head
🎮.🐍 ||= []
#Direction the head moves to
🎮.🚗 ||= [0, 0]
#Next_Direction, during input check only change this variable and then when game updates asign this to Direction
🎮.🚦 ||= [*🎮.🚗]
#Your score
🎮.💰 ||= 0
#Spawns Food randomly
spawn_🍎(🎮) unless 🎮.🍎
end
Solar System - main.rb link
# ./samples/99_genre_arcade/solar_system/app/main.rb
# Focused tutorial video: https://s3.amazonaws.com/s3.dragonruby.org/dragonruby-nddnug-workshop.mp4
# Workshop/Presentation which provides motivation for creating a game engine: https://www.youtube.com/watch?v=S3CFce1arC8
def defaults args
args.outputs.background_color = [0, 0, 0]
args.state.x ||= 640
args.state.y ||= 360
args.state.stars ||= 100.map do
[1280 * rand, 720 * rand, rand.fdiv(10), 255 * rand, 255 * rand, 255 * rand]
end
args.state.sun ||= args.state.new_entity(:sun) do |s|
s.s = 100
s.path = 'sprites/sun.png'
end
args.state.planets = [
[:mercury, 65, 5, 88],
[:venus, 100, 10, 225],
[:earth, 120, 10, 365],
[:mars, 140, 8, 687],
[:jupiter, 280, 30, 365 * 11.8],
[:saturn, 350, 20, 365 * 29.5],
[:uranus, 400, 15, 365 * 84],
[:neptune, 440, 15, 365 * 164.8],
[:pluto, 480, 5, 365 * 247.8],
].map do |name, distance, size, year_in_days|
args.state.new_entity(name) do |p|
p.path = "sprites/#{name}.png"
p.distance = distance * 0.7
p.s = size * 0.7
p.year_in_days = year_in_days
end
end
args.state.ship ||= args.state.new_entity(:ship) do |s|
s.x = 1280 * rand
s.y = 720 * rand
s.angle = 0
end
end
def to_sprite args, entity
x = 0
y = 0
if entity.year_in_days
day = args.state.tick_count
day_in_year = day % entity.year_in_days
entity.random_start_day ||= day_in_year * rand
percentage_of_year = day_in_year.fdiv(entity.year_in_days)
angle = 365 * percentage_of_year
x = angle.vector_x(entity.distance)
y = angle.vector_y(entity.distance)
end
[640 + x - entity.s.half, 360 + y - entity.s.half, entity.s, entity.s, entity.path]
end
def render args
args.outputs.solids << [0, 0, 1280, 720]
args.outputs.sprites << args.state.stars.map do |x, y, _, r, g, b|
[x, y, 10, 10, 'sprites/star.png', 0, 100, r, g, b]
end
args.outputs.sprites << to_sprite(args, args.state.sun)
args.outputs.sprites << args.state.planets.map { |p| to_sprite args, p }
args.outputs.sprites << [args.state.ship.x, args.state.ship.y, 20, 20, 'sprites/ship.png', args.state.ship.angle]
end
def calc args
args.state.stars = args.state.stars.map do |x, y, speed, r, g, b|
x += speed
y += speed
x = 0 if x > 1280
y = 0 if y > 720
[x, y, speed, r, g, b]
end
if args.state.tick_count == 0
args.audio[:bg_music] = {
input: 'sounds/bg.ogg',
looping: true
}
end
end
def process_inputs args
if args.inputs.keyboard.left || args.inputs.controller_one.key_held.left
args.state.ship.angle += 1
elsif args.inputs.keyboard.right || args.inputs.controller_one.key_held.right
args.state.ship.angle -= 1
end
if args.inputs.keyboard.up || args.inputs.controller_one.key_held.a
args.state.ship.x += args.state.ship.angle.x_vector
args.state.ship.y += args.state.ship.angle.y_vector
end
end
def tick args
defaults args
render args
calc args
process_inputs args
end
def r
$gtk.reset
end
Sound Golf - main.rb link
# ./samples/99_genre_arcade/sound_golf/app/main.rb
=begin
APIs Listing that haven't been encountered in previous sample apps:
- sample: Chooses random element from array.
In this sample app, the target note is set by taking a sample from the collection
of available notes.
Reminders:
- args.grid.(left|right|top|bottom): Pixel value for the boundaries of the virtual
720 p screen (Dragon Ruby Game Toolkits's virtual resolution is always 1280x720).
- args.state.new_entity: Used when we want to create a new object, like a sprite or button.
For example, if we want to create a new button, we would declare it as a new entity and
then define its properties.
- String interpolation: Uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- find_all: Finds all elements from a collection that meet a certain requirements (and excludes the ones that don't).
- first: Returns the first element of an array.
- inside_rect: Returns true or false depending on if the point is inside the rect.
- to_sym: Returns symbol corresponding to string. Will create a symbol if it does
not already exist.
=end
# This sample app allows users to test their musical skills by matching the piano sound that plays in each
# level to the correct note.
# Runs all the methods necessary for the game to function properly.
def tick args
defaults args
render args
calc args
input_mouse args
tick_instructions args, "Sample app shows how to play sounds. args.outputs.sounds << \"path_to_wav.wav\""
end
# Sets default values and creates empty collections
# Initialization happens in the first frame only
def defaults args
args.state.notes ||= []
args.state.click_feedbacks ||= []
args.state.current_level ||= 1
args.state.times_wrong ||= 0 # when game starts, user hasn't guessed wrong yet
end
# Uses a label to display current level, and shows the score
# Creates a button to play the sample note, and displays the available notes that could be a potential match
def render args
# grid.w_half positions the label in the horizontal center of the screen.
args.outputs.labels << [args.grid.w_half, args.grid.top.shift_down(40), "Hole #{args.state.current_level} of 9", 0, 1, 0, 0, 0]
render_score args # shows score on screen
args.state.play_again_button ||= { x: 560, y: args.grid.h * 3 / 4 - 40, w: 160, h: 60, label: 'again' } # array definition, text/title
args.state.play_note_button ||= { x: 560, y: args.grid.h * 3 / 4 - 40, w: 160, h: 60, label: 'play' }
if args.state.game_over # if game is over, a "play again" button is shown
# Calculations ensure that Play Again label is displayed in center of border
# Remove calculations from y parameters and see what happens to border and label placement
args.outputs.labels << [args.grid.w_half, args.grid.h * 3 / 4, "Play Again", 0, 1, 0, 0, 0] # outputs label
args.outputs.borders << args.state.play_again_button # outputs border
else # otherwise, if game is not over
# Calculations ensure that label appears in center of border
args.outputs.labels << [args.grid.w_half, args.grid.h * 3 / 4, "Play Note ##{args.state.current_level}", 0, 1, 0, 0, 0] # outputs label
args.outputs.borders << args.state.play_note_button # outputs border
end
return if args.state.game_over # return if game is over
args.outputs.labels << [args.grid.w_half, 400, "I think the note is a(n)...", 0, 1, 0, 0, 0] # outputs label
# Shows all of the available notes that can be potential matches.
available_notes.each_with_index do |note, i|
args.state.notes[i] ||= piano_button(args, note, i + 1) # calls piano_button method on each note (creates label and border)
args.outputs.labels << args.state.notes[i].label # outputs note on screen with a label and a border
args.outputs.borders << args.state.notes[i].border
end
# Shows whether or not the user is correct by filling the screen with either red or green
args.outputs.solids << args.state.click_feedbacks.map { |c| c.solid }
end
# Shows the score (number of times the user guesses wrong) onto the screen using labels.
def render_score args
if args.state.times_wrong == 0 # if the user has guessed wrong zero times, the score is par
args.outputs.labels << [args.grid.w_half, args.grid.top.shift_down(80), "Score: PAR", 0, 1, 0, 0, 0]
else # otherwise, number of times the user has guessed wrong is shown
args.outputs.labels << [args.grid.w_half, args.grid.top.shift_down(80), "Score: +#{args.state.times_wrong}", 0, 1, 0, 0, 0] # shows score using string interpolation
end
end
# Sets the target note for the level and performs calculations on click_feedbacks.
def calc args
args.state.target_note ||= available_notes.sample # chooses a note from available_notes collection as target note
args.state.click_feedbacks.each { |c| c.solid[-1] -= 5 } # remove this line and solid color will remain on screen indefinitely
# comment this line out and the solid color will keep flashing on screen instead of being removed from click_feedbacks collection
args.state.click_feedbacks.reject! { |c| c.solid[-1] <= 0 }
end
# Uses input from the user to play the target note, as well as the other notes that could be a potential match.
def input_mouse args
return unless args.inputs.mouse.click # return unless the mouse is clicked
# finds button that was clicked by user
button_clicked = args.outputs.borders.find_all do |b| # go through borders collection to find all borders that meet requirements
args.inputs.mouse.click.point.inside_rect? b # find button border that mouse was clicked inside of
end.find_all { |b| b.is_a? Hash }.first # reject, return first element
return unless button_clicked # return unless button_clicked as a value (a button was clicked)
queue_click_feedback args, # calls queue_click_feedback method on the button that was clicked
button_clicked.x,
button_clicked.y,
button_clicked.w,
button_clicked.h,
150, 100, 200 # sets color of button to shade of purple
if button_clicked[:label] == 'play' # if "play note" button is pressed
args.outputs.sounds << "sounds/#{args.state.target_note}.wav" # sound of target note is output
elsif button_clicked[:label] == 'again' # if "play game again" button is pressed
args.state.target_note = nil # no target note
args.state.current_level = 1 # starts at level 1 again
args.state.times_wrong = 0 # starts off with 0 wrong guesses
args.state.game_over = false # the game is not over (because it has just been restarted)
else # otherwise if neither of those buttons were pressed
args.outputs.sounds << "sounds/#{button_clicked[:label]}.wav" # sound of clicked note is played
if button_clicked[:label] == args.state.target_note # if clicked note is target note
args.state.target_note = nil # target note is emptied
if args.state.current_level < 9 # if game hasn't reached level 9
args.state.current_level += 1 # game goes to next level
else # otherwise, if game has reached level 9
args.state.game_over = true # the game is over
end
queue_click_feedback args, 0, 0, args.grid.w, args.grid.h, 100, 200, 100 # green shown if user guesses correctly
else # otherwise, if clicked note is not target note
args.state.times_wrong += 1 # increments times user guessed wrong
queue_click_feedback args, 0, 0, args.grid.w, args.grid.h, 200, 100, 100 # red shown is user guesses wrong
end
end
end
# Creates a collection of all of the available notes as symbols
def available_notes
[:C3, :D3, :E3, :F3, :G3, :A3, :B3, :C4]
end
# Creates buttons for each note, and sets a label (the note's name) and border for each note's button.
def piano_button args, note, position
args.state.new_entity(:button) do |b| # declares button as new entity
b.label = [460 + 40.mult(position), args.grid.h * 0.4, "#{note}", 0, 1, 0, 0, 0] # label definition
b.border = { x: 460 + 40.mult(position) - 20, y: args.grid.h * 0.4 - 32, w: 40, h: 40, label: note } # border definition, text/title; 20 subtracted so label is in center of border
end
end
# Color of click feedback changes depending on what button was clicked, and whether the guess is right or wrong
# If a button is clicked, the inside of button is purple (see input_mouse method)
# If correct note is clicked, screen turns green
# If incorrect note is clicked, screen turns red (again, see input_mouse method)
def queue_click_feedback args, x, y, w, h, *color
args.state.click_feedbacks << args.state.new_entity(:click_feedback) do |c| # declares feedback as new entity
c.solid = [x, y, w, h, *color, 255] # sets color
end
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Squares - main.rb link
# ./samples/99_genre_arcade/squares/app/main.rb
# game concept from: https://youtu.be/Tz-AinJGDIM
# This class encapsulates the logic of a button that pulses when clicked.
# It is used in the StartScene and GameOverScene classes.
class PulseButton
# a block is passed into the constructor and is called when the button is clicked,
# and after the pulse animation is complete
def initialize rect, text, &on_click
@rect = rect
@text = text
@on_click = on_click
@pulse_animation_spline = [[0.0, 0.90, 1.0, 1.0], [1.0, 0.10, 0.0, 0.0]]
@duration = 10
end
# the button is ticked every frame and check to see if the mouse
# intersects the button's bounding box.
# if it does, then pertinent information is stored in the @clicked_at variable
# which is used to calculate the pulse animation
def tick tick_count, mouse
@tick_count = tick_count
if @clicked_at && @clicked_at.elapsed_time > @duration
@clicked_at = nil
@on_click.call
end
return if !mouse.click
return if !mouse.inside_rect? @rect
@clicked_at = tick_count
end
# this function returns an array of primitives that can be rendered
def prefab easing
# calculate the percentage of the pulse animation that has completed
# and use the percentage to compute the size and position of the button
perc = if @clicked_at
easing.ease_spline @clicked_at, @tick_count, @duration, @pulse_animation_spline
else
0
end
rect = { x: @rect.x - 50 * perc / 2,
y: @rect.y - 50 * perc / 2,
w: @rect.w + 50 * perc,
h: @rect.h + 50 * perc }
point = { x: @rect.x + @rect.w / 2, y: @rect.y + @rect.h / 2 }
[
{ **rect, path: :pixel },
{ **point, text: @text, size_px: 32, anchor_x: 0.5, anchor_y: 0.5 }
]
end
end
# the start scene is loaded when the game is started
# it contains a PulseButton that starts the game by setting the next_scene to :game and
# setting the started_at time
class StartScene
attr_gtk
def initialize args
self.args = args
@play_button = PulseButton.new layout.rect(row: 6, col: 11, w: 2, h: 2), "play" do
state.next_scene = :game
state.events.game_started_at = state.tick_count
state.events.game_over_at = nil
end
end
def tick
return if state.current_scene != :start
@play_button.tick state.tick_count, inputs.mouse
outputs[:start_scene].transient!
outputs[:start_scene].labels << layout.point(row: 0, col: 12).merge(text: "Squares", anchor_x: 0.5, anchor_y: 0.5, size_px: 64)
outputs[:start_scene].primitives << @play_button.prefab(easing)
end
end
# the game over scene is displayed when the game is over
# it contains a PulseButton that restarts the game by setting the next_scene to :game and
# setting the game_retried_at time
class GameOverScene
attr_gtk
def initialize args
self.args = args
@replay_button = PulseButton.new layout.rect(row: 6, col: 11, w: 2, h: 2), "replay" do
state.next_scene = :game
state.events.game_retried_at = state.tick_count
state.events.game_over_at = nil
end
end
def tick
return if state.current_scene != :game_over
@replay_button.tick state.tick_count, inputs.mouse
outputs[:game_over_scene].transient!
outputs[:game_over_scene].labels << layout.point(row: 0, col: 12).merge(text: "Game Over", anchor_x: 0.5, anchor_y: 0.5, size_px: 64)
outputs[:game_over_scene].primitives << @replay_button.prefab(easing)
rect = layout.point row: 2, col: 12
outputs[:game_over_scene].primitives << rect.merge(text: state.score_last_game, anchor_x: 0.5, anchor_y: 0.5, size_px: 128, **state.red_color)
rect = layout.point row: 4, col: 12
outputs[:game_over_scene].primitives << rect.merge(text: "BEST #{state.best_score}", anchor_x: 0.5, anchor_y: 0.5, size_px: 64, **state.gray_color)
end
end
# the game scene contains the game logic
class GameScene
attr_gtk
def tick
defaults
calc
render
end
def defaults
return if started_at != state.tick_count
# initalization of scene_state variables for the game
scene_state.score_animation_spline = [[0.0, 0.66, 1.0, 1.0], [1.0, 0.33, 0.0, 0.0]]
scene_state.launch_particle_queue = []
scene_state.scale_down_particles_queue = []
scene_state.score = 0
scene_state.square_number = 1
scene_state.squares = []
scene_state.square_spawn_rate = 60
scene_state.movement_outer_rect = layout.rect(row: 11, col: 7, w: 10, h: 1).merge(path: :pixel, **state.gray_color)
scene_state.player = { x: geometry.rect_center_point(movement_outer_rect).x,
y: movement_outer_rect.y,
w: movement_outer_rect.h,
h: movement_outer_rect.h,
path: :pixel,
movement_direction: 1,
movement_speed: 8,
**args.state.red_color }
scene_state.movement_inner_rect = { x: movement_outer_rect.x + player.w * 1,
y: movement_outer_rect.y,
w: movement_outer_rect.w - player.w * 2,
h: movement_outer_rect.h }
end
def calc
calc_game_over_at
calc_particles
# game logic is only calculated if the current scene is :game
return if state.current_scene != :game
# we don't want the game loop to start for half a second after the game starts
# this gives enough time for the game scene to animate in
return if !started_at || started_at.elapsed_time <= 30
calc_player
calc_squares
calc_game_over
end
# this function calculates the point in the time the game is over
# an intermediary variable stored in scene_state.death_at is consulted
# before transitioning to the game over scene to ensure that particle animations
# have enough time to complete before the game over scene is rendered
def calc_game_over_at
return if !death_at
return if death_at.elapsed_time < 120
state.events.game_over_at ||= state.tick_count
end
# this function calculates the particles
# there are two queues of particles that are processed
# the launch_particle_queue contains particles that are launched when the player is hit
# the scale_down_particles_queue contains particles that need to be scaled down
def calc_particles
return if !started_at
scene_state.launch_particle_queue.each do |p|
p.x += p.launch_angle.vector_x * p.speed
p.y += p.launch_angle.vector_y * p.speed
p.speed *= 0.90
p.d_a ||= 1
p.a -= 1 * p.d_a
p.d_a *= 1.1
end
scene_state.launch_particle_queue.reject! { |p| p.a <= 0 }
scene_state.scale_down_particles_queue.each do |p|
next if p.start_at > state.tick_count
p.scale_speed = p.scale_speed.abs
p.x += p.scale_speed
p.y += p.scale_speed
p.w -= p.scale_speed * 2
p.h -= p.scale_speed * 2
end
scene_state.scale_down_particles_queue.reject! { |p| p.w <= 0 }
end
def render
return if !started_at
scene_outputs.primitives << game_scene_score_prefab
scene_outputs.primitives << scene_state.movement_outer_rect.merge(a: 128)
scene_outputs.primitives << squares
scene_outputs.primitives << player_prefab
scene_outputs.primitives << scene_state.launch_particle_queue
scene_outputs.primitives << scene_state.scale_down_particles_queue
end
# this function returns the rendering primitive for the score
def game_scene_score_prefab
score = if death_at
state.score_last_game
else
scene_state.score
end
label_scale_prec = easing.ease_spline(scene_state.score_at || 0, state.tick_count, 15, scene_state.score_animation_spline)
rect = layout.point row: 4, col: 12
rect.merge(text: score, anchor_x: 0.5, anchor_y: 0.5, size_px: 128 + 50 * label_scale_prec, **state.gray_color)
end
def player_prefab
return nil if death_at
scale_perc = easing.ease(started_at + 30, state.tick_count, 15, :smooth_start_quad, :flip)
player.merge(x: player.x - player.w / 2 * scale_perc, y: player.y + player.h / 2 * scale_perc,
w: player.w * (1 - scale_perc), h: player.h * (1 - scale_perc))
end
# controls the player movement and change in direction of the player when the mouse is clicked
def calc_player
player.x += player.movement_speed * player.movement_direction
player.movement_direction *= -1 if !geometry.inside_rect? player, scene_state.movement_outer_rect
return if !inputs.mouse.click
return if !geometry.inside_rect? player, movement_inner_rect
player.movement_direction = -player.movement_direction
end
# computes the squares movement
def calc_squares
squares << new_square if state.tick_count.zmod? scene_state.square_spawn_rate
squares.each do |square|
square.angle += 1
square.x += square.dx
square.y += square.dy
end
squares.reject! { |square| (square.y + square.h) < 0 }
end
# determines if score should be incremented or if the game should be over
def calc_game_over
collision = geometry.find_intersect_rect player, squares
return if !collision
if collision.type == :good
scene_state.score += 1
scene_state.score_at = state.tick_count
scene_state.scale_down_particles_queue << collision.merge(start_at: state.tick_count, scale_speed: -2)
squares.delete collision
else
generate_death_particles
state.best_score = scene_state.score if scene_state.score > state.best_score
squares.clear
state.score_last_game = scene_state.score
scene_state.score = 0
scene_state.square_number = 1
scene_state.death_at = state.tick_count
state.next_scene = :game_over
end
end
# this function generates the particles when the player is hit
def generate_death_particles
square_particles = squares.map { |b| b.merge(start_at: state.tick_count + 60, scale_speed: -1) }
scene_state.scale_down_particles_queue.concat square_particles
# generate 12 particles with random size, launch angle and speed
player_particles = 12.map do
size = rand * player.h * 0.5 + 10
player.merge(w: size, h: size, a: 255, launch_angle: rand * 180, speed: 10 + rand * 50)
end
scene_state.launch_particle_queue.concat player_particles
end
# this function returns a new square
# every 5th square is a good square (increases the score)
def new_square
x = movement_inner_rect.x + rand * movement_inner_rect.w
dx = if x > geometry.rect_center_point(movement_inner_rect).x
-0.9
else
0.9
end
if scene_state.square_number.zmod? 5
type = :good
color = state.red_color
else
type = :bad
color = { r: 0, g: 0, b: 0 }
end
scene_state.square_number += 1
{ x: x - 16, y: 1300, w: 32, h: 32,
dx: dx, dy: -5,
angle: 0, type: type,
path: :pixel, **color }
end
# death_at is the point in time that the player died
# the death_at value is an intermediary variable that is used to calculate the death animation
# before setting state.game_over_at
def death_at
return nil if !scene_state.death_at
return nil if scene_state.death_at < started_at
scene_state.death_at
end
# started_at is the point in time that the player started (or retried) the game
def started_at
state.events.game_retried_at || state.events.game_started_at
end
def scene_state
state[:game_scene] ||= {}
end
def scene_outputs
outputs[:game_scene].transient!
end
def player
scene_state.player
end
def movement_outer_rect
scene_state.movement_outer_rect
end
def movement_inner_rect
scene_state.movement_inner_rect
end
def squares
scene_state.squares
end
end
class RootScene
attr_gtk
def initialize args
self.args = args
@start_scene = StartScene.new args
@game_scene = GameScene.new
@game_over_scene = GameOverScene.new args
end
def tick
outputs.background_color = [237, 237, 237]
init_game
state.scene_at_tick_start = state.current_scene
tick_start_scene
tick_game_scene
tick_game_over_scene
render_scenes
transition_to_next_scene
end
def tick_start_scene
@start_scene.args = args
@start_scene.tick
end
def tick_game_scene
@game_scene.args = args
@game_scene.tick
end
def tick_game_over_scene
@game_over_scene.args = args
@game_over_scene.tick
end
# initlalization of game state that is shared between scenes
def init_game
return if state.tick_count != 0
state.current_scene = :start
state.red_color = { r: 222, g: 63, b: 66 }
state.gray_color = { r: 128, g: 128, b: 128 }
state.events ||= {
game_over_at: nil,
game_started_at: nil,
game_retried_at: nil
}
state.score_last_game = 0
state.best_score = 0
state.viewport = { x: 0, y: 0, w: 1280, h: 720 }
end
def transition_to_next_scene
if state.scene_at_tick_start != state.current_scene
raise "state.current_scene was changed during the tick. This is not allowed (use state.next_scene to set the scene to transfer to)."
end
return if !state.next_scene
state.current_scene = state.next_scene
state.next_scene = nil
end
# this function renders the scenes with a transition effect
# based off of timestamps stored in state.events
def render_scenes
if state.events.game_over_at
in_y = transition_in_y state.events.game_over_at
out_y = transition_out_y state.events.game_over_at
outputs.sprites << state.viewport.merge(y: out_y, path: :game_scene)
outputs.sprites << state.viewport.merge(y: in_y, path: :game_over_scene)
elsif state.events.game_retried_at
in_y = transition_in_y state.events.game_retried_at
out_y = transition_out_y state.events.game_retried_at
outputs.sprites << state.viewport.merge(y: out_y, path: :game_over_scene)
outputs.sprites << state.viewport.merge(y: in_y, path: :game_scene)
elsif state.events.game_started_at
in_y = transition_in_y state.events.game_started_at
out_y = transition_out_y state.events.game_started_at
outputs.sprites << state.viewport.merge(y: out_y, path: :start_scene)
outputs.sprites << state.viewport.merge(y: in_y, path: :game_scene)
else
in_y = transition_in_y 0
start_scene_perc = easing.ease(0, state.tick_count, 30, :smooth_stop_quad, :flip)
outputs.sprites << state.viewport.merge(y: in_y, path: :start_scene)
end
end
def transition_in_y start_at
easing.ease(start_at, state.tick_count, 30, :smooth_stop_quad, :flip) * -1280
end
def transition_out_y start_at
easing.ease(start_at, state.tick_count, 30, :smooth_stop_quad) * 1280
end
end
def tick args
$game ||= RootScene.new args
$game.args = args
$game.tick
if args.inputs.keyboard.key_down.forward_slash
@show_fps = !@show_fps
end
if @show_fps
args.outputs.primitives << args.gtk.current_framerate_primitives
end
end
$gtk.reset
Twinstick - main.rb link
# ./samples/99_genre_arcade/twinstick/app/main.rb
def tick args
args.state.player ||= {x: 600, y: 320, w: 80, h: 80, path: 'sprites/circle-white.png', vx: 0, vy: 0, health: 10, cooldown: 0, score: 0}
args.state.enemies ||= []
args.state.player_bullets ||= []
args.state.tick_count ||= -1
args.state.tick_count += 1
spawn_enemies args
kill_enemies args
move_enemies args
move_bullets args
move_player args
fire_player args
args.state.player[:r] = args.state.player[:g] = args.state.player[:b] = (args.state.player[:health] * 25.5).clamp(0, 255)
label_color = args.state.player[:health] <= 5 ? 255 : 0
args.outputs.labels << [
{
x: args.state.player.x + 40, y: args.state.player.y + 60, alignment_enum: 1, text: "#{args.state.player[:health]} HP",
r: label_color, g: label_color, b: label_color
}, {
x: args.state.player.x + 40, y: args.state.player.y + 40, alignment_enum: 1, text: "#{args.state.player[:score]} PTS",
r: label_color, g: label_color, b: label_color, size_enum: 2 - args.state.player[:score].to_s.length,
}
]
args.outputs.sprites << [args.state.player, args.state.enemies, args.state.player_bullets]
args.state.clear! if args.state.player[:health] < 0 # Reset the game if the player's health drops below zero
end
def spawn_enemies args
# Spawn enemies more frequently as the player's score increases.
if rand < (100+args.state.player[:score])/(10000 + args.state.player[:score]) || args.state.tick_count.zero?
theta = rand * Math::PI * 2
args.state.enemies << {
x: 600 + Math.cos(theta) * 800, y: 320 + Math.sin(theta) * 800, w: 80, h: 80, path: 'sprites/circle-white.png',
r: (256 * rand).floor, g: (256 * rand).floor, b: (256 * rand).floor
}
end
end
def kill_enemies args
args.state.enemies.reject! do |enemy|
# Check if enemy and player are within 80 pixels of each other (i.e. overlapping)
if 6400 > (enemy.x - args.state.player.x) ** 2 + (enemy.y - args.state.player.y) ** 2
# Enemy is touching player. Kill enemy, and reduce player HP by 1.
args.state.player[:health] -= 1
else
args.state.player_bullets.any? do |bullet|
# Check if enemy and bullet are within 50 pixels of each other (i.e. overlapping)
if 2500 > (enemy.x - bullet.x + 30) ** 2 + (enemy.y - bullet.y + 30) ** 2
# Increase player health by one for each enemy killed by a bullet after the first enemy, up to a maximum of 10 HP
args.state.player[:health] += 1 if args.state.player[:health] < 10 && bullet[:kills] > 0
# Keep track of how many enemies have been killed by this particular bullet
bullet[:kills] += 1
# Earn more points by killing multiple enemies with one shot.
args.state.player[:score] += bullet[:kills]
end
end
end
end
end
def move_enemies args
args.state.enemies.each do |enemy|
# Get the angle from the enemy to the player
theta = Math.atan2(enemy.y - args.state.player.y, enemy.x - args.state.player.x)
# Convert the angle to a vector pointing at the player
dx, dy = theta.to_degrees.vector 5
# Move the enemy towards thr player
enemy.x -= dx
enemy.y -= dy
end
end
def move_bullets args
args.state.player_bullets.each do |bullet|
# Move the bullets according to the bullet's velocity
bullet.x += bullet[:vx]
bullet.y += bullet[:vy]
end
args.state.player_bullets.reject! do |bullet|
# Despawn bullets that are outside the screen area
bullet.x < -20 || bullet.y < -20 || bullet.x > 1300 || bullet.y > 740
end
end
def move_player args
# Get the currently held direction.
dx, dy = move_directional_vector args
# Take the weighted average of the old velocities and the desired velocities.
# Since move_directional_vector returns values between -1 and 1,
# and we want to limit the speed to 7.5, we multiply dx and dy by 7.5*0.1 to get 0.75
args.state.player[:vx] = args.state.player[:vx] * 0.9 + dx * 0.75
args.state.player[:vy] = args.state.player[:vy] * 0.9 + dy * 0.75
# Move the player
args.state.player.x += args.state.player[:vx]
args.state.player.y += args.state.player[:vy]
# If the player is about to go out of bounds, put them back in bounds.
args.state.player.x = args.state.player.x.clamp(0, 1201)
args.state.player.y = args.state.player.y.clamp(0, 640)
end
def fire_player args
# Reduce the firing cooldown each tick
args.state.player[:cooldown] -= 1
# If the player is allowed to fire
if args.state.player[:cooldown] <= 0
dx, dy = shoot_directional_vector args # Get the bullet velocity
return if dx == 0 && dy == 0 # If the velocity is zero, the player doesn't want to fire. Therefore, we just return early.
# Add a new bullet to the list of player bullets.
args.state.player_bullets << {
x: args.state.player.x + 30 + 40 * dx,
y: args.state.player.y + 30 + 40 * dy,
w: 20, h: 20,
path: 'sprites/circle-white.png',
r: 0, g: 0, b: 0,
vx: 10 * dx + args.state.player[:vx] / 7.5, vy: 10 * dy + args.state.player[:vy] / 7.5, # Factor in a bit of the player's velocity
kills: 0
}
args.state.player[:cooldown] = 30 # Reset the cooldown
end
end
# Custom function for getting a directional vector just for movement using WASD
def move_directional_vector args
dx = 0
dx += 1 if args.inputs.keyboard.d
dx -= 1 if args.inputs.keyboard.a
dy = 0
dy += 1 if args.inputs.keyboard.w
dy -= 1 if args.inputs.keyboard.s
if dx != 0 && dy != 0
dx *= 0.7071
dy *= 0.7071
end
[dx, dy]
end
# Custom function for getting a directional vector just for shooting using the arrow keys
def shoot_directional_vector args
dx = 0
dx += 1 if args.inputs.keyboard.key_down.right || args.inputs.keyboard.key_held.right
dx -= 1 if args.inputs.keyboard.key_down.left || args.inputs.keyboard.key_held.left
dy = 0
dy += 1 if args.inputs.keyboard.key_down.up || args.inputs.keyboard.key_held.up
dy -= 1 if args.inputs.keyboard.key_down.down || args.inputs.keyboard.key_held.down
if dx != 0 && dy != 0
dx *= 0.7071
dy *= 0.7071
end
[dx, dy]
end
Genre Board Game link
Fifteen Puzzle - main.rb link
# ./samples/99_genre_board_game/01_fifteen_puzzle/app/main.rb
class Game
attr_gtk
def tick
defaults
calc
render
end
def defaults
# set a reliable seed when not in production so the
# saved replay works correctly
srand 0 if state.tick_count == 0 && !gtk.production?
# set rendering positions/properties
state.cell_size ||= 64
state.left_margin ||= (grid.w - 4 * state.cell_size) / 2
state.bottom_margin ||= (grid.h - 4 * state.cell_size) / 2
# if the board isn't initialized
if !state.board || state.win
# generate a solvable board
state.board = solvable_board
state.win = false
end
end
def solvable_board
# create a random board with cells of the
# following format:
# {
# value: 1,
# loc: { row: 0, col: 0 },
# previous_loc: { row: 0, col: 0 },
# clicked_at: 0
# }
results = 16.map_with_index do |i|
{ value: i + 1 }
end.sort_by do |cell|
rand
end.map_with_index do |cell, index|
row = index.idiv 4
col = index % 4
cell.merge loc: { row: row, col: col },
previous_loc: { row: row, col: col },
clicked_at: 0
end
# determine if the board is solvable
# by counting the number of inversions
# (a board is solvable if the number of inversions is even)
solvable = number_of_inversions(results).even?
# recursively call this method until a solvable board is generated
return solvable_board if !solvable
return results
end
def number_of_inversions board
# get the number of rows
number_of_rows = board.map { |cell| cell.loc.row }.uniq.count
results = 0
# for each row
number_of_rows.times_with_index do |row|
# find all the cells in the row
# and count the number of inversions for that single row
inversions_in_row = board.find_all { |cell| cell.loc.row == row }
.map { |cell| cell.value }
.each_cons(2)
.map { |cell, next_cell| cell > next_cell ? 1 : 0 }
.sum
# add the number of inversions for that row to the total
results += inversions_in_row
end
# return the total number of inversions
results
end
def render
outputs.sprites << board.map do |cell|
# render the board centered in the middle of the screen
prefab = cell_prefab cell
prefab.merge x: state.left_margin + prefab.x, y: state.bottom_margin + prefab.y
end
# render the win message
if state.won_at && state.won_at.elapsed_time < 180
# define a bezier spline that will be used to
# fade in the win message stay visible for a little bit
# then fade out
spline = [
[ 0, 0.25, 0.75, 1.0],
[1.0, 1.0, 1.0, 1.0],
[1.0, 0.75, 0.25, 0]
]
alpha_percentage = args.easing.ease_spline state.won_at,
state.tick_count,
180,
spline
outputs.sprites << {
x: 0,
y: grid.h.half - 32,
w: grid.w,
h: 64,
path: :pixel,
r: 0,
g: 0,
b: 0,
a: 255 * alpha_percentage,
}
outputs.labels << {
x: grid.w.half,
y: grid.h.half,
text: "You won!",
a: 255 * alpha_percentage,
alignment_enum: 1,
vertical_alignment_enum: 1,
size_enum: 10,
r: 255,
g: 255,
b: 255
}
end
end
def calc
calc_input
calc_win
end
def calc_input
# return if the mouse isn't clicked
return if !inputs.mouse.click
# determine which cell was clicked
clicked_cell = board.find do |cell|
mouse_rect = {
x: inputs.mouse.x - state.left_margin,
y: inputs.mouse.y - state.bottom_margin,
w: 1,
h: 1,
}
mouse_rect.intersect_rect? render_rect(cell.loc)
end
# return if no cell was clicked
return if !clicked_cell
# find the empty cell
empty_cell = board.find do |cell|
cell.value == 16
end
# find the clicked cell's neighbors
clicked_cell_neighbors = neighbors clicked_cell
# return if the cell's neighbors doesn't include the empty cell
return if !clicked_cell_neighbors.include?(empty_cell)
# otherwise swap the clicked cell with the empty cell
swap_with_empty clicked_cell, empty_cell
end
def calc_win
sorted_values = board.sort_by { |cell| (cell.loc.col + 1) + (16 - (cell.loc.row * 4)) }
.map { |cell| cell.value }
state.win = sorted_values == (1..16).to_a
state.won_at ||= state.tick_count if state.win
end
def swap_with_empty cell, empty
# take not of the cell's current location (within previous_loc)
cell.previous_loc = cell.loc
# swap the cell's location with the empty cell's location and vice versa
cell.loc, empty.loc = empty.loc, cell.loc
# take note of the current tick count (which will be used for animation)
cell.clicked_at = state.tick_count
end
def cell_prefab cell
# determine the percentage for the lerp that should be performed
percentage = if cell.clicked_at
easing.ease cell.clicked_at, state.tick_count, 15, :smooth_stop_quint, :flip
else
1
end
# determine the cell's current render location
cell_rect = render_rect cell.loc
# determine the cell's previous render location
previous_rect = render_rect cell.previous_loc
# compute the difference between the current and previous render locations
x = cell_rect.x + (previous_rect.x - cell_rect.x) * percentage
y = cell_rect.y + (previous_rect.y - cell_rect.y) * percentage
# return the cell prefab
{ x: x,
y: y,
w: state.cell_size,
h: state.cell_size,
path: "sprites/pieces/#{cell.value}.png" }
end
# helper method to determine the render location of a cell in local space
# which excludes the margins
def render_rect loc
{
x: loc.col * state.cell_size,
y: loc.row * state.cell_size,
w: state.cell_size,
h: state.cell_size,
}
end
# helper methods to determine neighbors of a cell
def neighbors cell
[
above_cell(cell),
below_cell(cell),
left_cell(cell),
right_cell(cell),
]
end
def below_cell cell
find_cell cell, -1, 0
end
def above_cell cell
find_cell cell, 1, 0
end
def left_cell cell
find_cell cell, 0, -1
end
def right_cell cell
find_cell cell, 0, 1
end
def find_cell cell, d_row, d_col
board.find do |other_cell|
cell.loc.row == other_cell.loc.row + d_row &&
cell.loc.col == other_cell.loc.col + d_col
end
end
def board
state.board
end
end
def tick args
$game ||= Game.new
$game.args = args
$game.tick
end
$gtk.reset
Genre Boss Battle link
Boss Battle Game Jam - main.rb link
# ./samples/99_genre_boss_battle/boss_battle_game_jam/app/main.rb
class Game
attr_gtk
def tick
defaults
input
calc
render
end
def defaults
state.high_score ||= 0
state.damage_render_queue ||= []
game_reset if state.tick_count == 0 || state.start_new_game
end
def game_reset
state.start_new_game = false
state.game_over = false
state.game_over_countdown = nil
state.player.tile_size = 64
state.player.speed = 4
state.player.slash_frames = 15
state.player.hp = 3
state.player.damaged_at = -1000
state.player.x = 50
state.player.y = 400
state.player.dir_x = 1
state.player.dir_y = -1
state.player.is_moving = false
state.boss.damage = 0
state.boss.x = 800
state.boss.y = 400
state.boss.w = 256
state.boss.h = 256
state.boss.target_x = 800
state.boss.target_y = 400
state.boss.attack_cooldown = 600
end
def input
return if state.game_over
player.is_moving = false
if input_attack?
player.slash_at = state.tick_count
end
if !player_attacking?
vector = inputs.directional_vector
if vector
next_player_x = player.x + vector.x * player.speed
next_player_y = player.y + vector.y * player.speed
player.x = next_player_x if player_x_inside_stage? next_player_x
player.y = next_player_y if player_y_inside_stage? next_player_y
player.is_moving = true
player.dir_x = if vector.x < 0
-1
elsif vector.x > 0
1
else
player.dir_x
end
player.dir_y = if vector.y < 0
-1
elsif vector.y > 0
1
else
player.dir_y
end
end
end
end
def input_attack?
inputs.controller_one.key_down.a ||
inputs.controller_one.key_down.b ||
inputs.keyboard.key_down.j
end
def calc
calc_player
calc_boss
calc_damage_render_queue
calc_high_score
calc_game_over
end
def calc_player
player.slash_at = nil if !player_attacking?
return unless player_slash_can_damage?
if player_hit_box.intersect_rect? boss_hurt_box
boss.damage += 1
queue_damage player_hit_box.x + player_hit_box.w / 2 * player.dir_x,
player_hit_box.y + player_hit_box.h / 2
end
end
def calc_boss
boss.attack_cooldown -= 1
if boss.attack_cooldown < 0
boss.target_x = player.x - 100
boss.target_y = player.y - 100
boss.attack_cooldown = if boss.damage > 200
200
elsif boss.damage > 150
300
elsif boss.damage > 100
400
elsif boss.damage > 50
500
else
600
end
end
dx = boss.target_x - boss.x
dy = boss.target_y - boss.y
boss.x += dx * 0.25 ** 2
boss.y += dy * 0.25 ** 2
if boss.intersect_rect?(player_hurt_box) && player.damaged_at.elapsed?(120)
player.damaged_at = state.tick_count
player.hp -= 1
player.hp = 0 if player.hp < 0
end
end
def calc_damage_render_queue
state.damage_render_queue.each { |label| label.a -= 5 }
state.damage_render_queue.reject! { |l| l.a < 0 }
end
def calc_high_score
state.high_score = boss.damage if boss.damage > state.high_score
end
def calc_game_over
if player.hp <= 0
state.game_over = true
state.game_over_countdown ||= 160
end
state.game_over_countdown -= 1 if state.game_over_countdown
state.start_new_game = true if state.game_over_countdown && state.game_over_countdown < 0
end
def render
render_boss
render_player
render_damage_queue
render_scores
render_instructions
render_game_over
# render_debug
end
def render_player
outputs.labels << { x: player.x + 5,
y: player.y + 5,
text: "hp: #{player.hp}" }
if state.game_over
outputs.labels << { x: player.x + player.tile_size / 2,
y: player.y + 85,
text: "RIP",
size_enum: 2,
alignment_enum: 1 }
elsif !player.damaged_at.elapsed?(120)
outputs.labels << { x: player.x + player.tile_size / 2,
y: player.y + 85,
text: "ouch!!",
size_enum: 2,
alignment_enum: 1 }
end
if state.game_over
outputs.sprites << player_sprite_stand.merge(angle: -90, flip_horizontally: false)
elsif player.slash_at
outputs.sprites << player_sprite_slash
elsif player.is_moving
outputs.sprites << player_sprite_run
else
outputs.sprites << player_sprite_stand
end
end
def render_boss
outputs.sprites << boss_sprite
end
def render_damage_queue
outputs.labels << state.damage_render_queue
end
def render_scores
outputs.labels << { x: 30, y: 30.from_top, text: "curr score: #{boss.damage}" }
outputs.labels << { x: 30, y: 50.from_top, text: "high score: #{state.high_score}" }
end
def render_instructions
outputs.labels << { x: 30, y: 70, text: "Controls:" }
outputs.labels << { x: 30, y: 50, text: "Keyboard: WASD/Arrow keys to move. J to attack." }
outputs.labels << { x: 30, y: 30, text: "Controller: D-Pad to move. A/B button to attack." }
end
def render_game_over
return unless state.game_over
outputs.labels << { x: 640, y: 360, text: "GAME OVER!!!", alignment_enum: 1, size_enum: 3 }
end
def render_debug
outputs.borders << player_sprite_stand
outputs.borders << player_hurt_box
outputs.borders << player_hit_box
outputs.borders << boss_hurt_box
outputs.borders << boss_hit_box
end
def player
state.player
end
def player_x_inside_stage? player_x
return false if player_x < 0
return false if (player_x + player.tile_size) > 1280
return true
end
def player_y_inside_stage? player_y
return false if player_y < 0
return false if (player_y + player.tile_size) > 720
return true
end
def player_attacking?
return false if !player.slash_at
return false if player.slash_at.elapsed?(player.slash_frames)
return true
end
def player_slash_can_damage?
return false if !player_attacking?
return false if (player.slash_at + player.slash_frames.idiv(2)) != state.tick_count
return true
end
def player_hit_box
sword_w = 50
sword_h = 20
if player.dir_x > 0
{
x: player.x + player.tile_size / 2 + sword_w / 2,
y: player.y + player.tile_size / 2 - sword_h / 2,
w: sword_w,
h: sword_h
}
else
{
x: player.x + player.tile_size / 2 - sword_w / 2 - sword_w,
y: player.y + player.tile_size / 2 - sword_h / 2,
w: sword_w,
h: sword_h
}
end
end
def player_hurt_box
{
x: player.x + 25,
y: player.y + 25,
w: 10,
h: 10
}
end
def player_sprite_run
tile_index = 0.frame_index count: 6,
hold_for: 3,
repeat: true
tile_index = 0 if !player.is_moving
{
x: player.x,
y: player.y,
w: player.tile_size,
h: player.tile_size,
path: 'sprites/boss-battle/player-run-tile-sheet.png',
tile_x: 0 + (tile_index * player.tile_size),
tile_y: 0,
tile_w: player.tile_size,
tile_h: player.tile_size,
flip_horizontally: player.dir_x > 0,
}
end
def player_sprite_stand
{
x: player.x,
y: player.y,
w: player.tile_size,
h: player.tile_size,
path: 'sprites/boss-battle/player-stand.png',
flip_horizontally: player.dir_x > 0,
}
end
def player_sprite_slash
tile_index = player.slash_at.frame_index count: 5,
hold_for: player.slash_frames.idiv(5),
repeat: false
tile_index ||= 0
tile_offset = 41.25
if player.dir_x > 0
{
x: player.x - tile_offset,
y: player.y - tile_offset,
w: 165,
h: 165,
path: 'sprites/boss-battle/player-slash-tile-sheet.png',
tile_x: 0 + (tile_index * 128),
tile_y: 0,
tile_w: 128,
tile_h: 128,
flip_horizontally: true
}
else
{
x: player.x - tile_offset - tile_offset / 2,
y: player.y - tile_offset,
w: 165,
h: 165,
path: 'sprites/boss-battle/player-slash-tile-sheet.png',
tile_x: 0 + (tile_index * 128),
tile_y: 0,
tile_w: 128,
tile_h: 128,
flip_horizontally: false
}
end
end
def boss
state.boss
end
def boss_hurt_box
{
x: boss.x,
y: boss.y,
w: boss.w,
h: boss.h
}
end
def boss_hit_box
{
x: boss.x,
y: boss.y,
w: boss.w,
h: boss.h
}
end
def boss_sprite
case boss_attack_state
when :sleeping
{ x: boss.x,
y: boss.y,
w: boss.w,
h: boss.h,
path: 'sprites/boss-battle/boss-sleeping.png' }
when :aware
{ x: boss.x,
y: boss.y,
w: boss.w,
h: boss.h,
path: 'sprites/boss-battle/boss-aware.png' }
when :annoyed
{ x: boss.x,
y: boss.y,
w: boss.w,
h: boss.h,
path: 'sprites/boss-battle/boss-annoyed.png' }
when :will_attack
shake_x = 2 * rand
shake_x *= -1 if rand < 0.5
shake_y = 2 * rand
shake_y *= -1 if rand < 0.5
{ x: boss.x + shake_x,
y: boss.y + shake_x,
w: boss.w,
h: boss.h,
path: 'sprites/boss-battle/boss-will-attack.png' }
when :attacking
flip_horizontally = false
flip_horizontally = true if boss.target_x > boss.x
{ x: boss.x,
y: boss.y,
w: boss.w,
h: boss.h,
flip_horizontally: flip_horizontally,
path: 'sprites/boss-battle/boss-attacking.png' }
else
{ x: boss.x, y: boss.y, w: boss.w, h: boss.h, r: 255, g: 0, b: 0 }
end
end
def boss_attack_state
if boss.target_x.round != boss.x.round || boss.target_y.round != boss.y.round
:attacking
elsif boss.attack_cooldown < 30
:will_attack
elsif boss.attack_cooldown < 120
:annoyed
elsif boss.attack_cooldown < 180
:aware
else
:sleeping
end
end
def queue_damage x, y
rand_x_offset = rand * 20
rand_y_offset = rand * 20
rand_x_offset *= -1 if rand < 0.5
rand_y_offset *= -1 if rand < 0.5
state.damage_render_queue << { x: x + rand_x_offset, y: y + rand_y_offset, a: 255, text: "wack!" }
end
end
$game = Game.new
def tick args
$game.args = args
$game.tick
end
Genre Crafting link
Craft Game Starting Point - main.rb link
# ./samples/99_genre_crafting/craft_game_starting_point/app/main.rb
# ==================================================
# A NOTE TO JAM CRAFT PARTICIPANTS:
# The comments and code in here are just as small piece of DragonRuby's capabilities.
# Be sure to check out the rest of the sample apps. Start with README.txt and go from there!
# ==================================================
# def tick args is the entry point into your game. This function is called at
# a fixed update time of 60hz (60 fps).
def tick args
# The defaults function intitializes the game.
defaults args
# After the game is initialized, render it.
render args
# After rendering the player should be able to respond to input.
input args
# After responding to input, the game performs any additional calculations.
calc args
end
def defaults args
# hide the mouse cursor for this game, we are going to render our own cursor
if args.state.tick_count == 0
args.gtk.hide_cursor
end
args.state.click_ripples ||= []
# everything is on a 1280x720 virtual canvas, so you can
# hardcode locations
# define the borders for where the inventory is located
# args.state is a data structure that accepts any arbitrary parameters
# so you can create an object graph without having to create any classes.
# Bottom left is 0, 0. Top right is 1280, 720.
# The inventory area is at the top of the screen
# the number 80 is the size of all the sprites, so that is what is being
# used to decide the with and height
args.state.sprite_size = 80
args.state.inventory_border.w = args.state.sprite_size * 10
args.state.inventory_border.h = args.state.sprite_size * 3
args.state.inventory_border.x = 10
args.state.inventory_border.y = 710 - args.state.inventory_border.h
# define the borders for where the crafting area is located
# the crafting area is below the inventory area
# the number 80 is the size of all the sprites, so that is what is being
# used to decide the with and height
args.state.craft_border.x = 10
args.state.craft_border.y = 220
args.state.craft_border.w = args.state.sprite_size * 3
args.state.craft_border.h = args.state.sprite_size * 3
# define the area where results are located
# the crafting result is to the right of the craft area
args.state.result_border.x = 10 + args.state.sprite_size * 3 + args.state.sprite_size
args.state.result_border.y = 220 + args.state.sprite_size
args.state.result_border.w = args.state.sprite_size
args.state.result_border.h = args.state.sprite_size
# initialize items for the first time if they are nil
# you start with 15 wood, 1 chest, and 5 plank
# Ruby has built in syntax for dictionaries (they look a lot like json objects).
# Ruby also has a special type called a Symbol denoted with a : followed by a word.
# Symbols are nice because they remove the need for magic strings.
if !args.state.items
args.state.items = [
{
id: :wood, # :wood is a Symbol, this is better than using "wood" for the id
quantity: 15,
path: 'sprites/wood.png',
location: :inventory,
ordinal_x: 0, ordinal_y: 0
},
{
id: :chest,
quantity: 1,
path: 'sprites/chest.png',
location: :inventory,
ordinal_x: 1, ordinal_y: 0
},
{
id: :plank,
quantity: 5,
path: 'sprites/plank.png',
location: :inventory,
ordinal_x: 2, ordinal_y: 0
},
]
# after initializing the oridinal positions, derive the pixel
# locations assuming that the width and height are 80
args.state.items.each { |item| set_inventory_position args, item }
end
# define all the oridinal positions of the inventory slots
if !args.state.inventory_area
args.state.inventory_area = [
{ ordinal_x: 0, ordinal_y: 0 },
{ ordinal_x: 1, ordinal_y: 0 },
{ ordinal_x: 2, ordinal_y: 0 },
{ ordinal_x: 3, ordinal_y: 0 },
{ ordinal_x: 4, ordinal_y: 0 },
{ ordinal_x: 5, ordinal_y: 0 },
{ ordinal_x: 6, ordinal_y: 0 },
{ ordinal_x: 7, ordinal_y: 0 },
{ ordinal_x: 8, ordinal_y: 0 },
{ ordinal_x: 9, ordinal_y: 0 },
{ ordinal_x: 0, ordinal_y: 1 },
{ ordinal_x: 1, ordinal_y: 1 },
{ ordinal_x: 2, ordinal_y: 1 },
{ ordinal_x: 3, ordinal_y: 1 },
{ ordinal_x: 4, ordinal_y: 1 },
{ ordinal_x: 5, ordinal_y: 1 },
{ ordinal_x: 6, ordinal_y: 1 },
{ ordinal_x: 7, ordinal_y: 1 },
{ ordinal_x: 8, ordinal_y: 1 },
{ ordinal_x: 9, ordinal_y: 1 },
{ ordinal_x: 0, ordinal_y: 2 },
{ ordinal_x: 1, ordinal_y: 2 },
{ ordinal_x: 2, ordinal_y: 2 },
{ ordinal_x: 3, ordinal_y: 2 },
{ ordinal_x: 4, ordinal_y: 2 },
{ ordinal_x: 5, ordinal_y: 2 },
{ ordinal_x: 6, ordinal_y: 2 },
{ ordinal_x: 7, ordinal_y: 2 },
{ ordinal_x: 8, ordinal_y: 2 },
{ ordinal_x: 9, ordinal_y: 2 },
]
# after initializing the oridinal positions, derive the pixel
# locations assuming that the width and height are 80
args.state.inventory_area.each { |i| set_inventory_position args, i }
# if you want to see the result you can use the Ruby function called "puts".
# Uncomment this line to see the value.
# puts args.state.inventory_area
# You can see all things written via puts in DragonRuby's Console, or under logs/log.txt.
# To bring up DragonRuby's Console, press the ~ key within the game.
end
# define all the oridinal positions of the craft slots
if !args.state.craft_area
args.state.craft_area = [
{ ordinal_x: 0, ordinal_y: 0 },
{ ordinal_x: 0, ordinal_y: 1 },
{ ordinal_x: 0, ordinal_y: 2 },
{ ordinal_x: 1, ordinal_y: 0 },
{ ordinal_x: 1, ordinal_y: 1 },
{ ordinal_x: 1, ordinal_y: 2 },
{ ordinal_x: 2, ordinal_y: 0 },
{ ordinal_x: 2, ordinal_y: 1 },
{ ordinal_x: 2, ordinal_y: 2 },
]
# after initializing the oridinal positions, derive the pixel
# locations assuming that the width and height are 80
args.state.craft_area.each { |c| set_craft_position args, c }
end
end
def render args
# for the results area, create a sprite that show its boundaries
args.outputs.primitives << { x: args.state.result_border.x,
y: args.state.result_border.y,
w: args.state.result_border.w,
h: args.state.result_border.h,
path: 'sprites/border-black.png' }
# for each inventory spot, create a sprite
# args.outputs.primitives is how DragonRuby performs a render.
# Adding a single hash or multiple hashes to this array will tell
# DragonRuby to render those primitives on that frame.
# The .map function on Array is used instead of any kind of looping.
# .map returns a new object for every object within an Array.
args.outputs.primitives << args.state.inventory_area.map do |a|
{ x: a.x, y: a.y, w: a.w, h: a.h, path: 'sprites/border-black.png' }
end
# for each craft spot, create a sprite
args.outputs.primitives << args.state.craft_area.map do |a|
{ x: a.x, y: a.y, w: a.w, h: a.h, path: 'sprites/border-black.png' }
end
# after the borders have been rendered, render the
# items within those slots (and allow for highlighting)
# if an item isn't currently being held
allow_inventory_highlighting = !args.state.held_item
# go through each item and render them
# use Array's find_all method to remove any items that are currently being held
args.state.items.find_all { |item| item[:location] != :held }.map do |item|
# if an item is currently being held, don't render it in it's spot within the
# inventory or craft area (this is handled via the find_all method).
# the item_prefab returns a hash containing all the visual components of an item.
# the main sprite, the black background, the quantity text, and a hover indication
# if the mouse is currently hovering over the item.
args.outputs.primitives << item_prefab(args, item, allow_inventory_highlighting, args.inputs.mouse)
end
# The last thing we want to render is the item currently being held.
args.outputs.primitives << item_prefab(args, args.state.held_item, allow_inventory_highlighting, args.inputs.mouse)
args.outputs.primitives << args.state.click_ripples
# render a mouse cursor since we have the OS cursor hidden
args.outputs.primitives << { x: args.inputs.mouse.x - 5, y: args.inputs.mouse.y - 5, w: 10, h: 10, path: 'sprites/circle-gray.png', a: 128 }
end
# Alrighty! This is where all the fun happens
def input args
# if the mouse is clicked and not item is currently being held
# args.state.held_item is nil when the game starts.
# If the player clicks, the property args.inputs.mouse.click will
# be a non nil value, we don't want to process any of the code here
# if the mouse hasn't been clicked
return if !args.inputs.mouse.click
# if a click occurred, add a ripple to the ripple queue
args.state.click_ripples << { x: args.inputs.mouse.x - 5, y: args.inputs.mouse.y - 5, w: 10, h: 10, path: 'sprites/circle-gray.png', a: 128 }
# if the mouse has been clicked, and no item is currently held...
if !args.state.held_item
# see if any of the items intersect the pointer using the inside_rect? method
# the find method will either return the first object that returns true
# for the match clause, or it'll return nil if nothing matches the match clause
found = args.state.items.find do |item|
# for each item in args.state.items, run the following boolean check
args.inputs.mouse.click.point.inside_rect?(item)
end
# if an item intersects the mouse pointer, then set the item's location to :held and
# set args.state.held_item to the item for later reference
if found
args.state.held_item = found
found[:location] = :held
end
# if the mouse is clicked and an item is currently beign held....
elsif args.state.held_item
# determine if a slot within the craft area was clicked
craft_area = args.state.craft_area.find { |a| args.inputs.mouse.click.point.inside_rect? a }
# also determine if a slot within the inventory area was clicked
inventory_area = args.state.inventory_area.find { |a| args.inputs.mouse.click.point.inside_rect? a }
# if the click was within a craft area
if craft_area
# check to see if an item is already there and ignore the click if an item is found
# item_at_craft_slot is a helper method that returns an item or nil for a given oridinal
# position
item_already_there = item_at_craft_slot args, craft_area[:ordinal_x], craft_area[:ordinal_y]
# if an item *doesn't* exist in the craft area
if !item_already_there
# if the quantity they are currently holding is greater than 1
if args.state.held_item[:quantity] > 1
# remove one item (creating a seperate item of the same type), and place it
# at the oridinal position and location of the craft area
# the .merge method on Hash creates a new Hash, but updates any values
# passed as arguments to merge
new_item = args.state.held_item.merge(quantity: 1,
location: :craft,
ordinal_x: craft_area[:ordinal_x],
ordinal_y: craft_area[:ordinal_y])
# after the item is crated, place it into the args.state.items collection
args.state.items << new_item
# then subtract one from the held item
args.state.held_item[:quantity] -= 1
# if the craft area is available and there is only one item being held
elsif args.state.held_item[:quantity] == 1
# instead of creating any new items just set the location of the held item
# to the oridinal position of the craft area, and then nil out the
# held item state so that a new item can be picked up
args.state.held_item[:location] = :craft
args.state.held_item[:ordinal_x] = craft_area[:ordinal_x]
args.state.held_item[:ordinal_y] = craft_area[:ordinal_y]
args.state.held_item = nil
end
end
# if the selected area is an inventory area (as opposed to within the craft area)
elsif inventory_area
# check to see if there is already an item in that inventory slot
# the item_at_inventory_slot helper method returns an item or nil
item_already_there = item_at_inventory_slot args, inventory_area[:ordinal_x], inventory_area[:ordinal_y]
# if there is already an item there, and the item types/id match
if item_already_there && item_already_there[:id] == args.state.held_item[:id]
# then merge the item quantities
held_quantity = args.state.held_item[:quantity]
item_already_there[:quantity] += held_quantity
# remove the item being held from the items collection (since it's quantity is now 0)
args.state.items.reject! { |i| i[:location] == :held }
# nil out the held_item so a new item can be picked up
args.state.held_item = nil
# if there currently isn't an item there, then put the held item in the slot
elsif !item_already_there
args.state.held_item[:location] = :inventory
args.state.held_item[:ordinal_x] = inventory_area[:ordinal_x]
args.state.held_item[:ordinal_y] = inventory_area[:ordinal_y]
# nil out the held_item so a new item can be picked up
args.state.held_item = nil
end
end
end
end
# the calc method is executed after input
def calc args
# make sure that the real position of the inventory
# items are updated every frame to ensure that they
# are placed correctly given their location and oridinal positions
# instead of using .map, here we use .each (since we are not returning a new item and just updating the items in place)
args.state.items.each do |item|
# based on the location of the item, invoke the correct pixel conversion method
if item[:location] == :inventory
set_inventory_position args, item
elsif item[:location] == :craft
set_craft_position args, item
elsif item[:location] == :held
# if the item is held, center the item around the mouse pointer
args.state.held_item.x = args.inputs.mouse.x - args.state.held_item.w.half
args.state.held_item.y = args.inputs.mouse.y - args.state.held_item.h.half
end
end
# for each hash/sprite in the click ripples queue,
# expand its size by 20 percent and decrease its alpha
# by 10.
args.state.click_ripples.each do |ripple|
delta_w = ripple.w * 1.2 - ripple.w
delta_h = ripple.h * 1.2 - ripple.h
ripple.x -= delta_w.half
ripple.y -= delta_h.half
ripple.w += delta_w
ripple.h += delta_h
ripple.a -= 10
end
# remove any items from the collection where the alpha value is less than equal to
# zero using the reject! method (reject with an exclamation point at the end changes the
# array value in place, while reject without the exclamation point returns a new array).
args.state.click_ripples.reject! { |ripple| ripple.a <= 0 }
end
# helper function for finding an item at a craft slot
def item_at_craft_slot args, ordinal_x, ordinal_y
args.state.items.find { |i| i[:location] == :craft && i[:ordinal_x] == ordinal_x && i[:ordinal_y] == ordinal_y }
end
# helper function for finding an item at an inventory slot
def item_at_inventory_slot args, ordinal_x, ordinal_y
args.state.items.find { |i| i[:location] == :inventory && i[:ordinal_x] == ordinal_x && i[:ordinal_y] == ordinal_y }
end
# helper function that creates a visual representation of an item
def item_prefab args, item, should_highlight, mouse
return nil unless item
overlay = nil
x = item.x
y = item.y
w = item.w
h = item.h
if should_highlight && mouse.point.inside_rect?(item)
overlay = { x: x, y: y, w: w, h: h, path: "sprites/square-blue.png", a: 130, }
end
[
# sprites are hashes with a path property, this is the main sprite
{ x: x, y: y, w: args.state.sprite_size, h: args.state.sprite_size, path: item[:path], },
# this represents the black area in the bottom right corner of the main sprite so that the
# quantity is visible
{ x: x + 55, y: y, w: 25, h: 25, path: "sprites/square-black.png", }, # sprites are hashes with a path property
# labels are hashes with a text property
{ x: x + 56, y: y + 22, text: "#{item[:quantity]}", r: 255, g: 255, b: 255, },
# this is the mouse overlay, if the overlay isn't applicable, then this value will be nil (nil values will not be rendered)
overlay
]
end
# helper function for deriving the position of an item within inventory
def set_inventory_position args, item
item.x = args.state.inventory_border.x + item[:ordinal_x] * 80
item.y = (args.state.inventory_border.y + args.state.inventory_border.h - 80) - item[:ordinal_y] * 80
item.w = 80
item.h = 80
end
# helper function for deriving the position of an item within the craft area
def set_craft_position args, item
item.x = args.state.craft_border.x + item[:ordinal_x] * 80
item.y = (args.state.craft_border.y + args.state.inventory_border.h - 80) - item[:ordinal_y] * 80
item.w = 80
item.h = 80
end
# Any lines outside of a function will be executed when the file is reloaded.
# So every time you save main.rb, the game will be reset.
# Comment out the line below if you don't want this to happen.
$gtk.reset
Farming Game Starting Point - main.rb link
# ./samples/99_genre_crafting/farming_game_starting_point/app/main.rb
def tick args
args.state.tile_size = 80
args.state.player_speed = 4
args.state.player ||= tile(args, 7, 3, 0, 128, 180)
generate_map args
#press j to plant a green onion
if args.inputs.keyboard.j
#change this part you can change what you want to plant
args.state.walls << tile(args, ((args.state.player.x+80)/args.state.tile_size), ((args.state.player.y)/args.state.tile_size), 255, 255, 255)
args.state.plants << tile(args, ((args.state.player.x+80)/args.state.tile_size), ((args.state.player.y+80)/args.state.tile_size), 0, 160, 0)
end
# Adds walls, background, and player to args.outputs.solids so they appear on screen
args.outputs.solids << [0,0,1280,720, 237,189,101]
args.outputs.sprites << [0, 0, 1280, 720, 'sprites/background.png']
args.outputs.solids << args.state.walls
args.outputs.solids << args.state.player
args.outputs.solids << args.state.plants
args.outputs.labels << [320, 640, "press J to plant", 3, 1, 255, 0, 0, 200]
move_player args, -1, 0 if args.inputs.keyboard.left # x position decreases by 1 if left key is pressed
move_player args, 1, 0 if args.inputs.keyboard.right # x position increases by 1 if right key is pressed
move_player args, 0, 1 if args.inputs.keyboard.up # y position increases by 1 if up is pressed
move_player args, 0, -1 if args.inputs.keyboard.down # y position decreases by 1 if down is pressed
end
# Sets position, size, and color of the tile
def tile args, x, y, *color
[x * args.state.tile_size, # sets definition for array using method parameters
y * args.state.tile_size, # multiplying by tile_size sets x and y to correct position using pixel values
args.state.tile_size,
args.state.tile_size,
*color]
end
# Creates map by adding tiles to the wall, as well as a goal (that the player needs to reach)
def generate_map args
return if args.state.area
# Creates the area of the map. There are 9 rows running horizontally across the screen
# and 16 columns running vertically on the screen. Any spot with a "1" is not
# open for the player to move into (and is green), and any spot with a "0" is available
# for the player to move in.
args.state.area = [
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,],
[1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1,],
[1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1,],
[1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1,],
[1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1,],
[1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1,],
[1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1,],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ],
].reverse # reverses the order of the area collection
# By reversing the order, the way that the area appears above is how it appears
# on the screen in the game. If we did not reverse, the map would appear inverted.
#The wall starts off with no tiles.
args.state.walls = []
args.state.plants = []
# If v is 1, a green tile is added to args.state.walls.
# If v is 2, a black tile is created as the goal.
args.state.area.map_2d do |y, x, v|
if v == 1
args.state.walls << tile(args, x, y, 255, 160, 156) # green tile
end
end
end
# Allows the player to move their box around the screen
def move_player args, *vector
box = args.state.player.shift_rect(vector) # box is able to move at an angle
# If the player's box hits a wall, it is not able to move further in that direction
return if args.state.walls
.any_intersect_rect?(box)
# Player's box is able to move at angles (not just the four general directions) fast
args.state.player =
args.state.player
.shift_rect(vector.x * args.state.player_speed, # if we don't multiply by speed, then
vector.y * args.state.player_speed) # the box will move extremely slow
end
Farming Game Starting Point - repl.rb link
# ./samples/99_genre_crafting/farming_game_starting_point/app/repl.rb
# ===============================================================
# Welcome to repl.rb
# ===============================================================
# You can experiement with code within this file. Code in this
# file is only executed when you save (and only excecuted ONCE).
# ===============================================================
# ===============================================================
# REMOVE the "x" from the word "xrepl" and save the file to RUN
# the code in between the do/end block delimiters.
# ===============================================================
# ===============================================================
# ADD the "x" to the word "repl" (make it xrepl) and save the
# file to IGNORE the code in between the do/end block delimiters.
# ===============================================================
# Remove the x from xrepl to run the code. Add the x back to ignore to code.
xrepl do
puts "The result of 1 + 2 is: #{1 + 2}"
end
# ====================================================================================
# Ruby Crash Course:
# Strings, Numeric, Booleans, Conditionals, Looping, Enumerables, Arrays
# ====================================================================================
# ====================================================================================
# Strings
# ====================================================================================
# Remove the x from xrepl to run the code. Add the x back to ignore to code.
xrepl do
message = "Hello World"
puts "The value of message is: " + message
puts "Any value can be interpolated within a string using \#{}."
puts "Interpolated message: #{message}."
puts 'This #{message} is not interpolated because the string uses single quotes.'
end
# ====================================================================================
# Numerics
# ====================================================================================
# Remove the x from xrepl to run the code. Add the x back to ignore to code.
xrepl do
a = 10
puts "The value of a is: #{a}"
puts "a + 1 is: #{a + 1}"
puts "a / 3 is: #{a / 3}"
end
# Remove the x from xrepl to run the code. Add the x back to ignore to code.
xrepl do
b = 10.12
puts "The value of b is: #{b}"
puts "b + 1 is: #{b + 1}"
puts "b as an integer is: #{b.to_i}"
puts ''
end
# ====================================================================================
# Booleans
# ====================================================================================
# Remove the x from xrepl to run the code. Add the x back to ignore to code.
xrepl do
c = 30
puts "The value of c is #{c}."
if c
puts "This if statement ran because c is truthy."
end
end
# Remove the x from xrepl to run the code. Add the x back to ignore to code.
xrepl do
d = false
puts "The value of d is #{d}."
if !d
puts "This if statement ran because d is falsey, using the not operator (!) makes d evaluate to true."
end
e = nil
puts "Nil is also considered falsey. The value of e is: #{e}."
if !e
puts "This if statement ran because e is nil (a falsey value)."
end
end
# ====================================================================================
# Conditionals
# ====================================================================================
# Remove the x from xrepl to run the code. Add the x back to ignore to code.
xrepl do
i_am_true = true
i_am_nil = nil
i_am_false = false
i_am_hi = "hi"
puts "======== if statement"
i_am_one = 1
if i_am_one
puts "This was printed because i_am_one is truthy."
end
puts "======== if/else statement"
if i_am_false
puts "This will NOT get printed because i_am_false is false."
else
puts "This was printed because i_am_false is false."
end
puts "======== if/elsif/else statement"
if i_am_false
puts "This will NOT get printed because i_am_false is false."
elsif i_am_true
puts "This was printed because i_am_true is true."
else
puts "This will NOT get printed i_am_true was true."
end
puts "======== case statement "
i_am_one = 1
case i_am_one
when 10
puts "case equaled: 10"
when 9
puts "case equaled: 9"
when 5
puts "case equaled: 5"
when 1
puts "case equaled: 1"
else
puts "Value wasn't cased."
end
puts "======== different types of comparisons"
if 4 == 4
puts "equal (4 == 4)"
end
if 4 != 3
puts "not equal (4 != 3)"
end
if 3 < 4
puts "less than (3 < 4)"
end
if 4 > 3
puts "greater than (4 > 3)"
end
if ((4 > 3) || (3 < 4) || false)
puts "or statement ((4 > 3) || (3 < 4) || false)"
end
if ((4 > 3) && (3 < 4))
puts "and statement ((4 > 3) && (3 < 4))"
end
end
# ====================================================================================
# Looping
# ====================================================================================
# Remove the x from xrepl to run the code. Add the x back to ignore to code.
xrepl do
puts "======== times block"
3.times do |i|
puts i
end
puts "======== range block exclusive"
(0...3).each do |i|
puts i
end
puts "======== range block inclusive"
(0..3).each do |i|
puts i
end
end
# ====================================================================================
# Enumerables
# ====================================================================================
# Remove the x from xrepl to run the code. Add the x back to ignore to code.
xrepl do
puts "======== array each"
colors = ["red", "blue", "yellow"]
colors.each do |color|
puts color
end
puts '======== array each_with_index'
colors = ["red", "blue", "yellow"]
colors.each_with_index do |color, i|
puts "#{color} at index #{i}"
end
end
# Remove the x from xrepl to run the code. Add the x back to ignore to code.
xrepl do
puts "======== single parameter function"
def add_one_to n
n + 5
end
puts add_one_to(3)
puts "======== function with default value"
def function_with_default_value v = 10
v * 10
end
puts "passing three: #{function_with_default_value(3)}"
puts "passing nil: #{function_with_default_value}"
puts "======== Or Equal (||=) operator for nil values"
def function_with_nil_default_with_local a = nil
result = a
result ||= "or equal operator was exected and set a default value"
end
puts "passing 'hi': #{function_with_nil_default_with_local 'hi'}"
puts "passing nil: #{function_with_nil_default_with_local}"
end
# ====================================================================================
# Arrays
# ====================================================================================
# Remove the x from xrepl to run the code. Add the x back to ignore to code.
xrepl do
puts "======== Create an array with the numbers 1 to 10."
one_to_ten = (1..10).to_a
puts one_to_ten
puts "======== Create a new array that only contains even numbers from the previous array."
one_to_ten = (1..10).to_a
evens = one_to_ten.find_all do |number|
number % 2 == 0
end
puts evens
puts "======== Create a new array that rejects odd numbers."
one_to_ten = (1..10).to_a
also_even = one_to_ten.reject do |number|
number % 2 != 0
end
puts also_even
puts "======== Create an array that doubles every number."
one_to_ten = (1..10).to_a
doubled = one_to_ten.map do |number|
number * 2
end
puts doubled
puts "======== Create an array that selects only odd numbers and then multiply those by 10."
one_to_ten = (1..10).to_a
odd_doubled = one_to_ten.find_all do |number|
number % 2 != 0
end.map do |odd_number|
odd_number * 10
end
puts odd_doubled
puts "======== All combination of numbers 1 to 10."
one_to_ten = (1..10).to_a
all_combinations = one_to_ten.product(one_to_ten)
puts all_combinations
puts "======== All uniq combinations of numbers. For example: [1, 2] is the same as [2, 1]."
one_to_ten = (1..10).to_a
uniq_combinations =
one_to_ten.product(one_to_ten)
.map do |unsorted_number|
unsorted_number.sort
end.uniq
puts uniq_combinations
end
# ====================================================================================
# Advanced Arrays
# ====================================================================================
# Remove the x from xrepl to run the code. Add the x back to ignore to code.
xrepl do
puts "======== All unique Pythagorean Triples between 1 and 40 sorted by area of the triangle."
one_to_hundred = (1..40).to_a
triples =
one_to_hundred.product(one_to_hundred).map do |width, height|
[width, height, Math.sqrt(width ** 2 + height ** 2)]
end.find_all do |_, _, hypotenuse|
hypotenuse.to_i == hypotenuse
end.map do |triangle|
triangle.map(&:to_i)
end.uniq do |triangle|
triangle.sort
end.map do |width, height, hypotenuse|
[width, height, hypotenuse, (width * height) / 2]
end.sort_by do |_, _, _, area|
area
end
triples.each do |width, height, hypotenuse, area|
puts "(#{width}, #{height}, #{hypotenuse}) = #{area}"
end
end
Genre Dev Tools link
Add Buttons To Console - main.rb link
# ./samples/99_genre_dev_tools/add_buttons_to_console/app/main.rb
# You can customize the buttons that show up in the Console.
class GTK::Console::Menu
# STEP 1: Override the custom_buttons function.
def custom_buttons
[
(button id: :yay,
# row for button
row: 3,
# column for button
col: 10,
# text
text: "I AM CUSTOM",
# when clicked call the custom_button_clicked function
method: :custom_button_clicked),
(button id: :yay,
# row for button
row: 3,
# column for button
col: 9,
# text
text: "CUSTOM ALSO",
# when clicked call the custom_button_also_clicked function
method: :custom_button_also_clicked)
]
end
# STEP 2: Define the function that should be called.
def custom_button_clicked
log "* INFO: I AM CUSTOM was clicked!"
end
def custom_button_also_clicked
log "* INFO: Custom Button Clicked at #{Kernel.global_tick_count}!"
all_buttons_as_string = $gtk.console.menu.buttons.map do |b|
<<-S.strip
** id: #{b[:id]}
:PROPERTIES:
:id: :#{b[:id]}
:method: :#{b[:method]}
:text: #{b[:text]}
:END:
S
end.join("\n")
log <<-S
* INFO: Here are all the buttons:
#{all_buttons_as_string}
S
end
end
def tick args
args.outputs.labels << [args.grid.center.x, args.grid.center.y,
"Open the DragonRuby Console to see the custom menu items.",
0, 1]
end
Animation Creator Starting Point - main.rb link
# ./samples/99_genre_dev_tools/animation_creator_starting_point/app/main.rb
class OneBitLowrezPaint
attr_gtk
def tick
outputs.background_color = [0, 0, 0]
defaults
render_instructions
render_canvas
render_buttons_frame_selection
render_animation_frame_thumbnails
render_animation
input_mouse_click
input_keyboard
calc_auto_export
calc_buttons_frame_selection
calc_animation_frames
process_queue_create_sprite
process_queue_reset_sprite
process_queue_update_rt_animation_frame
end
def defaults
state.animation_frames_per_second = 12
queues.create_sprite ||= []
queues.reset_sprite ||= []
queues.update_rt_animation_frame ||= []
if !state.animation_frames
state.animation_frames ||= []
add_animation_frame_to_end
end
state.last_mouse_down ||= 0
state.last_mouse_up ||= 0
state.buttons_frame_selection.left = 10
state.buttons_frame_selection.top = grid.top - 10
state.buttons_frame_selection.size = 20
state.buttons_frame_selection.items ||= []
defaults_canvas_sprite
state.edit_mode ||= :drawing
end
def defaults_canvas_sprite
rt_canvas.size = 16
rt_canvas.zoom = 30
rt_canvas.width = rt_canvas.size * rt_canvas.zoom
rt_canvas.height = rt_canvas.size * rt_canvas.zoom
rt_canvas.sprite = { x: 0,
y: 0,
w: rt_canvas.width,
h: rt_canvas.height,
path: :rt_canvas }.center_inside_rect(x: 0, y: 0, w: 640, h: 720)
return unless state.tick_count == 1
outputs[:rt_canvas].transient!
outputs[:rt_canvas].width = rt_canvas.width
outputs[:rt_canvas].height = rt_canvas.height
outputs[:rt_canvas].sprites << (rt_canvas.size + 1).map_with_index do |x|
(rt_canvas.size + 1).map_with_index do |y|
path = 'sprites/square-white.png'
path = 'sprites/square-blue.png' if x == 7 || x == 8
{ x: x * rt_canvas.zoom,
y: y * rt_canvas.zoom,
w: rt_canvas.zoom,
h: rt_canvas.zoom,
path: path,
a: 50 }
end
end
end
def render_instructions
instructions = [
"* Hotkeys:",
"- d: hold to erase, release to draw.",
"- a: add frame.",
"- c: copy frame.",
"- v: paste frame.",
"- x: delete frame.",
"- b: go to previous frame.",
"- f: go to next frame.",
"- w: save to ./canvas directory.",
"- l: load from ./canvas."
]
instructions.each.with_index do |l, i|
outputs.labels << { x: 840, y: 500 - (i * 20), text: "#{l}",
r: 180, g: 180, b: 180, size_enum: 0 }
end
end
def render_canvas
return if state.tick_count.zero?
outputs.sprites << rt_canvas.sprite
end
def render_buttons_frame_selection
args.outputs.primitives << state.buttons_frame_selection.items.map_with_index do |b, i|
label = { x: b.x + state.buttons_frame_selection.size.half,
y: b.y,
text: "#{i + 1}", r: 180, g: 180, b: 180,
size_enum: -4, alignment_enum: 1 }.label!
selection_border = b.merge(r: 40, g: 40, b: 40).border!
if i == state.animation_frames_selected_index
selection_border = b.merge(r: 40, g: 230, b: 200).border!
end
[selection_border, label]
end
end
def render_animation_frame_thumbnails
return if state.tick_count.zero?
outputs[:current_animation_frame].transient!
outputs[:current_animation_frame].width = rt_canvas.size
outputs[:current_animation_frame].height = rt_canvas.size
outputs[:current_animation_frame].solids << selected_animation_frame[:pixels].map_with_index do |f, i|
{ x: f.x,
y: f.y,
w: 1,
h: 1, r: 255, g: 255, b: 255 }
end
outputs.sprites << rt_canvas.sprite.merge(path: :current_animation_frame)
state.animation_frames.map_with_index do |animation_frame, animation_frame_index|
outputs.sprites << state.buttons_frame_selection[:items][animation_frame_index][:inner_rect]
.merge(path: animation_frame[:rt_name])
end
end
def render_animation
sprite_index = 0.frame_index count: state.animation_frames.length,
hold_for: 60 / state.animation_frames_per_second,
repeat: true
args.outputs.sprites << { x: 700 - 8,
y: 120,
w: 16,
h: 16,
path: (sprite_path sprite_index) }
args.outputs.sprites << { x: 700 - 16,
y: 230,
w: 32,
h: 32,
path: (sprite_path sprite_index) }
args.outputs.sprites << { x: 700 - 32,
y: 360,
w: 64,
h: 64,
path: (sprite_path sprite_index) }
args.outputs.sprites << { x: 700 - 64,
y: 520,
w: 128,
h: 128,
path: (sprite_path sprite_index) }
end
def input_mouse_click
if inputs.mouse.up
state.last_mouse_up = state.tick_count
elsif inputs.mouse.moved && user_is_editing?
edit_current_animation_frame inputs.mouse.point
end
return unless inputs.mouse.click
clicked_frame_button = state.buttons_frame_selection.items.find do |b|
inputs.mouse.point.inside_rect? b
end
if (clicked_frame_button)
state.animation_frames_selected_index = clicked_frame_button[:index]
end
if (inputs.mouse.point.inside_rect? rt_canvas.sprite)
state.last_mouse_down = state.tick_count
edit_current_animation_frame inputs.mouse.point
end
end
def input_keyboard
# w to save
if inputs.keyboard.key_down.w
t = Time.now
state.save_description = "Time: #{t} (#{t.to_i})"
gtk.serialize_state 'canvas/state.txt', state
gtk.serialize_state "tmp/canvas_backups/#{t.to_i}/state.txt", state
animation_frames.each_with_index do |animation_frame, i|
queues.update_rt_animation_frame << { index: i,
at: state.tick_count + i,
queue_sprite_creation: true }
queues.create_sprite << { index: i,
at: state.tick_count + animation_frames.length + i,
path_override: "tmp/canvas_backups/#{t.to_i}/sprite-#{i}.png" }
end
gtk.notify! "Canvas saved."
end
# l to load
if inputs.keyboard.key_down.l
args.state = gtk.deserialize_state 'canvas/state.txt'
animation_frames.each_with_index do |a, i|
queues.update_rt_animation_frame << { index: i,
at: state.tick_count + i,
queue_sprite_creation: true }
end
gtk.notify! "Canvas loaded."
end
# d to go into delete mode, release to paint
if inputs.keyboard.key_held.d
state.edit_mode = :erasing
gtk.notify! "Erasing." if inputs.keyboard.key_held.d == (state.tick_count - 1)
elsif inputs.keyboard.key_up.d
state.edit_mode = :drawing
gtk.notify! "Drawing."
end
# a to add a frame to the end
if inputs.keyboard.key_down.a
queues.create_sprite << { index: state.animation_frames_selected_index,
at: state.tick_count }
queues.create_sprite << { index: state.animation_frames_selected_index + 1,
at: state.tick_count }
add_animation_frame_to_end
gtk.notify! "Frame added to end."
end
# c or t to copy
if (inputs.keyboard.key_down.c || inputs.keyboard.key_down.t)
state.clipboard = [selected_animation_frame[:pixels]].flatten
gtk.notify! "Current frame copied."
end
# v or q to paste
if (inputs.keyboard.key_down.v || inputs.keyboard.key_down.q) && state.clipboard
selected_animation_frame[:pixels] = [state.clipboard].flatten
queues.update_rt_animation_frame << { index: state.animation_frames_selected_index,
at: state.tick_count,
queue_sprite_creation: true }
gtk.notify! "Pasted."
end
# f to go forward/next frame
if (inputs.keyboard.key_down.f)
if (state.animation_frames_selected_index == (state.animation_frames.length - 1))
state.animation_frames_selected_index = 0
else
state.animation_frames_selected_index += 1
end
gtk.notify! "Next frame."
end
# b to go back/previous frame
if (inputs.keyboard.key_down.b)
if (state.animation_frames_selected_index == 0)
state.animation_frames_selected_index = state.animation_frames.length - 1
else
state.animation_frames_selected_index -= 1
end
gtk.notify! "Previous frame."
end
# x to delete frame
if (inputs.keyboard.key_down.x) && animation_frames.length > 1
state.clipboard = selected_animation_frame[:pixels]
state.animation_frames = animation_frames.find_all { |v| v[:index] != state.animation_frames_selected_index }
if state.animation_frames_selected_index >= state.animation_frames.length
state.animation_frames_selected_index = state.animation_frames.length - 1
end
gtk.notify! "Frame deleted."
end
end
def calc_auto_export
return if user_is_editing?
return if state.last_mouse_up.elapsed_time != 30
# auto export current animation frame if there is no editing for 30 ticks
queues.create_sprite << { index: state.animation_frames_selected_index,
at: state.tick_count }
end
def calc_buttons_frame_selection
state.buttons_frame_selection.items = animation_frames.length.map_with_index do |i|
{ x: state.buttons_frame_selection.left + i * state.buttons_frame_selection.size,
y: state.buttons_frame_selection.top - state.buttons_frame_selection.size,
inner_rect: {
x: (state.buttons_frame_selection.left + 2) + i * state.buttons_frame_selection.size,
y: (state.buttons_frame_selection.top - state.buttons_frame_selection.size + 2),
w: 16,
h: 16,
},
w: state.buttons_frame_selection.size,
h: state.buttons_frame_selection.size,
index: i }
end
end
def calc_animation_frames
animation_frames.each_with_index do |animation_frame, i|
animation_frame[:index] = i
animation_frame[:rt_name] = "animation_frame_#{i}"
end
end
def process_queue_create_sprite
sprites_to_create = queues.create_sprite
.find_all { |h| h[:at].elapsed? }
queues.create_sprite = queues.create_sprite - sprites_to_create
sprites_to_create.each do |h|
export_animation_frame h[:index], h[:path_override]
end
end
def process_queue_reset_sprite
sprites_to_reset = queues.reset_sprite
.find_all { |h| h[:at].elapsed? }
queues.reset_sprite -= sprites_to_reset
sprites_to_reset.each { |h| gtk.reset_sprite (sprite_path h[:index]) }
end
def process_queue_update_rt_animation_frame
animation_frames_to_update = queues.update_rt_animation_frame
.find_all { |h| h[:at].elapsed? }
queues.update_rt_animation_frame -= animation_frames_to_update
animation_frames_to_update.each do |h|
update_animation_frame_render_target animation_frames[h[:index]]
if h[:queue_sprite_creation]
queues.create_sprite << { index: h[:index],
at: state.tick_count + 1 }
end
end
end
def update_animation_frame_render_target animation_frame
return if !animation_frame
outputs[animation_frame[:rt_name]].transient = true
outputs[animation_frame[:rt_name]].width = state.rt_canvas.size
outputs[animation_frame[:rt_name]].height = state.rt_canvas.size
outputs[animation_frame[:rt_name]].solids << animation_frame[:pixels].map do |f|
{ x: f.x,
y: f.y,
w: 1,
h: 1, r: 255, g: 255, b: 255 }
end
end
def animation_frames
state.animation_frames
end
def add_animation_frame_to_end
animation_frames << {
index: animation_frames.length,
pixels: [],
rt_name: "animation_frame_#{animation_frames.length}"
}
state.animation_frames_selected_index = (animation_frames.length - 1)
queues.update_rt_animation_frame << { index: state.animation_frames_selected_index,
at: state.tick_count,
queue_sprite_creation: true }
end
def sprite_path i
"canvas/sprite-#{i}.png"
end
def export_animation_frame i, path_override = nil
return if !state.animation_frames[i]
outputs.screenshots << state.buttons_frame_selection
.items[i][:inner_rect]
.merge(path: path_override || (sprite_path i))
outputs.screenshots << state.buttons_frame_selection
.items[i][:inner_rect]
.merge(path: "tmp/sprite_backups/#{Time.now.to_i}-sprite-#{i}.png")
queues.reset_sprite << { index: i, at: state.tick_count }
end
def selected_animation_frame
state.animation_frames[state.animation_frames_selected_index]
end
def edit_current_animation_frame point
draw_area_point = (to_draw_area point)
if state.edit_mode == :drawing && (!selected_animation_frame[:pixels].include? draw_area_point)
selected_animation_frame[:pixels] << draw_area_point
queues.update_rt_animation_frame << { index: state.animation_frames_selected_index,
at: state.tick_count,
queue_sprite_creation: !user_is_editing? }
elsif state.edit_mode == :erasing && (selected_animation_frame[:pixels].include? draw_area_point)
selected_animation_frame[:pixels] = selected_animation_frame[:pixels].reject { |p| p == draw_area_point }
queues.update_rt_animation_frame << { index: state.animation_frames_selected_index,
at: state.tick_count,
queue_sprite_creation: !user_is_editing? }
end
end
def user_is_editing?
state.last_mouse_down > state.last_mouse_up
end
def to_draw_area point
x, y = point.x, point.y
x -= rt_canvas.sprite.x
y -= rt_canvas.sprite.y
{ x: x.idiv(rt_canvas.zoom),
y: y.idiv(rt_canvas.zoom) }
end
def rt_canvas
state.rt_canvas ||= state.new_entity(:rt_canvas)
end
def queues
state.queues ||= state.new_entity(:queues)
end
end
$game = OneBitLowrezPaint.new
def tick args
$game.args = args
$game.tick
end
# $gtk.reset
Frame By Frame - main.rb link
# ./samples/99_genre_dev_tools/frame_by_frame/app/main.rb
def tick args
# create a tick count variant called clock
# so I can manually control "tick_count"
args.state.clock ||= 0
# calc for frame by frame stepping
calc_debug args
# conditional calc of game
calc_game args
# always render game
render_game args
# increment clock
if args.state.frame_by_frame
if args.state.increment_frame > 0
args.state.clock += 1
end
else
args.state.clock += 1
end
end
def calc_debug args
# create an increment_frame counter for frame by frame
# stepping
args.state.increment_frame ||= 0
args.state.increment_frame -= 1
# press l to increment by 30 frames or if any key is pressed
if args.inputs.keyboard.key_down.l || args.inputs.keyboard.key_down.truthy_keys.length > 0
args.state.increment_frame = 30
end
# enable disable frame by frame mode
if args.inputs.keyboard.key_down.p
if args.state.frame_by_frame == true
args.state.frame_by_frame = false
else
args.state.frame_by_frame = true
args.state.increment_frame = 0
end
end
# press k to increment by one frame
if args.inputs.keyboard.key_down.k
args.state.increment_frame = 1
end
end
def render_game args
args.outputs.sprites << args.state.player
end
def calc_game args
return if args.state.frame_by_frame && args.state.increment_frame < 0
args.state.player ||= {
x: 0,
y: 360,
w: 40,
h: 40,
anchor_x: 0.5,
anchor_y: 0.5,
path: :pixel,
r: 0, g: 0, b: 255
}
args.state.player.x += 10
args.state.player.y += args.inputs.up_down * 10
if args.state.player.x > 1280
args.state.player.x = 0
end
if args.state.player.y > 720
args.state.player.y = 0
elsif args.state.player.y < 0
args.state.player.y = 720
end
end
$gtk.reset
Tile Editor Starting Point - main.rb link
# ./samples/99_genre_dev_tools/tile_editor_starting_point/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- to_s: Returns a string representation of an object.
For example, if we had
500.to_s
the string "500" would be returned.
Similar to to_i, which returns an integer representation of an object.
- Ceil: Returns an integer number greater than or equal to the original
with no decimal.
Reminders:
- ARRAY#inside_rect?: Returns true or false depending on if the point is inside a rect.
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- args.outputs.sprites: An array. The values generate a sprite.
The parameters are [X, Y, WIDTH, HEIGHT, IMAGE PATH]
For more information about sprites, go to mygame/documentation/05-sprites.md.
- args.outputs.solids: An array. The values generate a solid.
The parameters are [X, Y, WIDTH, HEIGHT, RED, GREEN, BLUE]
For more information about solids, go to mygame/documentation/03-solids-and-borders.md.
- args.outputs.lines: An array. The values generate a line.
The parameters are [X1, Y1, X2, Y2, RED, GREEN, BLUE]
For more information about lines, go to mygame/documentation/04-lines.md.
- args.state.new_entity: Used when we want to create a new object, like a sprite or button.
In this sample app, new_entity is used to create a new button that clears the grid.
(Remember, you can use state to define ANY property and it will be retained across frames.)
=end
# This sample app shows an empty grid that the user can paint in. There are different image tiles that
# the user can use to fill the grid, and the "Clear" button can be pressed to clear the grid boxes.
class TileEditor
attr_accessor :inputs, :state, :outputs, :grid, :args
# Runs all the methods necessary for the game to function properly.
def tick
defaults
render
check_click
draw_buttons
end
# Sets default values
# Initialization only happens in the first frame
# NOTE: The values of some of these variables may seem confusingly large at first.
# The gridSize is 1600 but it seems a lot smaller on the screen, for example.
# But keep in mind that by using the "W", "A", "S", and "D" keys, you can
# move the grid's view in all four directions for more grid spaces.
def defaults
state.tileCords ||= []
state.tileQuantity ||= 6
state.tileSize ||= 50
state.tileSelected ||= 1
state.tempX ||= 50
state.tempY ||= 500
state.speed ||= 4
state.centerX ||= 4000
state.centerY ||= 4000
state.originalCenter ||= [state.centerX, state.centerY]
state.gridSize ||= 1600
state.lineQuantity ||= 50
state.increment ||= state.gridSize / state.lineQuantity
state.gridX ||= []
state.gridY ||= []
state.filled_squares ||= []
state.grid_border ||= [390, 140, 500, 500]
get_grid unless state.tempX == 0 # calls get_grid in the first frame only
determineTileCords unless state.tempX == 0 # calls determineTileCords in first frame
state.tempX = 0 # sets tempX to 0; the two methods aren't called again
end
# Calculates the placement of lines or separators in the grid
def get_grid
curr_x = state.centerX - (state.gridSize / 2) # starts at left of grid
deltaX = state.gridSize / state.lineQuantity # finds distance to place vertical lines evenly through width of grid
(state.lineQuantity + 2).times do
state.gridX << curr_x # adds curr_x to gridX collection
curr_x += deltaX # increment curr_x by the distance between vertical lines
end
curr_y = state.centerY - (state.gridSize / 2) # starts at bottom of grid
deltaY = state.gridSize / state.lineQuantity # finds distance to place horizontal lines evenly through height of grid
(state.lineQuantity + 2).times do
state.gridY << curr_y # adds curr_y to gridY collection
curr_y += deltaY # increments curr_y to distance between horizontal lines
end
end
# Determines coordinate positions of patterned tiles (on the left side of the grid)
def determineTileCords
state.tempCounter ||= 1 # initializes tempCounter to 1
state.tileQuantity.times do # there are 6 different kinds of tiles
state.tileCords += [[state.tempX, state.tempY, state.tempCounter]] # adds tile definition to collection
state.tempX += 75 # increments tempX to put horizontal space between the patterned tiles
state.tempCounter += 1 # increments tempCounter
if state.tempX > 200 # if tempX exceeds 200 pixels
state.tempX = 50 # a new row of patterned tiles begins
state.tempY -= 75 # the new row is 75 pixels lower than the previous row
end
end
end
# Outputs objects (grid, tiles, etc) onto the screen
def render
outputs.sprites << state.tileCords.map do # outputs tileCords collection using images in sprites folder
|x, y, order|
[x, y, state.tileSize, state.tileSize, 'sprites/image' + order.to_s + ".png"]
end
outputs.solids << [0, 0, 1280, 720, 255, 255, 255] # outputs white background
add_grid # outputs grid
print_title # outputs title and current tile pattern
end
# Creates a grid by outputting vertical and horizontal grid lines onto the screen.
# Outputs sprites for the filled_squares collection onto the screen.
def add_grid
# Outputs the grid's border.
outputs.borders << state.grid_border
temp = 0
# Before looking at the code that outputs the vertical and horizontal lines in the
# grid, take note of the fact that:
# grid_border[1] refers to the border's bottom line (running horizontally),
# grid_border[2] refers to the border's top line (running (horizontally),
# grid_border[0] refers to the border's left line (running vertically),
# and grid_border[3] refers to the border's right line (running vertically).
# [2]
# ----------
# | |
# [0] | | [3]
# | |
# ----------
# [1]
# Calculates the positions and outputs the x grid lines in the color gray.
state.gridX.map do # perform an action on all elements of the gridX collection
|x|
temp += 1 # increment temp
# if x's value is greater than (or equal to) the x value of the border's left side
# and less than (or equal to) the x value of the border's right side
if x >= state.centerX - (state.grid_border[2] / 2) && x <= state.centerX + (state.grid_border[2] / 2)
delta = state.centerX - 640
# vertical lines have the same starting and ending x positions
# starting y and ending y positions lead from the bottom of the border to the top of the border
outputs.lines << [x - delta, state.grid_border[1], x - delta, state.grid_border[1] + state.grid_border[2], 150, 150, 150] # sets definition of vertical line and outputs it
end
end
temp = 0
# Calculates the positions and outputs the y grid lines in the color gray.
state.gridY.map do # perform an action on all elements of the gridY collection
|y|
temp += 1 # increment temp
# if y's value is greater than (or equal to) the y value of the border's bottom side
# and less than (or equal to) the y value of the border's top side
if y >= state.centerY - (state.grid_border[3] / 2) && y <= state.centerY + (state.grid_border[3] / 2)
delta = state.centerY - 393
# horizontal lines have the same starting and ending y positions
# starting x and ending x positions lead from the left side of the border to the right side of the border
outputs.lines << [state.grid_border[0], y - delta, state.grid_border[0] + state.grid_border[3], y - delta, 150, 150, 150] # sets definition of horizontal line and outputs it
end
end
# Sets values and outputs sprites for the filled_squares collection.
state.filled_squares.map do # perform an action on every element of the filled_squares collection
|x, y, w, h, sprite|
# if x's value is greater than (or equal to) the x value of 17 pixels to the left of the border's left side
# and less than (or equal to) the x value of the border's right side
# and y's value is greater than (or equal to) the y value of the border's bottom side
# and less than (or equal to) the y value of 25 pixels above the border's top side
# NOTE: The allowance of 17 pixels and 25 pixels is due to the fact that a grid box may be slightly cut off or
# not entirely visible in the grid's view (until it is moved using "W", "A", "S", "D")
if x >= state.centerX - (state.grid_border[2] / 2) - 17 && x <= state.centerX + (state.grid_border[2] / 2) &&
y >= state.centerY - (state.grid_border[3] / 2) && y <= state.centerY + (state.grid_border[3] / 2) + 25
# calculations done to place sprites in grid spaces that are meant to filled in
# mess around with the x and y values and see how the sprite placement changes
outputs.sprites << [x - state.centerX + 630, y - state.centerY + 360, w, h, sprite]
end
end
# outputs a white solid along the left side of the grid (change the color and you'll be able to see it against the white background)
# state.increment subtracted in x parameter because solid's position is denoted by bottom left corner
# state.increment subtracted in y parameter to avoid covering the title label
outputs.primitives << [state.grid_border[0] - state.increment,
state.grid_border[1] - state.increment, state.increment, state.grid_border[3] + (state.increment * 2),
255, 255, 255].solid
# outputs a white solid along the right side of the grid
# state.increment subtracted from y parameter to avoid covering title label
outputs.primitives << [state.grid_border[0] + state.grid_border[2],
state.grid_border[1] - state.increment, state.increment, state.grid_border[3] + (state.increment * 2),
255, 255, 255].solid
# outputs a white solid along the bottom of the grid
# state.increment subtracted from y parameter to avoid covering last row of grid boxes
outputs.primitives << [state.grid_border[0] - state.increment, state.grid_border[1] - state.increment,
state.grid_border[2] + (2 * state.increment), state.increment, 255, 255, 255].solid
# outputs a white solid along the top of the grid
outputs.primitives << [state.grid_border[0] - state.increment, state.grid_border[1] + state.grid_border[3],
state.grid_border[2] + (2 * state.increment), state.increment, 255, 255, 255].solid
end
# Outputs title and current tile pattern
def print_title
outputs.labels << [640, 700, 'Mouse to Place Tile, WASD to Move Around', 7, 1] # title label
outputs.lines << horizontal_separator(660, 0, 1280) # outputs horizontal separator
outputs.labels << [1050, 500, 'Current:', 3, 1] # outputs Current label
outputs.sprites << [1110, 474, state.tileSize / 2, state.tileSize / 2, 'sprites/image' + state.tileSelected.to_s + ".png"] # outputs sprite of current tile pattern using images in sprites folder; output is half the size of a tile
end
# Sets the starting position, ending position, and color for the horizontal separator.
def horizontal_separator y, x, x2
[x, y, x2, y, 150, 150, 150] # definition of separator; horizontal line means same starting/ending y
end
# Checks if the mouse is being clicked or dragged
def check_click
if inputs.keyboard.key_down.r # if the "r" key is pressed down
$dragon.reset
end
if inputs.mouse.down #is mouse up or down?
state.mouse_held = true
if inputs.mouse.position.x < state.grid_border[0] # if mouse's x position is inside the grid's borders
state.tileCords.map do # perform action on all elements of tileCords collection
|x, y, order|
# if mouse's x position is greater than (or equal to) the starting x position of a tile
# and the mouse's x position is also less than (or equal to) the ending x position of that tile,
# and the mouse's y position is greater than (or equal to) the starting y position of that tile,
# and the mouse's y position is also less than (or equal to) the ending y position of that tile,
# (BASICALLY, IF THE MOUSE'S POSITION IS WITHIN THE STARTING AND ENDING POSITIONS OF A TILE)
if inputs.mouse.position.x >= x && inputs.mouse.position.x <= x + state.tileSize &&
inputs.mouse.position.y >= y && inputs.mouse.position.y <= y + state.tileSize
state.tileSelected = order # that tile is selected
end
end
end
elsif inputs.mouse.up # otherwise, if the mouse is in the "up" state
state.mouse_held = false # mouse is not held down or dragged
state.mouse_dragging = false
end
if state.mouse_held && # mouse needs to be down
!inputs.mouse.click && # must not be first click
((inputs.mouse.previous_click.point.x - inputs.mouse.position.x).abs > 15 ||
(inputs.mouse.previous_click.point.y - inputs.mouse.position.y).abs > 15) # Need to move 15 pixels before "drag"
state.mouse_dragging = true
end
# if mouse is clicked inside grid's border, search_lines method is called with click input type
if ((inputs.mouse.click) && (inputs.mouse.click.point.inside_rect? state.grid_border))
search_lines(inputs.mouse.click.point, :click)
# if mouse is dragged inside grid's border, search_lines method is called with drag input type
elsif ((state.mouse_dragging) && (inputs.mouse.position.inside_rect? state.grid_border))
search_lines(inputs.mouse.position, :drag)
end
# Changes grid's position on screen by moving it up, down, left, or right.
# centerX is incremented by speed if the "d" key is pressed and if that sum is less than
# the original left side of the center plus half the grid, minus half the top border of grid.
# MOVES GRID RIGHT (increasing x)
state.centerX += state.speed if inputs.keyboard.key_held.d &&
(state.centerX + state.speed) < state.originalCenter[0] + (state.gridSize / 2) - (state.grid_border[2] / 2)
# centerX is decremented by speed if the "a" key is pressed and if that difference is greater than
# the original left side of the center minus half the grid, plus half the top border of grid.
# MOVES GRID LEFT (decreasing x)
state.centerX -= state.speed if inputs.keyboard.key_held.a &&
(state.centerX - state.speed) > state.originalCenter[0] - (state.gridSize / 2) + (state.grid_border[2] / 2)
# centerY is incremented by speed if the "w" key is pressed and if that sum is less than
# the original bottom of the center plus half the grid, minus half the right border of grid.
# MOVES GRID UP (increasing y)
state.centerY += state.speed if inputs.keyboard.key_held.w &&
(state.centerY + state.speed) < state.originalCenter[1] + (state.gridSize / 2) - (state.grid_border[3] / 2)
# centerY is decremented by speed if the "s" key is pressed and if the difference is greater than
# the original bottom of the center minus half the grid, plus half the right border of grid.
# MOVES GRID DOWN (decreasing y)
state.centerY -= state.speed if inputs.keyboard.key_held.s &&
(state.centerY - state.speed) > state.originalCenter[1] - (state.gridSize / 2) + (state.grid_border[3] / 2)
end
# Performs calculations on the gridX and gridY collections, and sets values.
# Sets the definition of a grid box, including the image that it is filled with.
def search_lines (point, input_type)
point.x += state.centerX - 630 # increments x and y
point.y += state.centerY - 360
findX = 0
findY = 0
increment = state.gridSize / state.lineQuantity # divides grid by number of separators
state.gridX.map do # perform an action on every element of collection
|x|
# findX increments x by 10 if point.x is less than that sum and findX is currently 0
findX = x + 10 if point.x < (x + 10) && findX == 0
end
state.gridY.map do
|y|
# findY is set to y if point.y is less than that value and findY is currently 0
findY = y if point.y < (y) && findY == 0
end
# position of a box is denoted by bottom left corner, which is why the increment is being subtracted
grid_box = [findX - (increment.ceil), findY - (increment.ceil), increment.ceil, increment.ceil,
"sprites/image" + state.tileSelected.to_s + ".png"] # sets sprite definition
if input_type == :click # if user clicks their mouse
if state.filled_squares.include? grid_box # if grid box is already filled in
state.filled_squares.delete grid_box # box is cleared and removed from filled_squares
else
state.filled_squares << grid_box # otherwise, box is filled in and added to filled_squares
end
elsif input_type == :drag # if user drags mouse
unless state.filled_squares.include? grid_box # unless grid box dragged over is already filled in
state.filled_squares << grid_box # box is filled in and added to filled_squares
end
end
end
# Creates a "Clear" button using labels and borders.
def draw_buttons
x, y, w, h = 390, 50, 240, 50
state.clear_button ||= state.new_entity(:button_with_fade)
# x and y positions are set to display "Clear" label in center of the button
# Try changing first two parameters to simply x, y and see what happens to the text placement
state.clear_button.label ||= [x + w.half, y + h.half + 10, "Clear", 0, 1]
state.clear_button.border ||= [x, y, w, h] # definition of button's border
# If the mouse is clicked inside the borders of the clear button
if inputs.mouse.click && inputs.mouse.click.point.inside_rect?(state.clear_button.border)
state.clear_button.clicked_at = inputs.mouse.click.created_at # value is frame of mouse click
state.filled_squares.clear # filled squares collection is emptied (squares are cleared)
inputs.mouse.previous_click = nil # no previous click
end
outputs.labels << state.clear_button.label # outputs clear button
outputs.borders << state.clear_button.border
# When the clear button is clicked, the color of the button changes
# and the transparency changes, as well. If you change the time from
# 0.25.seconds to 1.25.seconds or more, the change will last longer.
if state.clear_button.clicked_at
outputs.solids << [x, y, w, h, 0, 180, 80, 255 * state.clear_button.clicked_at.ease(0.25.seconds, :flip)]
end
end
end
$tile_editor = TileEditor.new
def tick args
$tile_editor.inputs = args.inputs
$tile_editor.grid = args.grid
$tile_editor.args = args
$tile_editor.outputs = args.outputs
$tile_editor.state = args.state
$tile_editor.tick
tick_instructions args, "Roll your own tile editor. CLICK to select a sprite. CLICK in grid to place sprite. WASD to move around."
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Genre Dungeon Crawl link
Classics Jam - main.rb link
# ./samples/99_genre_dungeon_crawl/classics_jam/app/main.rb
class Game
attr_gtk
def tick
defaults
render
input
calc
end
def defaults
player.x ||= 640
player.y ||= 360
player.w ||= 16
player.h ||= 16
player.attacked_at ||= -1
player.angle ||= 0
player.future_player ||= future_player_position 0, 0
player.projectiles ||= []
player.damage ||= 0
state.level ||= create_level level_one_template
end
def render
outputs.sprites << level.walls.map do |w|
w.merge(path: 'sprites/square/gray.png')
end
outputs.sprites << level.spawn_locations.map do |s|
s.merge(path: 'sprites/square/blue.png')
end
outputs.sprites << player.projectiles.map do |p|
p.merge(path: 'sprites/square/blue.png')
end
outputs.sprites << level.enemies.map do |e|
e.merge(path: 'sprites/square/red.png')
end
outputs.sprites << player.merge(path: 'sprites/circle/green.png', angle: player.angle)
outputs.labels << { x: 30, y: 30.from_top, text: "damage: #{player.damage || 0}" }
end
def input
player.angle = inputs.directional_angle || player.angle
if inputs.controller_one.key_down.a || inputs.keyboard.key_down.space
player.attacked_at = state.tick_count
end
end
def calc
calc_player
calc_projectiles
calc_enemies
calc_spawn_locations
end
def calc_player
if player.attacked_at == state.tick_count
player.projectiles << { at: state.tick_count,
x: player.x,
y: player.y,
angle: player.angle,
w: 4,
h: 4 }.center_inside_rect(player)
end
if player.attacked_at.elapsed_time > 5
future_player = future_player_position inputs.left_right * 2, inputs.up_down * 2
future_player_collision = future_collision player, future_player, level.walls
player.x = future_player_collision.x if !future_player_collision.dx_collision
player.y = future_player_collision.y if !future_player_collision.dy_collision
end
end
def calc_projectile_collisions entities
entities.each do |e|
e.damage ||= 0
player.projectiles.each do |p|
if !p.collided && (p.intersect_rect? e)
p.collided = true
e.damage += 1
end
end
end
end
def calc_projectiles
player.projectiles.map! do |p|
dx, dy = p.angle.vector 10
p.merge(x: p.x + dx, y: p.y + dy)
end
calc_projectile_collisions level.walls + level.enemies + level.spawn_locations
player.projectiles.reject! { |p| p.at.elapsed_time > 10000 }
player.projectiles.reject! { |p| p.collided }
level.enemies.reject! { |e| e.damage > e.hp }
level.spawn_locations.reject! { |s| s.damage > s.hp }
end
def calc_enemies
level.enemies.map! do |e|
dx = 0
dx = 1 if e.x < player.x
dx = -1 if e.x > player.x
dy = 0
dy = 1 if e.y < player.y
dy = -1 if e.y > player.y
future_e = future_entity_position dx, dy, e
future_e_collision = future_collision e, future_e, level.enemies + level.walls
e.next_x = e.x
e.next_y = e.y
e.next_x = future_e_collision.x if !future_e_collision.dx_collision
e.next_y = future_e_collision.y if !future_e_collision.dy_collision
e
end
level.enemies.map! do |e|
e.x = e.next_x
e.y = e.next_y
e
end
level.enemies.each do |e|
player.damage += 1 if e.intersect_rect? player
end
end
def calc_spawn_locations
level.spawn_locations.map! do |s|
s.merge(countdown: s.countdown - 1)
end
level.spawn_locations
.find_all { |s| s.countdown.neg? }
.each do |s|
s.countdown = s.rate
s.merge(countdown: s.rate)
new_enemy = create_enemy s
if !(level.enemies.find { |e| e.intersect_rect? new_enemy })
level.enemies << new_enemy
end
end
end
def create_enemy spawn_location
to_cell(spawn_location.ordinal_x, spawn_location.ordinal_y).merge hp: 2
end
def create_level level_template
{
walls: level_template.walls.map { |w| to_cell(w.ordinal_x, w.ordinal_y).merge(w) },
enemies: [],
spawn_locations: level_template.spawn_locations.map { |s| to_cell(s.ordinal_x, s.ordinal_y).merge(s) }
}
end
def level_one_template
{
walls: [{ ordinal_x: 25, ordinal_y: 20},
{ ordinal_x: 25, ordinal_y: 21},
{ ordinal_x: 25, ordinal_y: 22},
{ ordinal_x: 25, ordinal_y: 23}],
spawn_locations: [{ ordinal_x: 10, ordinal_y: 10, rate: 120, countdown: 0, hp: 5 }]
}
end
def player
state.player ||= {}
end
def level
state.level ||= {}
end
def future_collision entity, future_entity, others
dx_collision = others.find { |o| o != entity && (o.intersect_rect? future_entity.dx) }
dy_collision = others.find { |o| o != entity && (o.intersect_rect? future_entity.dy) }
{
dx_collision: dx_collision,
x: future_entity.dx.x,
dy_collision: dy_collision,
y: future_entity.dy.y
}
end
def future_entity_position dx, dy, entity
{
dx: entity.merge(x: entity.x + dx),
dy: entity.merge(y: entity.y + dy),
both: entity.merge(x: entity.x + dx, y: entity.y + dy)
}
end
def future_player_position dx, dy
future_entity_position dx, dy, player
end
def to_cell ordinal_x, ordinal_y
{ x: ordinal_x * 16, y: ordinal_y * 16, w: 16, h: 16 }
end
end
def tick args
$game ||= Game.new
$game.args = args
$game.tick
end
$gtk.reset
$game = nil
Genre Fighting link
Special Move Inputs - main.rb link
# ./samples/99_genre_fighting/01_special_move_inputs/app/main.rb
def tick args
#tick_instructions args, "Use LEFT and RIGHT arrow keys to move and SPACE to jump."
defaults args
render args
input args
calc args
end
# sets default values and creates empty collections
# initialization only happens in the first frame
def defaults args
fiddle args
args.state.tick_count = args.state.tick_count
args.state.bridge_top = 128
args.state.player.x ||= 0 # initializes player's properties
args.state.player.y ||= args.state.bridge_top
args.state.player.w ||= 64
args.state.player.h ||= 64
args.state.player.dy ||= 0
args.state.player.dx ||= 0
args.state.player.r ||= 0
args.state.game_over_at ||= 0
args.state.animation_time ||=0
args.state.timeleft ||=0
args.state.timeright ||=0
args.state.lastpush ||=0
args.state.inputlist ||= ["j","k","l"]
end
# sets enemy, player, hammer values
def fiddle args
args.state.gravity = -0.5
args.state.player_jump_power = 10 # sets player values
args.state.player_jump_power_duration = 5
args.state.player_max_run_speed = 20
args.state.player_speed_slowdown_rate = 0.9
args.state.player_acceleration = 0.9
end
# outputs objects onto the screen
def render args
if (args.state.player.dx < 0.01) && (args.state.player.dx > -0.01)
args.state.player.dx = 0
end
#move list
(args.layout.rect_group row: 0, col_from_right: 8, drow: 0.3,
merge: { vertical_alignment_enum: 0, size_enum: -2 },
group: [
{ text: "move: WASD" },
{ text: "jump: Space" },
{ text: "attack forwards: J (while on ground" },
{ text: "attack upwards: K (while on groud)" },
{ text: "attack backwards: J (while on ground and holding A)" },
{ text: "attack downwards: K (while in air)" },
{ text: "dash attack: J, K in quick succession." },
{ text: "shield: hold J, K at the same time." },
{ text: "dash backwards: A, A in quick succession." },
]).into args.outputs.labels
# registered moves
args.outputs.labels << { x: 0.to_layout_col,
y: 0.to_layout_row,
text: "input history",
size_enum: -2,
vertical_alignment_enum: 0 }
(args.state.inputlist.take(5)).map do |s|
{ text: s, size_enum: -2, vertical_alignment_enum: 0 }
end.yield_self do |group|
(args.layout.rect_group row: 0.3, col: 0, drow: 0.3, group: group).into args.outputs.labels
end
#sprites
player = [args.state.player.x, args.state.player.y,
args.state.player.w, args.state.player.h,
"sprites/square/white.png",
args.state.player.r]
playershield = [args.state.player.x - 20, args.state.player.y - 10,
args.state.player.w + 20, args.state.player.h + 20,
"sprites/square/blue.png",
args.state.player.r,
0]
playerjab = [args.state.player.x + 32, args.state.player.y,
args.state.player.w, args.state.player.h,
"sprites/isometric/indigo.png",
args.state.player.r,
0]
playerupper = [args.state.player.x, args.state.player.y + 32,
args.state.player.w, args.state.player.h,
"sprites/isometric/indigo.png",
args.state.player.r+90,
0]
if ((args.state.tick_count - args.state.lastpush) <= 15)
if (args.state.inputlist[0] == "<<")
player = [args.state.player.x, args.state.player.y,
args.state.player.w, args.state.player.h,
"sprites/square/yellow.png", args.state.player.r]
end
if (args.state.inputlist[0] == "shield")
player = [args.state.player.x, args.state.player.y,
args.state.player.w, args.state.player.h,
"sprites/square/indigo.png", args.state.player.r]
playershield = [args.state.player.x - 10, args.state.player.y - 10,
args.state.player.w + 20, args.state.player.h + 20,
"sprites/square/blue.png", args.state.player.r, 50]
end
if (args.state.inputlist[0] == "back-attack")
playerjab = [args.state.player.x - 20, args.state.player.y,
args.state.player.w - 10, args.state.player.h,
"sprites/isometric/indigo.png", args.state.player.r, 255]
end
if (args.state.inputlist[0] == "forward-attack")
playerjab = [args.state.player.x + 32, args.state.player.y,
args.state.player.w, args.state.player.h,
"sprites/isometric/indigo.png", args.state.player.r, 255]
end
if (args.state.inputlist[0] == "up-attack")
playerupper = [args.state.player.x, args.state.player.y + 32,
args.state.player.w, args.state.player.h,
"sprites/isometric/indigo.png", args.state.player.r + 90, 255]
end
if (args.state.inputlist[0] == "dair")
playerupper = [args.state.player.x, args.state.player.y - 32,
args.state.player.w, args.state.player.h,
"sprites/isometric/indigo.png", args.state.player.r + 90, 255]
end
if (args.state.inputlist[0] == "dash-attack")
playerupper = [args.state.player.x, args.state.player.y + 32,
args.state.player.w, args.state.player.h,
"sprites/isometric/violet.png", args.state.player.r + 90, 255]
playerjab = [args.state.player.x + 32, args.state.player.y,
args.state.player.w, args.state.player.h,
"sprites/isometric/violet.png", args.state.player.r, 255]
end
end
args.outputs.sprites << playerjab
args.outputs.sprites << playerupper
args.outputs.sprites << player
args.outputs.sprites << playershield
args.outputs.solids << 20.map_with_index do |i| # uses 20 squares to form bridge
[i * 64, args.state.bridge_top - 64, 64, 64]
end
end
# Performs calculations to move objects on the screen
def calc args
# Since velocity is the change in position, the change in x increases by dx. Same with y and dy.
args.state.player.x += args.state.player.dx
args.state.player.y += args.state.player.dy
# Since acceleration is the change in velocity, the change in y (dy) increases every frame
args.state.player.dy += args.state.gravity
# player's y position is either current y position or y position of top of
# bridge, whichever has a greater value
# ensures that the player never goes below the bridge
args.state.player.y = args.state.player.y.greater(args.state.bridge_top)
# player's x position is either the current x position or 0, whichever has a greater value
# ensures that the player doesn't go too far left (out of the screen's scope)
args.state.player.x = args.state.player.x.greater(0)
# player is not falling if it is located on the top of the bridge
args.state.player.falling = false if args.state.player.y == args.state.bridge_top
#args.state.player.rect = [args.state.player.x, args.state.player.y, args.state.player.h, args.state.player.w] # sets definition for player
end
# Resets the player by changing its properties back to the values they had at initialization
def reset_player args
args.state.player.x = 0
args.state.player.y = args.state.bridge_top
args.state.player.dy = 0
args.state.player.dx = 0
args.state.enemy.hammers.clear # empties hammer collection
args.state.enemy.hammer_queue.clear # empties hammer_queue
args.state.game_over_at = args.state.tick_count # game_over_at set to current frame (or passage of time)
end
# Processes input from the user to move the player
def input args
if args.state.inputlist.length > 5
args.state.inputlist.pop
end
should_process_special_move = (args.inputs.keyboard.key_down.j) ||
(args.inputs.keyboard.key_down.k) ||
(args.inputs.keyboard.key_down.a) ||
(args.inputs.keyboard.key_down.d) ||
(args.inputs.controller_one.key_down.y) ||
(args.inputs.controller_one.key_down.x) ||
(args.inputs.controller_one.key_down.left) ||
(args.inputs.controller_one.key_down.right)
if (should_process_special_move)
if (args.inputs.keyboard.key_down.j && args.inputs.keyboard.key_down.k) ||
(args.inputs.controller_one.key_down.x && args.inputs.controller_one.key_down.y)
args.state.inputlist.unshift("shield")
elsif (args.inputs.keyboard.key_down.k || args.inputs.controller_one.key_down.y) &&
(args.state.inputlist[0] == "forward-attack") && ((args.state.tick_count - args.state.lastpush) <= 15)
args.state.inputlist.unshift("dash-attack")
args.state.player.dx = 20
elsif (args.inputs.keyboard.key_down.j && args.inputs.keyboard.a) ||
(args.inputs.controller_one.key_down.x && args.inputs.controller_one.key_down.left)
args.state.inputlist.unshift("back-attack")
elsif ( args.inputs.controller_one.key_down.x || args.inputs.keyboard.key_down.j)
args.state.inputlist.unshift("forward-attack")
elsif (args.inputs.keyboard.key_down.k || args.inputs.controller_one.key_down.y) &&
(args.state.player.y > 128)
args.state.inputlist.unshift("dair")
elsif (args.inputs.keyboard.key_down.k || args.inputs.controller_one.key_down.y)
args.state.inputlist.unshift("up-attack")
elsif (args.inputs.controller_one.key_down.left || args.inputs.keyboard.key_down.a) &&
(args.state.inputlist[0] == "<") &&
((args.state.tick_count - args.state.lastpush) <= 10)
args.state.inputlist.unshift("<<")
args.state.player.dx = -15
elsif (args.inputs.controller_one.key_down.left || args.inputs.keyboard.key_down.a)
args.state.inputlist.unshift("<")
args.state.timeleft = args.state.tick_count
elsif (args.inputs.controller_one.key_down.right || args.inputs.keyboard.key_down.d)
args.state.inputlist.unshift(">")
end
args.state.lastpush = args.state.tick_count
end
if args.inputs.keyboard.space || args.inputs.controller_one.r2 # if the user presses the space bar
args.state.player.jumped_at ||= args.state.tick_count # jumped_at is set to current frame
# if the time that has passed since the jump is less than the player's jump duration and
# the player is not falling
if args.state.player.jumped_at.elapsed_time < args.state.player_jump_power_duration && !args.state.player.falling
args.state.player.dy = args.state.player_jump_power # change in y is set to power of player's jump
end
end
# if the space bar is in the "up" state (or not being pressed down)
if args.inputs.keyboard.key_up.space || args.inputs.controller_one.key_up.r2
args.state.player.jumped_at = nil # jumped_at is empty
args.state.player.falling = true # the player is falling
end
if args.inputs.left # if left key is pressed
if args.state.player.dx < -5
args.state.player.dx = args.state.player.dx
else
args.state.player.dx = -5
end
elsif args.inputs.right # if right key is pressed
if args.state.player.dx > 5
args.state.player.dx = args.state.player.dx
else
args.state.player.dx = 5
end
else
args.state.player.dx *= args.state.player_speed_slowdown_rate # dx is scaled down
end
if ((args.state.player.dx).abs > 5) #&& ((args.state.tick_count - args.state.lastpush) <= 10)
args.state.player.dx *= 0.95
end
end
def tick_instructions args, text, y = 715
return if args.state.key_event_occurred
if args.inputs.mouse.click ||
args.inputs.keyboard.directional_vector ||
args.inputs.keyboard.key_down.enter ||
args.inputs.keyboard.key_down.space ||
args.inputs.keyboard.key_down.escape
args.state.key_event_occurred = true
end
args.outputs.debug << [0, y - 50, 1280, 60].solid
args.outputs.debug << [640, y, text, 1, 1, 255, 255, 255].label
args.outputs.debug << [640, y - 25, "(click to dismiss instructions)" , -2, 1, 255, 255, 255].label
end
Genre Lowrez link
Nokia 3310 - main.rb link
# ./samples/99_genre_lowrez/nokia_3310/app/main.rb
require 'app/nokia.rb'
def tick args
# =======================================================================
# ==== HELLO WORLD ======================================================
# =======================================================================
# Steps to get started:
# 1. ~def tick args~ is the entry point for your game.
# 2. There are quite a few code samples below, remove the "##"
# before each line and save the file to see the changes.
# 3. 0, 0 is in bottom left and 83, 47 is in top right corner.
# 4. Be sure to come to the discord channel if you need
# more help: [[http://discord.dragonruby.org]].
# Commenting and uncommenting code:
# - Add a "#" infront of lines to comment out code
# - Remove the "#" infront of lines to comment out code
# Invoke the hello_world subroutine/method
hello_world args # <---- add a "#" to the beginning of the line to stop running this subroutine/method.
# =======================================================================
# ==== HOW TO RENDER A LABEL ============================================
# =======================================================================
# Uncomment the line below to invoke the how_to_render_a_label subroutine/method.
# Note: The method is defined in this file with the signature ~def how_to_render_a_label args~
# Scroll down to the method to see the details.
# Remove the "#" at the beginning of the line below
# how_to_render_a_label args # <---- remove the "#" at the beginning of this line to run the method
# =======================================================================
# ==== HOW TO RENDER A FILLED SQUARE (SOLID) ============================
# =======================================================================
# Remove the "#" at the beginning of the line below
# how_to_render_solids args
# =======================================================================
# ==== HOW TO RENDER AN UNFILLED SQUARE (BORDER) ========================
# =======================================================================
# Remove the "#" at the beginning of the line below
# how_to_render_borders args
# =======================================================================
# ==== HOW TO RENDER A LINE =============================================
# =======================================================================
# Remove the "#" at the beginning of the line below
# how_to_render_lines args
# =======================================================================
# == HOW TO RENDER A SPRITE =============================================
# =======================================================================
# Remove the "#" at the beginning of the line below
# how_to_render_sprites args
# =======================================================================
# ==== HOW TO MOVE A SPRITE BASED OFF OF USER INPUT =====================
# =======================================================================
# Remove the "#" at the beginning of the line below
# how_to_move_a_sprite args
# =======================================================================
# ==== HOW TO ANIMATE A SPRITE (SEPERATE PNGS) ==========================
# =======================================================================
# Remove the "#" at the beginning of the line below
# how_to_animate_a_sprite args
# =======================================================================
# ==== HOW TO ANIMATE A SPRITE (SPRITE SHEET) ===========================
# =======================================================================
# Remove the "#" at the beginning of the line below
# how_to_animate_a_sprite_sheet args
# =======================================================================
# ==== HOW TO DETERMINE COLLISION =============================================
# =======================================================================
# Remove the "#" at the beginning of the line below
# how_to_determine_collision args
# =======================================================================
# ==== HOW TO CREATE BUTTONS ==================================================
# =======================================================================
# Remove the "#" at the beginning of the line below
# how_to_create_buttons args
# ==== The line below renders a debug grid, mouse information, and current tick
# render_debug args
end
# =======================================================================
# ==== HELLO WORLD ======================================================
# =======================================================================
def hello_world args
args.nokia.solids << { x: 0, y: 64, w: 10, h: 10, r: 255 }
args.nokia.labels << {
x: 42,
y: 46,
text: "nokia 3310 jam 3",
size_enum: NOKIA_FONT_SM,
alignment_enum: 1,
r: 0,
g: 0,
b: 0,
a: 255,
font: NOKIA_FONT_PATH
}
args.nokia.sprites << {
x: 42 - 10,
y: 26 - 10,
w: 20,
h: 20,
path: 'sprites/monochrome-ship.png',
a: 255,
angle: args.state.tick_count % 360
}
end
# =======================================================================
# ==== HOW TO RENDER A LABEL ============================================
# =======================================================================
def how_to_render_a_label args
# NOTE: Text is aligned from the TOP LEFT corner
# Render an EXTRA LARGE/XL label (remove the "#" in front of each line below)
args.nokia.labels << { x: 0, y: 46, text: "Hello World",
size_enum: NOKIA_FONT_XL,
r: 0, g: 0, b: 0, a: 255,
font: NOKIA_FONT_PATH }
# Render a LARGE/LG label (remove the "#" in front of each line below)
args.nokia.labels << { x: 0, y: 29, text: "Hello World",
size_enum: NOKIA_FONT_LG,
r: 0, g: 0, b: 0, a: 255,
font: NOKIA_FONT_PATH }
# Render a MEDIUM/MD label (remove the "#" in front of each line below)
args.nokia.labels << { x: 0, y: 16, text: "Hello World",
size_enum: NOKIA_FONT_MD,
r: 0, g: 0, b: 0, a: 255,
font: NOKIA_FONT_PATH }
# Render a SMALL/SM label (remove the "#" in front of each line below)
args.nokia.labels << { x: 0, y: 7, text: "Hello World",
size_enum: NOKIA_FONT_SM,
r: 0, g: 0, b: 0, a: 255,
font: NOKIA_FONT_PATH }
# You are provided args.nokia.default_label which returns a Hash that you
# can ~merge~ properties with
# Example 1
args.nokia.labels << args.nokia
.default_label
.merge(text: "Default")
# Example 2
args.nokia.labels << args.nokia
.default_label
.merge(x: 31,
text: "Default")
end
# =============================================================================
# ==== HOW TO RENDER FILLED SQUARES (SOLIDS) ==================================
# =============================================================================
def how_to_render_solids args
# Render a square at 0, 0 with a width and height of 1
args.nokia.solids << { x: 0, y: 0, w: 1, h: 1 }
# Render a square at 1, 1 with a width and height of 2
args.nokia.solids << { x: 1, y: 1, w: 2, h: 2 }
# Render a square at 3, 3 with a width and height of 3
args.nokia.solids << { x: 3, y: 3, w: 3, h: 3 }
# Render a square at 6, 6 with a width and height of 4
args.nokia.solids << { x: 6, y: 6, w: 4, h: 4 }
end
# =============================================================================
# ==== HOW TO RENDER UNFILLED SQUARES (BORDERS) ===============================
# =============================================================================
def how_to_render_borders args
# Render a square at 0, 0 with a width and height of 3
args.nokia.borders << { x: 0, y: 0, w: 3, h: 3, a: 255 }
# Render a square at 3, 3 with a width and height of 3
args.nokia.borders << { x: 3, y: 3, w: 4, h: 4, a: 255 }
# Render a square at 5, 5 with a width and height of 4
args.nokia.borders << { x: 7, y: 7, w: 5, h: 5, a: 255 }
end
# =============================================================================
# ==== HOW TO RENDER A LINE ===================================================
# =============================================================================
def how_to_render_lines args
# Render a horizontal line at the bottom
args.nokia.lines << { x: 0, y: 0, x2: 83, y2: 0 }
# Render a vertical line at the left
args.nokia.lines << { x: 0, y: 0, x2: 0, y2: 47 }
# Render a diagonal line starting from the bottom left and going to the top right
args.nokia.lines << { x: 0, y: 0, x2: 83, y2: 47 }
end
# =============================================================================
# == HOW TO RENDER A SPRITE ===================================================
# =============================================================================
def how_to_render_sprites args
# Loop 10 times and create 10 sprites in 10 positions
# Render a sprite at the bottom left with a width and height of 5 and a path of 'sprites/monochrome-ship.png'
10.times do |i|
args.nokia.sprites << {
x: i * 8.4,
y: i * 4.8,
w: 5,
h: 5,
path: 'sprites/monochrome-ship.png'
}
end
# Given an array of positions create sprites
positions = [
{ x: 20, y: 32 },
{ x: 45, y: 15 },
{ x: 72, y: 23 },
]
positions.each do |position|
# use Ruby's ~Hash#merge~ function to create a sprite
args.nokia.sprites << position.merge(path: 'sprites/monochrome-ship.png',
w: 5,
h: 5)
end
end
# =============================================================================
# ==== HOW TO ANIMATE A SPRITE (SEPERATE PNGS) ==========================
# =============================================================================
def how_to_animate_a_sprite args
# STEP 1: Define when you want the animation to start. The animation in this case will start in 3 seconds
start_animation_on_tick = 180
# STEP 2: Get the frame_index given the start tick.
sprite_index = start_animation_on_tick.frame_index count: 7, # how many sprites?
hold_for: 8, # how long to hold each sprite?
repeat: true # should it repeat?
# STEP 3: frame_index will return nil if the frame hasn't arrived yet
if sprite_index
# if the sprite_index is populated, use it to determine the sprite path and render it
sprite_path = "sprites/explosion-#{sprite_index}.png"
args.nokia.sprites << { x: 42 - 16,
y: 47 - 32,
w: 32,
h: 32,
path: sprite_path }
else
# if the sprite_index is nil, render a countdown instead
countdown_in_seconds = ((start_animation_on_tick - args.state.tick_count) / 60).round(1)
args.nokia.labels << args.nokia
.default_label
.merge(x: 0,
y: 18,
text: "Count Down: #{countdown_in_seconds.to_sf}",
alignment_enum: 0)
end
# render the current tick and the resolved sprite index
args.nokia.labels << args.nokia
.default_label
.merge(x: 0,
y: 11,
text: "Tick: #{args.state.tick_count}")
args.nokia.labels << args.nokia
.default_label
.merge(x: 0,
y: 5,
text: "sprite_index: #{sprite_index}")
end
# =============================================================================
# ==== HOW TO ANIMATE A SPRITE (SPRITE SHEET) =================================
# =============================================================================
def how_to_animate_a_sprite_sheet args
# STEP 1: Define when you want the animation to start. The animation in this case will start in 3 seconds
start_animation_on_tick = 180
# STEP 2: Get the frame_index given the start tick.
sprite_index = start_animation_on_tick.frame_index count: 7, # how many sprites?
hold_for: 8, # how long to hold each sprite?
repeat: true # should it repeat?
# STEP 3: frame_index will return nil if the frame hasn't arrived yet
if sprite_index
# if the sprite_index is populated, use it to determine the source rectangle and render it
args.nokia.sprites << {
x: 42 - 16,
y: 47 - 32,
w: 32,
h: 32,
path: "sprites/explosion-sheet.png",
source_x: 32 * sprite_index,
source_y: 0,
source_w: 32,
source_h: 32
}
else
# if the sprite_index is nil, render a countdown instead
countdown_in_seconds = ((start_animation_on_tick - args.state.tick_count) / 60).round(1)
args.nokia.labels << args.nokia
.default_label
.merge(x: 0,
y: 18,
text: "Count Down: #{countdown_in_seconds.to_sf}",
alignment_enum: 0)
end
# render the current tick and the resolved sprite index
args.nokia.labels << args.nokia
.default_label
.merge(x: 0,
y: 11,
text: "tick: #{args.state.tick_count}")
args.nokia.labels << args.nokia
.default_label
.merge(x: 0,
y: 5,
text: "sprite_index: #{sprite_index}")
end
# =============================================================================
# ==== HOW TO STORE STATE, ACCEPT INPUT, AND RENDER SPRITE BASED OFF OF STATE =
# =============================================================================
def how_to_move_a_sprite args
args.nokia.labels << args.nokia
.default_label
.merge(x: 42,
y: 46, text: "Use Arrow Keys",
alignment_enum: 1)
args.nokia.labels << args.nokia
.default_label
.merge(x: 42,
y: 41, text: "Or WASD",
alignment_enum: 1)
args.nokia.labels << args.nokia
.default_label
.merge(x: 42,
y: 36, text: "Or Click",
alignment_enum: 1)
# set the initial values for x and y using ||= ("or equal operator")
args.state.ship.x ||= 0
args.state.ship.y ||= 0
# if a mouse click occurs, update the ship's x and y to be the location of the click
if args.nokia.mouse_click
args.state.ship.x = args.nokia.mouse_click.x
args.state.ship.y = args.nokia.mouse_click.y
end
# if a or left arrow is pressed/held, decrement the ships x position
if args.nokia.keyboard.left
args.state.ship.x -= 1
end
# if d or right arrow is pressed/held, increment the ships x position
if args.nokia.keyboard.right
args.state.ship.x += 1
end
# if s or down arrow is pressed/held, decrement the ships y position
if args.nokia.keyboard.down
args.state.ship.y -= 1
end
# if w or up arrow is pressed/held, increment the ships y position
if args.nokia.keyboard.up
args.state.ship.y += 1
end
# render the sprite to the screen using the position stored in args.state.ship
args.nokia.sprites << {
x: args.state.ship.x,
y: args.state.ship.y,
w: 5,
h: 5,
path: 'sprites/monochrome-ship.png',
# parameters beyond this point are optional
angle: 0, # Note: rotation angle is denoted in degrees NOT radians
r: 255,
g: 255,
b: 255,
a: 255
}
end
# =======================================================================
# ==== HOW TO DETERMINE COLLISION =======================================
# =======================================================================
def how_to_determine_collision args
# Render the instructions
args.nokia.labels << args.nokia
.default_label
.merge(x: 42,
y: 46, text: "Click Anywhere",
alignment_enum: 1)
# if a mouse click occurs:
# - set ship_one if it isn't set
# - set ship_two if it isn't set
# - otherwise reset ship one and ship two
if args.nokia.mouse_click
# is ship_one set?
if !args.state.ship_one
args.state.ship_one = { x: args.nokia.mouse_click.x - 5,
y: args.nokia.mouse_click.y - 5,
w: 10,
h: 10 }
# is ship_one set?
elsif !args.state.ship_two
args.state.ship_two = { x: args.nokia.mouse_click.x - 5,
y: args.nokia.mouse_click.y - 5,
w: 10,
h: 10 }
# should we reset?
else
args.state.ship_one = nil
args.state.ship_two = nil
end
end
# render ship one if it's set
if args.state.ship_one
# use Ruby's .merge method which is available on ~Hash~ to set the sprite and alpha
# render ship one
args.nokia.sprites << args.state.ship_one.merge(path: 'sprites/monochrome-ship.png')
end
if args.state.ship_two
# use Ruby's .merge method which is available on ~Hash~ to set the sprite and alpha
# render ship two
args.nokia.sprites << args.state.ship_two.merge(path: 'sprites/monochrome-ship.png')
end
# if both ship one and ship two are set, then determine collision
if args.state.ship_one && args.state.ship_two
# collision is determined using the intersect_rect? method
if args.state.ship_one.intersect_rect? args.state.ship_two
# if collision occurred, render the words collision!
args.nokia.labels << args.nokia
.default_label
.merge(x: 42,
y: 5,
text: "Collision!",
alignment_enum: 1)
else
# if collision occurred, render the words no collision.
args.nokia.labels << args.nokia
.default_label
.merge(x: 42,
y: 5,
text: "No Collision.",
alignment_enum: 1)
end
else
# if both ship one and ship two aren't set, then render --
args.nokia.labels << args.nokia
.default_label
.merge(x: 42,
y: 6,
text: "--",
alignment_enum: 1)
end
end
# =============================================================================
# ==== HOW TO CREATE BUTTONS ==================================================
# =============================================================================
def how_to_create_buttons args
# Define a button style
args.state.button_style = { w: 82, h: 10, }
# Render instructions
args.state.button_message ||= "Press a Button!"
args.nokia.labels << args.nokia
.default_label
.merge(x: 42,
y: 82,
text: args.state.button_message,
alignment_enum: 1)
# Creates button one using a border and a label
args.state.button_one_border = args.state.button_style.merge( x: 1, y: 32)
args.nokia.borders << args.state.button_one_border
args.nokia.labels << args.nokia
.default_label
.merge(x: args.state.button_one_border.x + 2,
y: args.state.button_one_border.y + NOKIA_FONT_SM_HEIGHT + 2,
text: "Button One")
# Creates button two using a border and a label
args.state.button_two_border = args.state.button_style.merge( x: 1, y: 20)
args.nokia.borders << args.state.button_two_border
args.nokia.labels << args.nokia
.default_label
.merge(x: args.state.button_two_border.x + 2,
y: args.state.button_two_border.y + NOKIA_FONT_SM_HEIGHT + 2,
text: "Button Two")
# Initialize the state variable that tracks which button was clicked to "" (empty stringI
args.state.last_button_clicked ||= "--"
# If a click occurs, check to see if either button one, or button two was clicked
# using the inside_rect? method of the mouse
# set args.state.last_button_clicked accordingly
if args.nokia.mouse_click
if args.nokia.mouse_click.inside_rect? args.state.button_one_border
args.state.last_button_clicked = "One Clicked!"
elsif args.nokia.mouse_click.inside_rect? args.state.button_two_border
args.state.last_button_clicked = "Two Clicked!"
else
args.state.last_button_clicked = "--"
end
end
# Render the current value of args.state.last_button_clicked
args.nokia.labels << args.nokia
.default_label
.merge(x: 42,
y: 5,
text: args.state.last_button_clicked,
alignment_enum: 1)
end
def render_debug args
if !args.state.grid_rendered
(NOKIA_HEIGHT + 1).map_with_index do |i|
args.outputs.static_debug << {
x: NOKIA_X_OFFSET,
y: NOKIA_Y_OFFSET + (i * NOKIA_ZOOM),
x2: NOKIA_X_OFFSET + NOKIA_ZOOMED_WIDTH,
y2: NOKIA_Y_OFFSET + (i * NOKIA_ZOOM),
r: 128,
g: 128,
b: 128,
a: 80
}.line
end
(NOKIA_WIDTH + 1).map_with_index do |i|
args.outputs.static_debug << {
x: NOKIA_X_OFFSET + (i * NOKIA_ZOOM),
y: NOKIA_Y_OFFSET,
x2: NOKIA_X_OFFSET + (i * NOKIA_ZOOM),
y2: NOKIA_Y_OFFSET + NOKIA_ZOOMED_HEIGHT,
r: 128,
g: 128,
b: 128,
a: 80
}.line
end
end
args.state.grid_rendered = true
args.state.last_click ||= 0
args.state.last_up ||= 0
args.state.last_click = args.state.tick_count if args.nokia.mouse_down # you can also use args.nokia.click
args.state.last_up = args.state.tick_count if args.nokia.mouse_up
args.state.label_style = { size_enum: -1.5 }
args.state.watch_list = [
"args.state.tick_count is: #{args.state.tick_count}",
"args.nokia.mouse_position is: #{args.nokia.mouse_position.x}, #{args.nokia.mouse_position.y}",
"args.nokia.mouse_down tick: #{args.state.last_click || "never"}",
"args.nokia.mouse_up tick: #{args.state.last_up || "false"}",
]
args.outputs.debug << args.state
.watch_list
.map_with_index do |text, i|
{
x: 5,
y: 720 - (i * 18),
text: text,
size_enum: -1.5,
r: 255, g: 255, b: 255
}.label!
end
args.outputs.debug << {
x: 640,
y: 25,
text: "INFO: dev mode is currently enabled. Comment out the invocation of ~render_debug~ within the ~tick~ method to hide the debug layer.",
size_enum: -0.5,
alignment_enum: 1,
r: 255, g: 255, b: 255
}.label!
end
def snake_demo args
end
$gtk.reset
Nokia 3310 - nokia.rb link
# ./samples/99_genre_lowrez/nokia_3310/app/nokia.rb
# Emulation of a 64x64 canvas. Don't change this file unless you know what you're doing :-)
# Head over to main.rb and study the code there.
NOKIA_WIDTH = 84
NOKIA_HEIGHT = 48
NOKIA_ZOOM = 12
NOKIA_ZOOMED_WIDTH = NOKIA_WIDTH * NOKIA_ZOOM
NOKIA_ZOOMED_HEIGHT = NOKIA_HEIGHT * NOKIA_ZOOM
NOKIA_X_OFFSET = (1280 - NOKIA_ZOOMED_WIDTH).half
NOKIA_Y_OFFSET = ( 720 - NOKIA_ZOOMED_HEIGHT).half
NOKIA_FONT_XL = -1
NOKIA_FONT_XL_HEIGHT = 20
NOKIA_FONT_LG = -3.5
NOKIA_FONT_LG_HEIGHT = 15
NOKIA_FONT_MD = -6
NOKIA_FONT_MD_HEIGHT = 10
NOKIA_FONT_SM = -8.5
NOKIA_FONT_SM_HEIGHT = 5
NOKIA_FONT_PATH = 'fonts/lowrez.ttf'
class NokiaOutputs
attr_accessor :width, :height
def initialize args
@args = args
end
def outputs_nokia
return @args.outputs if @args.state.tick_count <= 0
return @args.outputs[:nokia].transient!
end
def solids
outputs_nokia.solids
end
def borders
outputs_nokia.borders
end
def sprites
outputs_nokia.sprites
end
def labels
outputs_nokia.labels
end
def default_label
{
x: 0,
y: 63,
text: "",
size_enum: NOKIA_FONT_SM,
alignment_enum: 0,
r: 0,
g: 0,
b: 0,
a: 255,
font: NOKIA_FONT_PATH
}
end
def lines
outputs_nokia.lines
end
def primitives
outputs_nokia.primitives
end
def click
return nil unless @args.inputs.mouse.click
mouse
end
def mouse_click
click
end
def mouse_down
@args.inputs.mouse.down
end
def mouse_up
@args.inputs.mouse.up
end
def mouse
[
((@args.inputs.mouse.x - NOKIA_X_OFFSET).idiv(NOKIA_ZOOM)),
((@args.inputs.mouse.y - NOKIA_Y_OFFSET).idiv(NOKIA_ZOOM))
]
end
def mouse_position
mouse
end
def keyboard
@args.inputs.keyboard
end
end
class GTK::Args
def init_nokia
return if @nokia
@nokia = NokiaOutputs.new self
end
def nokia
@nokia
end
end
module GTK
class Runtime
alias_method :__original_tick_core__, :tick_core unless Runtime.instance_methods.include?(:__original_tick_core__)
def tick_core
@args.init_nokia
__original_tick_core__
return if @args.state.tick_count <= 0
@args.render_target(:nokia)
.labels
.each do |l|
l.y += 1
if (l.a || 255) > 128
l.r = 67
l.g = 82
l.b = 61
l.a = 255
else
l.a = 0
end
end
@args.render_target(:nokia)
.sprites
.each do |s|
if (s.a || 255) > 128
s.a = 255
else
s.a = 0
end
end
@args.render_target(:nokia)
.solids
.each do |s|
if (s.a || 255) > 128
s.r = 67
s.g = 82
s.b = 61
s.a = 255
else
s.a = 0
end
end
@args.render_target(:nokia)
.borders
.each do |s|
if (s.a || 255) > 128
s.r = 67
s.g = 82
s.b = 61
s.a = 255
else
s.a = 0
end
end
@args.render_target(:nokia)
.lines
.each do |l|
l.y += 1
l.y2 += 1
l.y2 += 1 if l.y1 != l.y2
l.x2 += 1 if l.x1 != l.x2
if (l.a || 255) > 128
l.r = 67
l.g = 82
l.b = 61
l.a = 255
else
l.a = 0
end
end
@args.outputs.borders << {
x: NOKIA_X_OFFSET - 1,
y: NOKIA_Y_OFFSET - 1,
w: NOKIA_ZOOMED_WIDTH + 2,
h: NOKIA_ZOOMED_HEIGHT + 2,
r: 128, g: 128, b: 128
}
@args.outputs.background_color = [199, 240, 216]
@args.outputs.solids << [0, 0, NOKIA_X_OFFSET, 720]
@args.outputs.solids << [0, 0, 1280, NOKIA_Y_OFFSET]
@args.outputs.solids << [NOKIA_X_OFFSET + NOKIA_ZOOMED_WIDTH, 0, NOKIA_X_OFFSET, 720]
@args.outputs.solids << [0, NOKIA_Y_OFFSET.from_top, 1280, NOKIA_Y_OFFSET]
@args.outputs
.sprites << { x: NOKIA_X_OFFSET,
y: NOKIA_Y_OFFSET,
w: NOKIA_ZOOMED_WIDTH,
h: NOKIA_ZOOMED_HEIGHT,
source_x: 0,
source_y: 0,
source_w: NOKIA_WIDTH,
source_h: NOKIA_HEIGHT,
path: :nokia }
if [email protected]_rendered
(NOKIA_HEIGHT + 1).map_with_index do |i|
@args.outputs.static_lines << {
x: NOKIA_X_OFFSET,
y: NOKIA_Y_OFFSET + (i * NOKIA_ZOOM),
x2: NOKIA_X_OFFSET + NOKIA_ZOOMED_WIDTH,
y2: NOKIA_Y_OFFSET + (i * NOKIA_ZOOM),
r: 199,
g: 240,
b: 216,
a: 100
}.line!
end
(NOKIA_WIDTH + 1).map_with_index do |i|
@args.outputs.static_lines << {
x: NOKIA_X_OFFSET + (i * NOKIA_ZOOM),
y: NOKIA_Y_OFFSET,
x2: NOKIA_X_OFFSET + (i * NOKIA_ZOOM),
y2: NOKIA_Y_OFFSET + NOKIA_ZOOMED_HEIGHT,
r: 199,
g: 240,
b: 216,
a: 100
}.line!
end
@args.state.overlay_rendered = true
end
end
end
end
Resolution 64x64 - lowrez.rb link
# ./samples/99_genre_lowrez/resolution_64x64/app/lowrez.rb
# Emulation of a 64x64 canvas. Don't change this file unless you know what you're doing :-)
# Head over to main.rb and study the code there.
LOWREZ_SIZE = 64
LOWREZ_ZOOM = 10
LOWREZ_ZOOMED_SIZE = LOWREZ_SIZE * LOWREZ_ZOOM
LOWREZ_X_OFFSET = (1280 - LOWREZ_ZOOMED_SIZE).half
LOWREZ_Y_OFFSET = ( 720 - LOWREZ_ZOOMED_SIZE).half
LOWREZ_FONT_XL = -1
LOWREZ_FONT_XL_HEIGHT = 20
LOWREZ_FONT_LG = -3.5
LOWREZ_FONT_LG_HEIGHT = 15
LOWREZ_FONT_MD = -6
LOWREZ_FONT_MD_HEIGHT = 10
LOWREZ_FONT_SM = -8.5
LOWREZ_FONT_SM_HEIGHT = 5
LOWREZ_FONT_PATH = 'fonts/lowrez.ttf'
class LowrezOutputs
attr_accessor :width, :height
def initialize args
@args = args
@background_color ||= [0, 0, 0]
@args.outputs.background_color = @background_color
end
def background_color
@background_color ||= [0, 0, 0]
end
def background_color= opts
@background_color = opts
@args.outputs.background_color = @background_color
outputs_lowrez.solids << [0, 0, LOWREZ_SIZE, LOWREZ_SIZE, @background_color]
end
def outputs_lowrez
return @args.outputs if @args.state.tick_count <= 0
return @args.outputs[:lowrez].transient!
end
def solids
outputs_lowrez.solids
end
def borders
outputs_lowrez.borders
end
def sprites
outputs_lowrez.sprites
end
def labels
outputs_lowrez.labels
end
def default_label
{
x: 0,
y: 63,
text: "",
size_enum: LOWREZ_FONT_SM,
alignment_enum: 0,
r: 0,
g: 0,
b: 0,
a: 255,
font: LOWREZ_FONT_PATH
}
end
def lines
outputs_lowrez.lines
end
def primitives
outputs_lowrez.primitives
end
def click
return nil unless @args.inputs.mouse.click
mouse
end
def mouse_click
click
end
def mouse_down
@args.inputs.mouse.down
end
def mouse_up
@args.inputs.mouse.up
end
def mouse
[
((@args.inputs.mouse.x - LOWREZ_X_OFFSET).idiv(LOWREZ_ZOOM)),
((@args.inputs.mouse.y - LOWREZ_Y_OFFSET).idiv(LOWREZ_ZOOM))
]
end
def mouse_position
mouse
end
def keyboard
@args.inputs.keyboard
end
end
class GTK::Args
def init_lowrez
return if @lowrez
@lowrez = LowrezOutputs.new self
end
def lowrez
@lowrez
end
end
module GTK
class Runtime
alias_method :__original_tick_core__, :tick_core unless Runtime.instance_methods.include?(:__original_tick_core__)
def tick_core
@args.init_lowrez
__original_tick_core__
return if @args.state.tick_count <= 0
@args.render_target(:lowrez)
.labels
.each do |l|
l.y += 1
end
@args.render_target(:lowrez)
.lines
.each do |l|
l.y += 1
l.y2 += 1
l.y2 += 1 if l.y1 != l.y2
l.x2 += 1 if l.x1 != l.x2
end
@args.outputs
.sprites << { x: 320,
y: 40,
w: 640,
h: 640,
source_x: 0,
source_y: 0,
source_w: 64,
source_h: 64,
path: :lowrez }
end
end
end
Resolution 64x64 - main.rb link
# ./samples/99_genre_lowrez/resolution_64x64/app/main.rb
require 'app/lowrez.rb'
def tick args
# How to set the background color
args.lowrez.background_color = [255, 255, 255]
# ==== HELLO WORLD ======================================================
# Steps to get started:
# 1. ~def tick args~ is the entry point for your game.
# 2. There are quite a few code samples below, remove the "##"
# before each line and save the file to see the changes.
# 3. 0, 0 is in bottom left and 63, 63 is in top right corner.
# 4. Be sure to come to the discord channel if you need
# more help: [[http://discord.dragonruby.org]].
# Commenting and uncommenting code:
# - Add a "#" infront of lines to comment out code
# - Remove the "#" infront of lines to comment out code
# Invoke the hello_world subroutine/method
hello_world args # <---- add a "#" to the beginning of the line to stop running this subroutine/method.
# =======================================================================
# ==== HOW TO RENDER A LABEL ============================================
# Uncomment the line below to invoke the how_to_render_a_label subroutine/method.
# Note: The method is defined in this file with the signature ~def how_to_render_a_label args~
# Scroll down to the method to see the details.
# Remove the "#" at the beginning of the line below
# how_to_render_a_label args # <---- remove the "#" at the begging of this line to run the method
# =======================================================================
# ==== HOW TO RENDER A FILLED SQUARE (SOLID) ============================
# Remove the "#" at the beginning of the line below
# how_to_render_solids args
# =======================================================================
# ==== HOW TO RENDER AN UNFILLED SQUARE (BORDER) ========================
# Remove the "#" at the beginning of the line below
# how_to_render_borders args
# =======================================================================
# ==== HOW TO RENDER A LINE =============================================
# Remove the "#" at the beginning of the line below
# how_to_render_lines args
# =======================================================================
# == HOW TO RENDER A SPRITE =============================================
# Remove the "#" at the beginning of the line below
# how_to_render_sprites args
# =======================================================================
# ==== HOW TO MOVE A SPRITE BASED OFF OF USER INPUT =====================
# Remove the "#" at the beginning of the line below
# how_to_move_a_sprite args
# =======================================================================
# ==== HOW TO ANIMATE A SPRITE (SEPERATE PNGS) ==========================
# Remove the "#" at the beginning of the line below
# how_to_animate_a_sprite args
# =======================================================================
# ==== HOW TO ANIMATE A SPRITE (SPRITE SHEET) ===========================
# Remove the "#" at the beginning of the line below
# how_to_animate_a_sprite_sheet args
# =======================================================================
# ==== HOW TO DETERMINE COLLISION =============================================
# Remove the "#" at the beginning of the line below
# how_to_determine_collision args
# =======================================================================
# ==== HOW TO CREATE BUTTONS ==================================================
# Remove the "#" at the beginning of the line below
# how_to_create_buttons args
# =======================================================================
# ==== The line below renders a debug grid, mouse information, and current tick
render_debug args
end
def hello_world args
args.lowrez.solids << { x: 0, y: 64, w: 10, h: 10, r: 255 }
args.lowrez.labels << {
x: 32,
y: 63,
text: "lowrezjam 2020",
size_enum: LOWREZ_FONT_SM,
alignment_enum: 1,
r: 0,
g: 0,
b: 0,
a: 255,
font: LOWREZ_FONT_PATH
}
args.lowrez.sprites << {
x: 32 - 10,
y: 32 - 10,
w: 20,
h: 20,
path: 'sprites/lowrez-ship-blue.png',
a: args.state.tick_count % 255,
angle: args.state.tick_count % 360
}
end
# =======================================================================
# ==== HOW TO RENDER A LABEL ============================================
# =======================================================================
def how_to_render_a_label args
# NOTE: Text is aligned from the TOP LEFT corner
# Render an EXTRA LARGE/XL label (remove the "#" in front of each line below)
args.lowrez.labels << { x: 0, y: 57, text: "Hello World",
size_enum: LOWREZ_FONT_XL,
r: 0, g: 0, b: 0, a: 255,
font: LOWREZ_FONT_PATH }
# Render a LARGE/LG label (remove the "#" in front of each line below)
args.lowrez.labels << { x: 0, y: 36, text: "Hello World",
size_enum: LOWREZ_FONT_LG,
r: 0, g: 0, b: 0, a: 255,
font: LOWREZ_FONT_PATH }
# Render a MEDIUM/MD label (remove the "#" in front of each line below)
args.lowrez.labels << { x: 0, y: 20, text: "Hello World",
size_enum: LOWREZ_FONT_MD,
r: 0, g: 0, b: 0, a: 255,
font: LOWREZ_FONT_PATH }
# Render a SMALL/SM label (remove the "#" in front of each line below)
args.lowrez.labels << { x: 0, y: 9, text: "Hello World",
size_enum: LOWREZ_FONT_SM,
r: 0, g: 0, b: 0, a: 255,
font: LOWREZ_FONT_PATH }
# You are provided args.lowrez.default_label which returns a Hash that you
# can ~merge~ properties with
# Example 1
args.lowrez.labels << args.lowrez
.default_label
.merge(text: "Default")
# Example 2
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 31,
text: "Default",
r: 128,
g: 128,
b: 128)
end
## # =============================================================================
## # ==== HOW TO RENDER FILLED SQUARES (SOLIDS) ==================================
## # =============================================================================
def how_to_render_solids args
# Render a red square at 0, 0 with a width and height of 1
args.lowrez.solids << { x: 0, y: 0, w: 1, h: 1, r: 255, g: 0, b: 0, a: 255 }
# Render a red square at 1, 1 with a width and height of 2
args.lowrez.solids << { x: 1, y: 1, w: 2, h: 2, r: 255, g: 0, b: 0, a: 255 }
# Render a red square at 3, 3 with a width and height of 3
args.lowrez.solids << { x: 3, y: 3, w: 3, h: 3, r: 255, g: 0, b: 0 }
# Render a red square at 6, 6 with a width and height of 4
args.lowrez.solids << { x: 6, y: 6, w: 4, h: 4, r: 255, g: 0, b: 0 }
end
## # =============================================================================
## # ==== HOW TO RENDER UNFILLED SQUARES (BORDERS) ===============================
## # =============================================================================
def how_to_render_borders args
# Render a red square at 0, 0 with a width and height of 3
args.lowrez.borders << { x: 0, y: 0, w: 3, h: 3, r: 255, g: 0, b: 0, a: 255 }
# Render a red square at 3, 3 with a width and height of 3
args.lowrez.borders << { x: 3, y: 3, w: 4, h: 4, r: 255, g: 0, b: 0, a: 255 }
# Render a red square at 5, 5 with a width and height of 4
args.lowrez.borders << { x: 7, y: 7, w: 5, h: 5, r: 255, g: 0, b: 0, a: 255 }
end
## # =============================================================================
## # ==== HOW TO RENDER A LINE ===================================================
## # =============================================================================
def how_to_render_lines args
# Render a horizontal line at the bottom
args.lowrez.lines << { x: 0, y: 0, x2: 63, y2: 0, r: 255 }
# Render a vertical line at the left
args.lowrez.lines << { x: 0, y: 0, x2: 0, y2: 63, r: 255 }
# Render a diagonal line starting from the bottom left and going to the top right
args.lowrez.lines << { x: 0, y: 0, x2: 63, y2: 63, r: 255 }
end
## # =============================================================================
## # == HOW TO RENDER A SPRITE ===================================================
## # =============================================================================
def how_to_render_sprites args
# Loop 10 times and create 10 sprites in 10 positions
# Render a sprite at the bottom left with a width and height of 5 and a path of 'sprites/lowrez-ship-blue.png'
10.times do |i|
args.lowrez.sprites << {
x: i * 5,
y: i * 5,
w: 5,
h: 5,
path: 'sprites/lowrez-ship-blue.png'
}
end
# Given an array of positions create sprites
positions = [
{ x: 10, y: 42 },
{ x: 15, y: 45 },
{ x: 22, y: 33 },
]
positions.each do |position|
# use Ruby's ~Hash#merge~ function to create a sprite
args.lowrez.sprites << position.merge(path: 'sprites/lowrez-ship-red.png',
w: 5,
h: 5)
end
end
## # =============================================================================
## # ==== HOW TO ANIMATE A SPRITE (SEPERATE PNGS) ==========================
## # =============================================================================
def how_to_animate_a_sprite args
# STEP 1: Define when you want the animation to start. The animation in this case will start in 3 seconds
start_animation_on_tick = 180
# STEP 2: Get the frame_index given the start tick.
sprite_index = start_animation_on_tick.frame_index count: 7, # how many sprites?
hold_for: 4, # how long to hold each sprite?
repeat: true # should it repeat?
# STEP 3: frame_index will return nil if the frame hasn't arrived yet
if sprite_index
# if the sprite_index is populated, use it to determine the sprite path and render it
sprite_path = "sprites/explosion-#{sprite_index}.png"
args.lowrez.sprites << { x: 0, y: 0, w: 64, h: 64, path: sprite_path }
else
# if the sprite_index is nil, render a countdown instead
countdown_in_seconds = ((start_animation_on_tick - args.state.tick_count) / 60).round(1)
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 32,
y: 32,
text: "Count Down: #{countdown_in_seconds}",
alignment_enum: 1)
end
# render the current tick and the resolved sprite index
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 0,
y: 11,
text: "Tick: #{args.state.tick_count}")
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 0,
y: 5,
text: "sprite_index: #{sprite_index}")
end
## # =============================================================================
## # ==== HOW TO ANIMATE A SPRITE (SPRITE SHEET) =================================
## # =============================================================================
def how_to_animate_a_sprite_sheet args
# STEP 1: Define when you want the animation to start. The animation in this case will start in 3 seconds
start_animation_on_tick = 180
# STEP 2: Get the frame_index given the start tick.
sprite_index = start_animation_on_tick.frame_index count: 7, # how many sprites?
hold_for: 4, # how long to hold each sprite?
repeat: true # should it repeat?
# STEP 3: frame_index will return nil if the frame hasn't arrived yet
if sprite_index
# if the sprite_index is populated, use it to determine the source rectangle and render it
args.lowrez.sprites << {
x: 0,
y: 0,
w: 64,
h: 64,
path: "sprites/explosion-sheet.png",
source_x: 32 * sprite_index,
source_y: 0,
source_w: 32,
source_h: 32
}
else
# if the sprite_index is nil, render a countdown instead
countdown_in_seconds = ((start_animation_on_tick - args.state.tick_count) / 60).round(1)
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 32,
y: 32,
text: "Count Down: #{countdown_in_seconds}",
alignment_enum: 1)
end
# render the current tick and the resolved sprite index
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 0,
y: 11,
text: "tick: #{args.state.tick_count}")
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 0,
y: 5,
text: "sprite_index: #{sprite_index}")
end
## # =============================================================================
## # ==== HOW TO STORE STATE, ACCEPT INPUT, AND RENDER SPRITE BASED OFF OF STATE =
## # =============================================================================
def how_to_move_a_sprite args
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 32,
y: 62, text: "Use Arrow Keys",
alignment_enum: 1)
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 32,
y: 56, text: "Use WASD",
alignment_enum: 1)
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 32,
y: 50, text: "Or Click",
alignment_enum: 1)
# set the initial values for x and y using ||= ("or equal operator")
args.state.ship.x ||= 0
args.state.ship.y ||= 0
# if a mouse click occurs, update the ship's x and y to be the location of the click
if args.lowrez.mouse_click
args.state.ship.x = args.lowrez.mouse_click.x
args.state.ship.y = args.lowrez.mouse_click.y
end
# if a or left arrow is pressed/held, decrement the ships x position
if args.lowrez.keyboard.left
args.state.ship.x -= 1
end
# if d or right arrow is pressed/held, increment the ships x position
if args.lowrez.keyboard.right
args.state.ship.x += 1
end
# if s or down arrow is pressed/held, decrement the ships y position
if args.lowrez.keyboard.down
args.state.ship.y -= 1
end
# if w or up arrow is pressed/held, increment the ships y position
if args.lowrez.keyboard.up
args.state.ship.y += 1
end
# render the sprite to the screen using the position stored in args.state.ship
args.lowrez.sprites << {
x: args.state.ship.x,
y: args.state.ship.y,
w: 5,
h: 5,
path: 'sprites/lowrez-ship-blue.png',
# parameters beyond this point are optional
angle: 0, # Note: rotation angle is denoted in degrees NOT radians
r: 255,
g: 255,
b: 255,
a: 255
}
end
# =======================================================================
# ==== HOW TO DETERMINE COLLISION =======================================
# =======================================================================
def how_to_determine_collision args
# Render the instructions
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 32,
y: 62, text: "Click Anywhere",
alignment_enum: 1)
# if a mouse click occurs:
# - set ship_one if it isn't set
# - set ship_two if it isn't set
# - otherwise reset ship one and ship two
if args.lowrez.mouse_click
# is ship_one set?
if !args.state.ship_one
args.state.ship_one = { x: args.lowrez.mouse_click.x - 10,
y: args.lowrez.mouse_click.y - 10,
w: 20,
h: 20 }
# is ship_one set?
elsif !args.state.ship_two
args.state.ship_two = { x: args.lowrez.mouse_click.x - 10,
y: args.lowrez.mouse_click.y - 10,
w: 20,
h: 20 }
# should we reset?
else
args.state.ship_one = nil
args.state.ship_two = nil
end
end
# render ship one if it's set
if args.state.ship_one
# use Ruby's .merge method which is available on ~Hash~ to set the sprite and alpha
# render ship one
args.lowrez.sprites << args.state.ship_one.merge(path: 'sprites/lowrez-ship-blue.png', a: 100)
end
if args.state.ship_two
# use Ruby's .merge method which is available on ~Hash~ to set the sprite and alpha
# render ship two
args.lowrez.sprites << args.state.ship_two.merge(path: 'sprites/lowrez-ship-red.png', a: 100)
end
# if both ship one and ship two are set, then determine collision
if args.state.ship_one && args.state.ship_two
# collision is determined using the intersect_rect? method
if args.state.ship_one.intersect_rect? args.state.ship_two
# if collision occurred, render the words collision!
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 31,
y: 5,
text: "Collision!",
alignment_enum: 1)
else
# if collision occurred, render the words no collision.
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 31,
y: 5,
text: "No Collision.",
alignment_enum: 1)
end
else
# if both ship one and ship two aren't set, then render --
args.lowrez.labels << args.lowrez
.default_label
.merge(x: 31,
y: 6,
text: "--",
alignment_enum: 1)
end
end
## # =============================================================================
## # ==== HOW TO CREATE BUTTONS ==================================================
## # =============================================================================
def how_to_create_buttons args
# Define a button style
args.state.button_style = { w: 62, h: 10, r: 80, g: 80, b: 80 }
args.state.label_style = { r: 80, g: 80, b: 80 }
# Render instructions
args.state.button_message ||= "Press a Button!"
args.lowrez.labels << args.lowrez
.default_label
.merge(args.state.label_style)
.merge(x: 32,
y: 62,
text: args.state.button_message,
alignment_enum: 1)
# Creates button one using a border and a label
args.state.button_one_border = args.state.button_style.merge( x: 1, y: 32)
args.lowrez.borders << args.state.button_one_border
args.lowrez.labels << args.lowrez
.default_label
.merge(args.state.label_style)
.merge(x: args.state.button_one_border.x + 2,
y: args.state.button_one_border.y + LOWREZ_FONT_SM_HEIGHT + 2,
text: "Button One")
# Creates button two using a border and a label
args.state.button_two_border = args.state.button_style.merge( x: 1, y: 20)
args.lowrez.borders << args.state.button_two_border
args.lowrez.labels << args.lowrez
.default_label
.merge(args.state.label_style)
.merge(x: args.state.button_two_border.x + 2,
y: args.state.button_two_border.y + LOWREZ_FONT_SM_HEIGHT + 2,
text: "Button Two")
# Initialize the state variable that tracks which button was clicked to "" (empty stringI
args.state.last_button_clicked ||= "--"
# If a click occurs, check to see if either button one, or button two was clicked
# using the inside_rect? method of the mouse
# set args.state.last_button_clicked accordingly
if args.lowrez.mouse_click
if args.lowrez.mouse_click.inside_rect? args.state.button_one_border
args.state.last_button_clicked = "One Clicked!"
elsif args.lowrez.mouse_click.inside_rect? args.state.button_two_border
args.state.last_button_clicked = "Two Clicked!"
else
args.state.last_button_clicked = "--"
end
end
# Render the current value of args.state.last_button_clicked
args.lowrez.labels << args.lowrez
.default_label
.merge(args.state.label_style)
.merge(x: 32,
y: 5,
text: args.state.last_button_clicked,
alignment_enum: 1)
end
def render_debug args
if !args.state.grid_rendered
65.map_with_index do |i|
args.outputs.static_debug << {
x: LOWREZ_X_OFFSET,
y: LOWREZ_Y_OFFSET + (i * 10),
x2: LOWREZ_X_OFFSET + LOWREZ_ZOOMED_SIZE,
y2: LOWREZ_Y_OFFSET + (i * 10),
r: 128,
g: 128,
b: 128,
a: 80
}.line!
args.outputs.static_debug << {
x: LOWREZ_X_OFFSET + (i * 10),
y: LOWREZ_Y_OFFSET,
x2: LOWREZ_X_OFFSET + (i * 10),
y2: LOWREZ_Y_OFFSET + LOWREZ_ZOOMED_SIZE,
r: 128,
g: 128,
b: 128,
a: 80
}.line!
end
end
args.state.grid_rendered = true
args.state.last_click ||= 0
args.state.last_up ||= 0
args.state.last_click = args.state.tick_count if args.lowrez.mouse_down # you can also use args.lowrez.click
args.state.last_up = args.state.tick_count if args.lowrez.mouse_up
args.state.label_style = { size_enum: -1.5 }
args.state.watch_list = [
"args.state.tick_count is: #{args.state.tick_count}",
"args.lowrez.mouse_position is: #{args.lowrez.mouse_position.x}, #{args.lowrez.mouse_position.y}",
"args.lowrez.mouse_down tick: #{args.state.last_click || "never"}",
"args.lowrez.mouse_up tick: #{args.state.last_up || "false"}",
]
args.outputs.debug << args.state
.watch_list
.map_with_index do |text, i|
{
x: 5,
y: 720 - (i * 20),
text: text,
size_enum: -1.5
}.label!
end
args.outputs.debug << {
x: 640,
y: 25,
text: "INFO: dev mode is currently enabled. Comment out the invocation of ~render_debug~ within the ~tick~ method to hide the debug layer.",
size_enum: -0.5,
alignment_enum: 1
}.label!
end
$gtk.reset
Genre Mario link
Jumping - main.rb link
# ./samples/99_genre_mario/01_jumping/app/main.rb
def tick args
defaults args
render args
input args
calc args
end
def defaults args
args.state.player.x ||= args.grid.w.half
args.state.player.y ||= 0
args.state.player.size ||= 100
args.state.player.dy ||= 0
args.state.player.action ||= :jumping
args.state.jump.power = 20
args.state.jump.increase_frames = 10
args.state.jump.increase_power = 1
args.state.gravity = -1
end
def render args
args.outputs.sprites << {
x: args.state.player.x -
args.state.player.size.half,
y: args.state.player.y,
w: args.state.player.size,
h: args.state.player.size,
path: 'sprites/square/red.png'
}
end
def input args
if args.inputs.keyboard.key_down.space
if args.state.player.action == :standing
args.state.player.action = :jumping
args.state.player.dy = args.state.jump.power
# record when the action took place
current_frame = args.state.tick_count
args.state.player.action_at = current_frame
end
end
# if the space bar is being held
if args.inputs.keyboard.key_held.space
# is the player jumping
is_jumping = args.state.player.action == :jumping
# when was the jump performed
time_of_jump = args.state.player.action_at
# how much time has passed since the jump
jump_elapsed_time = time_of_jump.elapsed_time
# how much time is allowed for increasing power
time_allowed = args.state.jump.increase_frames
# if the player is jumping
# and the elapsed time is less than
# the allowed time
if is_jumping && jump_elapsed_time < time_allowed
# increase the dy by the increase power
power_to_add = args.state.jump.increase_power
args.state.player.dy += power_to_add
end
end
end
def calc args
if args.state.player.action == :jumping
args.state.player.y += args.state.player.dy
args.state.player.dy += args.state.gravity
end
if args.state.player.y < 0
args.state.player.y = 0
args.state.player.action = :standing
end
end
Jumping And Collisions - main.rb link
# ./samples/99_genre_mario/02_jumping_and_collisions/app/main.rb
class Game
attr_gtk
def tick
defaults
render
input
calc
end
def defaults
return if state.tick_count != 0
player.x = 64
player.y = 800
player.size = 50
player.dx = 0
player.dy = 0
player.action = :falling
player.max_speed = 20
player.jump_power = 15
player.jump_air_time = 15
player.jump_increase_power = 1
state.gravity = -1
state.drag = 0.001
state.tile_size = 64
state.tiles ||= [
{ ordinal_x: 0, ordinal_y: 0 },
{ ordinal_x: 1, ordinal_y: 0 },
{ ordinal_x: 2, ordinal_y: 0 },
{ ordinal_x: 3, ordinal_y: 0 },
{ ordinal_x: 4, ordinal_y: 0 },
{ ordinal_x: 5, ordinal_y: 0 },
{ ordinal_x: 6, ordinal_y: 0 },
{ ordinal_x: 7, ordinal_y: 0 },
{ ordinal_x: 8, ordinal_y: 0 },
{ ordinal_x: 9, ordinal_y: 0 },
{ ordinal_x: 10, ordinal_y: 0 },
{ ordinal_x: 11, ordinal_y: 0 },
{ ordinal_x: 12, ordinal_y: 0 },
{ ordinal_x: 9, ordinal_y: 3 },
{ ordinal_x: 10, ordinal_y: 3 },
{ ordinal_x: 11, ordinal_y: 3 },
]
tiles.each do |t|
t.rect = { x: t.ordinal_x * 64,
y: t.ordinal_y * 64,
w: 64,
h: 64 }
end
end
def render
render_player
render_tiles
# render_grid
end
def input
input_jump
input_move
end
def calc
calc_player_rect
calc_left
calc_right
calc_below
calc_above
calc_player_dy
calc_player_dx
calc_game_over
end
def render_player
outputs.sprites << {
x: player.x,
y: player.y,
w: player.size,
h: player.size,
path: 'sprites/square/red.png'
}
end
def render_tiles
outputs.sprites << state.tiles.map do |t|
t.merge path: 'sprites/square/white.png',
x: t.ordinal_x * 64,
y: t.ordinal_y * 64,
w: 64,
h: 64
end
end
def render_grid
if state.tick_count == 0
outputs[:grid].transient!
outputs[:grid].background_color = [0, 0, 0, 0]
outputs[:grid].borders << available_brick_locations
outputs[:grid].labels << available_brick_locations.map do |b|
[
b.merge(text: "#{b.ordinal_x},#{b.ordinal_y}",
x: b.x + 2,
y: b.y + 2,
size_enum: -3,
vertical_alignment_enum: 0,
blendmode_enum: 0),
b.merge(text: "#{b.x},#{b.y}",
x: b.x + 2,
y: b.y + 2 + 20,
size_enum: -3,
vertical_alignment_enum: 0,
blendmode_enum: 0)
]
end
end
outputs.sprites << { x: 0, y: 0, w: 1280, h: 720, path: :grid }
end
def input_jump
if inputs.keyboard.key_down.space
player_jump
end
if inputs.keyboard.key_held.space
player_jump_increase_air_time
end
end
def input_move
if player.dx.abs < 20
if inputs.keyboard.left
player.dx -= 2
elsif inputs.keyboard.right
player.dx += 2
end
end
end
def calc_game_over
if player.y < -64
player.x = 64
player.y = 800
player.dx = 0
player.dy = 0
end
end
def calc_player_rect
player.rect = player_current_rect
player.next_rect = player_next_rect
player.prev_rect = player_prev_rect
end
def calc_player_dx
player.dx = player_next_dx
player.x += player.dx
end
def calc_player_dy
player.y += player.dy
player.dy = player_next_dy
end
def calc_below
return unless player.dy < 0
tiles_below = tiles_find { |t| t.rect.top <= player.prev_rect.y }
collision = tiles_find_colliding tiles_below, (player.rect.merge y: player.next_rect.y)
if collision
player.y = collision.rect.y + state.tile_size
player.dy = 0
player.action = :standing
else
player.action = :falling
end
end
def calc_left
return unless player.dx < 0 && player_next_dx < 0
tiles_left = tiles_find { |t| t.rect.right <= player.prev_rect.left }
collision = tiles_find_colliding tiles_left, (player.rect.merge x: player.next_rect.x)
return unless collision
player.x = collision.rect.right
player.dx = 0
end
def calc_right
return unless player.dx > 0 && player_next_dx > 0
tiles_right = tiles_find { |t| t.rect.left >= player.prev_rect.right }
collision = tiles_find_colliding tiles_right, (player.rect.merge x: player.next_rect.x)
return unless collision
player.x = collision.rect.left - player.rect.w
player.dx = 0
end
def calc_above
return unless player.dy > 0
tiles_above = tiles_find { |t| t.rect.y >= player.prev_rect.y }
collision = tiles_find_colliding tiles_above, (player.rect.merge y: player.next_rect.y)
return unless collision
player.dy = 0
player.y = collision.rect.bottom - player.rect.h
end
def player_current_rect
{ x: player.x, y: player.y, w: player.size, h: player.size }
end
def available_brick_locations
(0..19).to_a
.product(0..11)
.map do |(ordinal_x, ordinal_y)|
{ ordinal_x: ordinal_x,
ordinal_y: ordinal_y,
x: ordinal_x * 64,
y: ordinal_y * 64,
w: 64,
h: 64 }
end
end
def player
state.player ||= args.state.new_entity :player
end
def player_next_dy
player.dy + state.gravity + state.drag ** 2 * -1
end
def player_next_dx
player.dx * 0.8
end
def player_next_rect
player.rect.merge x: player.x + player_next_dx,
y: player.y + player_next_dy
end
def player_prev_rect
player.rect.merge x: player.x - player.dx,
y: player.y - player.dy
end
def player_jump
return if player.action != :standing
player.action = :jumping
player.dy = state.player.jump_power
current_frame = state.tick_count
player.action_at = current_frame
end
def player_jump_increase_air_time
return if player.action != :jumping
return if player.action_at.elapsed_time >= player.jump_air_time
player.dy += player.jump_increase_power
end
def tiles
state.tiles
end
def tiles_find_colliding tiles, target
tiles.find { |t| t.rect.intersect_rect? target }
end
def tiles_find &block
tiles.find_all(&block)
end
end
def tick args
$game ||= Game.new
$game.args = args
$game.tick
end
$gtk.reset
Genre Platformer link
Clepto Frog - main.rb link
# ./samples/99_genre_platformer/clepto_frog/app/main.rb
class CleptoFrog
attr_gtk
def tick
defaults
render
input
calc
end
def defaults
state.level_editor_rect_w ||= 32
state.level_editor_rect_h ||= 32
state.target_camera_scale ||= 0.5
state.camera_scale ||= 1
state.tongue_length ||= 100
state.action ||= :aiming
state.tongue_angle ||= 90
state.tile_size ||= 32
state.gravity ||= -0.1
state.drag ||= -0.005
state.player ||= {
x: 2400,
y: 200,
w: 60,
h: 60,
dx: 0,
dy: 0,
}
state.camera_x ||= state.player.x - 640
state.camera_y ||= 0
load_if_needed
state.map_saved_at ||= 0
end
def player
state.player
end
def render
render_world
render_player
render_level_editor
render_mini_map
render_instructions
end
def to_camera_space rect
rect.merge(x: to_camera_space_x(rect.x),
y: to_camera_space_y(rect.y),
w: to_camera_space_w(rect.w),
h: to_camera_space_h(rect.h))
end
def to_camera_space_x x
return nil if !x
(x * state.camera_scale) - state.camera_x
end
def to_camera_space_y y
return nil if !y
(y * state.camera_scale) - state.camera_y
end
def to_camera_space_w w
return nil if !w
w * state.camera_scale
end
def to_camera_space_h h
return nil if !h
h * state.camera_scale
end
def render_world
viewport = {
x: player.x - 1280 / state.camera_scale,
y: player.y - 720 / state.camera_scale,
w: 2560 / state.camera_scale,
h: 1440 / state.camera_scale
}
outputs.sprites << geometry.find_all_intersect_rect(viewport, state.mugs).map do |rect|
to_camera_space rect
end
outputs.sprites << geometry.find_all_intersect_rect(viewport, state.walls).map do |rect|
to_camera_space(rect).merge!(path: :pixel, r: 128, g: 128, b: 128, a: 128)
end
end
def render_player
start_of_tongue_render = to_camera_space start_of_tongue
if state.anchor_point
anchor_point_render = to_camera_space state.anchor_point
outputs.sprites << { x: start_of_tongue_render.x - 2,
y: start_of_tongue_render.y - 2,
w: to_camera_space_w(4),
h: geometry.distance(start_of_tongue_render, anchor_point_render),
path: :pixel,
angle_anchor_y: 0,
r: 255, g: 128, b: 128,
angle: state.tongue_angle - 90 }
else
outputs.sprites << { x: to_camera_space_x(start_of_tongue.x) - 2,
y: to_camera_space_y(start_of_tongue.y) - 2,
w: to_camera_space_w(4),
h: to_camera_space_h(state.tongue_length),
path: :pixel,
r: 255, g: 128, b: 128,
angle_anchor_y: 0,
angle: state.tongue_angle - 90 }
end
angle = 0
if state.action == :aiming && !player.on_floor
angle = state.tongue_angle - 90
elsif state.action == :shooting && !player.on_floor
angle = state.tongue_angle - 90
elsif state.action == :anchored
angle = state.tongue_angle - 90
end
outputs.sprites << to_camera_space(player).merge!(path: "sprites/square/green.png", angle: angle)
end
def render_mini_map
x, y = 1170, 10
outputs.primitives << { x: x,
y: y,
w: 100,
h: 58,
r: 0,
g: 0,
b: 0,
a: 200,
path: :pixel }
outputs.primitives << { x: x + player.x.fdiv(100) - 1,
y: y + player.y.fdiv(100) - 1,
w: 2,
h: 2,
r: 0,
g: 255,
b: 0,
path: :pixel }
t_start = start_of_tongue
t_end = end_of_tongue
outputs.primitives << {
x: x + t_start.x.fdiv(100),
y: y + t_start.y.fdiv(100),
x2: x + t_end.x.fdiv(100),
y2: y + t_end.y.fdiv(100),
r: 255, g: 255, b: 255
}
outputs.primitives << state.mugs.map do |o|
{ x: x + o.x.fdiv(100) - 1,
y: y + o.y.fdiv(100) - 1,
w: 2,
h: 2,
r: 200,
g: 200,
b: 0,
path: :pixel }
end
end
def render_level_editor
return if !state.level_editor_mode
if state.map_saved_at > 0 && state.map_saved_at.elapsed_time < 120
outputs.primitives << { x: 920, y: 670, text: 'Map has been exported!', size_enum: 1, r: 0, g: 50, b: 100, a: 50 }
end
outputs.primitives << { x: to_camera_space_x(((state.camera_x + inputs.mouse.x) / state.camera_scale).ifloor(state.tile_size)),
y: to_camera_space_y(((state.camera_y + inputs.mouse.y) / state.camera_scale).ifloor(state.tile_size)),
w: to_camera_space_w(state.level_editor_rect_w),
h: to_camera_space_h(state.level_editor_rect_h), path: :pixel, a: 200, r: 180, g: 80, b: 200 }
end
def render_instructions
if state.level_editor_mode
outputs.labels << { x: 640,
y: 10.from_top,
text: "Click to place wall. HJKL to change wall size. X + click to remove wall. M + click to place mug. Arrow keys to move around.",
size_enum: -1,
anchor_x: 0.5 }
outputs.labels << { x: 640,
y: 35.from_top,
text: " - and + to zoom in and out. 0 to reset camera to default zoom. G to exit level editor mode.",
size_enum: -1,
anchor_x: 0.5 }
else
outputs.labels << { x: 640,
y: 10.from_top,
text: "Left and Right to aim tongue. Space to shoot or release tongue. G to enter level editor mode.",
size_enum: -1,
anchor_x: 0.5 }
outputs.labels << { x: 640,
y: 35.from_top,
text: "Up and Down to change tongue length (when tongue is attached). Left and Right to swing (when tongue is attached).",
size_enum: -1,
anchor_x: 0.5 }
end
end
def start_of_tongue
{
x: player.x + player.w / 2,
y: player.y + player.h / 2
}
end
def calc
calc_camera
calc_player
calc_mug_collection
end
def calc_camera
percentage = 0.2 * state.camera_scale
target_scale = state.target_camera_scale
distance_scale = target_scale - state.camera_scale
state.camera_scale += distance_scale * percentage
target_x = player.x * state.target_camera_scale
target_y = player.y * state.target_camera_scale
distance_x = target_x - (state.camera_x + 640)
distance_y = target_y - (state.camera_y + 360)
state.camera_x += distance_x * percentage if distance_x.abs > 1
state.camera_y += distance_y * percentage if distance_y.abs > 1
state.camera_x = 0 if state.camera_x < 0
state.camera_y = 0 if state.camera_y < 0
end
def calc_player
calc_shooting
calc_swing
calc_aabb_collision
calc_tongue_angle
calc_on_floor
end
def calc_shooting
calc_shooting_step
calc_shooting_step
calc_shooting_step
calc_shooting_step
calc_shooting_step
calc_shooting_step
end
def calc_shooting_step
return unless state.action == :shooting
state.tongue_length += 5
potential_anchor = end_of_tongue
anchor_rect = { x: potential_anchor.x - 5, y: potential_anchor.y - 5, w: 10, h: 10 }
collision = state.walls.find_all do |v|
v.intersect_rect?(anchor_rect)
end.first
if collision
state.anchor_point = potential_anchor
state.action = :anchored
end
end
def calc_swing
return if !state.anchor_point
target_x = state.anchor_point.x - start_of_tongue.x
target_y = state.anchor_point.y -
state.tongue_length - 5 - 20 - player.h
diff_y = player.y - target_y
distance = geometry.distance(player, state.anchor_point)
pull_strength = if distance < 100
0
else
(distance / 800)
end
vector = state.tongue_angle.to_vector
player.dx += vector.x * pull_strength**2
player.dy += vector.y * pull_strength**2
end
def calc_aabb_collision
return if !state.walls
player.dx = player.dx.clamp(-30, 30)
player.dy = player.dy.clamp(-30, 30)
player.dx += player.dx * state.drag
player.x += player.dx
collision = geometry.find_intersect_rect player, state.walls
if collision
if player.dx > 0
player.x = collision.x - player.w
elsif player.dx < 0
player.x = collision.x + collision.w
end
player.dx *= -0.8
end
if !state.level_editor_mode
player.dy += state.gravity # Since acceleration is the change in velocity, the change in y (dy) increases every frame
player.y += player.dy
end
collision = geometry.find_intersect_rect player, state.walls
if collision
if player.dy > 0
player.y = collision.y - 60
elsif player.dy < 0
player.y = collision.y + collision.h
end
player.dy *= -0.8
end
end
def calc_tongue_angle
return unless state.anchor_point
state.tongue_angle = geometry.angle_from state.anchor_point, start_of_tongue
state.tongue_length = geometry.distance(start_of_tongue, state.anchor_point)
state.tongue_length = state.tongue_length.greater(100)
end
def calc_on_floor
if state.action == :anchored
player.on_floor = false
player.on_floor_debounce = 30
else
player.on_floor_debounce ||= 30
if player.dy.round != 0
player.on_floor_debounce = 30
player.on_floor = false
else
player.on_floor_debounce -= 1
end
if player.on_floor_debounce <= 0
player.on_floor_debounce = 0
player.on_floor = true
end
end
end
def calc_mug_collection
collected = state.mugs.find_all { |s| s.intersect_rect? player }
state.mugs.reject! { |s| collected.include? s }
end
def set_camera_scale v = nil
return if v < 0.1
state.target_camera_scale = v
end
def input
input_game
input_level_editor
end
def input_up?
inputs.keyboard.w || inputs.keyboard.up
end
def input_down?
inputs.keyboard.s || inputs.keyboard.down
end
def input_left?
inputs.keyboard.a || inputs.keyboard.left
end
def input_right?
inputs.keyboard.d || inputs.keyboard.right
end
def input_game
if inputs.keyboard.key_down.g
state.level_editor_mode = !state.level_editor_mode
end
if player.on_floor
if inputs.keyboard.q
player.dx = -5
elsif inputs.keyboard.e
player.dx = 5
end
end
if inputs.keyboard.key_down.space && !state.anchor_point
state.tongue_length = 0
state.action = :shooting
elsif inputs.keyboard.key_down.space
state.action = :aiming
state.anchor_point = nil
state.tongue_length = 100
end
if state.anchor_point
vector = state.tongue_angle.to_vector
if input_up?
state.tongue_length -= 5
player.dy += vector.y
player.dx += vector.x
elsif input_down?
state.tongue_length += 5
player.dy -= vector.y
player.dx -= vector.x
end
if input_left?
player.dx -= 0.5
elsif input_right?
player.dx += 0.5
end
else
if input_left?
state.tongue_angle += 1.5
state.tongue_angle = state.tongue_angle
elsif input_right?
state.tongue_angle -= 1.5
state.tongue_angle = state.tongue_angle
end
end
end
def input_level_editor
return unless state.level_editor_mode
if state.tick_count.mod_zero?(5)
# zoom
if inputs.keyboard.equal_sign || inputs.keyboard.plus
set_camera_scale state.camera_scale + 0.1
elsif inputs.keyboard.hyphen
set_camera_scale state.camera_scale - 0.1
elsif inputs.keyboard.zero
set_camera_scale 0.5
end
# change wall width
if inputs.keyboard.h
state.level_editor_rect_w -= state.tile_size
elsif inputs.keyboard.l
state.level_editor_rect_w += state.tile_size
end
state.level_editor_rect_w = state.tile_size if state.level_editor_rect_w < state.tile_size
# change wall height
if inputs.keyboard.j
state.level_editor_rect_h -= state.tile_size
elsif inputs.keyboard.k
state.level_editor_rect_h += state.tile_size
end
state.level_editor_rect_h = state.tile_size if state.level_editor_rect_h < state.tile_size
end
if inputs.mouse.click
x = ((state.camera_x + inputs.mouse.x) / state.camera_scale).ifloor(state.tile_size)
y = ((state.camera_y + inputs.mouse.y) / state.camera_scale).ifloor(state.tile_size)
# place mug
if inputs.keyboard.m
w = 32
h = 32
candidate_rect = { x: x, y: y, w: w, h: h }
if inputs.keyboard.x
mouse_rect = { x: (state.camera_x + inputs.mouse.x) / state.camera_scale,
y: (state.camera_y + inputs.mouse.y) / state.camera_scale,
w: 10,
h: 10 }
to_remove = state.mugs.find do |r|
r.intersect_rect? mouse_rect
end
if to_remove
state.mugs.reject! { |r| r == to_remove }
end
else
exists = state.mugs.find { |r| r == candidate_rect }
if !exists
state.mugs << candidate_rect.merge(path: "sprites/square/orange.png")
end
end
else
# place wall
w = state.level_editor_rect_w
h = state.level_editor_rect_h
candidate_rect = { x: x, y: y, w: w, h: h }
if inputs.keyboard.x
mouse_rect = { x: (state.camera_x + inputs.mouse.x) / state.camera_scale,
y: (state.camera_y + inputs.mouse.y) / state.camera_scale,
w: 10,
h: 10 }
to_remove = state.walls.find do |r|
r.intersect_rect? mouse_rect
end
if to_remove
state.walls.reject! { |r| r == to_remove }
end
else
exists = state.walls.find { |r| r == candidate_rect }
if !exists
state.walls << candidate_rect
end
end
end
save
end
if input_up?
player.y += 10
player.dy = 0
elsif input_down?
player.y -= 10
player.dy = 0
end
if input_left?
player.x -= 10
player.dx = 0
elsif input_right?
player.x += 10
player.dx = 0
end
end
def end_of_tongue
p = state.tongue_angle.to_vector
{ x: start_of_tongue.x + p.x * state.tongue_length,
y: start_of_tongue.y + p.y * state.tongue_length }
end
def save
$gtk.write_file("data/mugs.txt", "")
state.mugs.each do |o|
$gtk.append_file "data/mugs.txt", "#{o.x},#{o.y},#{o.w},#{o.h}\n"
end
$gtk.write_file("data/walls.txt", "")
state.walls.map do |o|
$gtk.append_file "data/walls.txt", "#{o.x},#{o.y},#{o.w},#{o.h}\n"
end
end
def load_if_needed
return if state.walls
state.walls = []
state.mugs = []
contents = $gtk.read_file "data/mugs.txt"
if contents
contents.each_line do |l|
x, y, w, h = l.split(',').map(&:to_i)
state.mugs << { x: x.ifloor(state.tile_size),
y: y.ifloor(state.tile_size),
w: w,
h: h,
path: "sprites/square/orange.png" }
end
end
contents = $gtk.read_file "data/walls.txt"
if contents
contents.each_line do |l|
x, y, w, h = l.split(',').map(&:to_i)
state.walls << { x: x.ifloor(state.tile_size),
y: y.ifloor(state.tile_size),
w: w,
h: h,
path: :pixel,
r: 128,
g: 128,
b: 128,
a: 128 }
end
end
end
end
$game = CleptoFrog.new
def tick args
$game.args = args
$game.tick
end
# $gtk.reset
Clepto Frog - Data - mugs.txt link
# ./samples/99_genre_platformer/clepto_frog/data/mugs.txt
64,64,32,32
928,1952,32,32
3744,2464,32,32
1536,3264,32,32
7648,32,32,32
9312,1120,32,32
7296,1152,32,32
5792,1824,32,32
864,3744,32,32
1024,4640,32,32
800,5312,32,32
3232,5216,32,32
4736,5280,32,32
9312,5152,32,32
9632,4288,32,32
7808,4096,32,32
8640,1952,32,32
6880,2016,32,32
4608,3872,32,32
4000,4544,32,32
3200,3328,32,32
5056,1056,32,32
3424,608,32,32
6496,288,32,32
6080,288,32,32
5600,288,32,32
3424,608,32,32
2656,704,32,32
2208,224,32,32
Clepto Frog - Data - walls.txt link
# ./samples/99_genre_platformer/clepto_frog/data/walls.txt
0,0,32,5664
0,5664,10016,32
0,0,10016,32
10016,0,32,5696
2112,192,704,32
2112,672,704,32
3328,576,224,32
5504,256,256,32
5984,256,256,32
6400,256,256,32
4928,1024,256,32
7168,1120,256,32
9216,1088,256,32
8544,1920,256,32
6752,1984,256,32
5664,1792,256,32
832,1920,256,32
1440,3232,256,32
736,3712,256,32
896,4608,256,32
672,5280,256,32
3136,5184,256,32
3872,4512,256,32
4640,5248,256,32
7680,4064,256,32
9536,4256,256,32
9184,5120,256,32
3072,3296,256,32
3616,2432,256,32
4480,3840,256,32
4704,1952,128,128
6272,3328,128,128
5248,4832,128,128
2496,4320,128,128
1536,5056,128,128
7232,5024,128,128
2208,2336,128,128
1120,704,128,128
8448,2944,128,128
8576,4608,128,128
7840,2176,128,128
8640,416,128,128
6048,1088,128,128
4768,352,128,128
3040,1600,128,128
448,2720,128,128
1568,4064,128,128
256,4736,128,128
3936,5312,128,128
3872,3360,128,128
7904,800,128,128
6272,4320,128,128
1728,1440,128,128
96,768,128,128
9120,3616,128,128
6144,5184,128,128
7168,3168,128,128
5472,3712,128,128
2592,5088,128,128
2528,3328,128,128
1376,2560,128,128
4096,1344,128,128
9344,2336,128,128
5952,2656,128,128
3360,4160,128,128
224,1696,128,128
352,4064,128,128
8192,5248,128,128
7168,448,128,128
6624,2592,128,128
4608,2848,128,128
2336,1184,128,128
640,224,128,128
7264,4352,128,128
Gorillas Basic - credits.txt link
# ./samples/99_genre_platformer/gorillas_basic/CREDITS.txt
code: Amir Rajan, https://twitter.com/amirrajan
graphics: Nick Culbertson, https://twitter.com/MobyPixel
Gorillas Basic - main.rb link
# ./samples/99_genre_platformer/gorillas_basic/app/main.rb
class YouSoBasicGorillas
attr_accessor :outputs, :grid, :state, :inputs
def tick
defaults
render
calc
process_inputs
end
def defaults
outputs.background_color = [33, 32, 87]
state.building_spacing = 1
state.building_room_spacing = 15
state.building_room_width = 10
state.building_room_height = 15
state.building_heights = [4, 4, 6, 8, 15, 20, 18]
state.building_room_sizes = [5, 4, 6, 7]
state.gravity = 0.25
state.first_strike ||= :player_1
state.buildings ||= []
state.holes ||= []
state.player_1_score ||= 0
state.player_2_score ||= 0
state.wind ||= 0
end
def render
render_stage
render_value_insertion
render_gorillas
render_holes
render_banana
render_game_over
render_score
render_wind
end
def render_score
outputs.primitives << [0, 0, 1280, 31, fancy_white].solid
outputs.primitives << [1, 1, 1279, 29].solid
outputs.labels << [ 10, 25, "Score: #{state.player_1_score}", 0, 0, fancy_white]
outputs.labels << [1270, 25, "Score: #{state.player_2_score}", 0, 2, fancy_white]
end
def render_wind
outputs.primitives << [640, 12, state.wind * 500 + state.wind * 10 * rand, 4, 35, 136, 162].solid
outputs.lines << [640, 30, 640, 0, fancy_white]
end
def render_game_over
return unless state.over
outputs.primitives << [grid.rect, 0, 0, 0, 200].solid
outputs.primitives << [640, 370, "Game Over!!", 5, 1, fancy_white].label
if state.winner == :player_1
outputs.primitives << [640, 340, "Player 1 Wins!!", 5, 1, fancy_white].label
else
outputs.primitives << [640, 340, "Player 2 Wins!!", 5, 1, fancy_white].label
end
end
def render_stage
return unless state.stage_generated
return if state.stage_rendered
outputs.static_solids << [grid.rect, 33, 32, 87]
outputs.static_solids << state.buildings.map(&:solids)
state.stage_rendered = true
end
def render_gorilla gorilla, id
return unless gorilla
if state.banana && state.banana.owner == gorilla
animation_index = state.banana.created_at.frame_index(3, 5, false)
end
if !animation_index
outputs.sprites << [gorilla.solid, "sprites/#{id}-idle.png"]
else
outputs.sprites << [gorilla.solid, "sprites/#{id}-#{animation_index}.png"]
end
end
def render_gorillas
render_gorilla state.player_1, :left
render_gorilla state.player_2, :right
end
def render_value_insertion
return if state.banana
return if state.over
if state.current_turn == :player_1_angle
outputs.labels << [ 10, 710, "Angle: #{state.player_1_angle}_", fancy_white]
elsif state.current_turn == :player_1_velocity
outputs.labels << [ 10, 710, "Angle: #{state.player_1_angle}", fancy_white]
outputs.labels << [ 10, 690, "Velocity: #{state.player_1_velocity}_", fancy_white]
elsif state.current_turn == :player_2_angle
outputs.labels << [1120, 710, "Angle: #{state.player_2_angle}_", fancy_white]
elsif state.current_turn == :player_2_velocity
outputs.labels << [1120, 710, "Angle: #{state.player_2_angle}", fancy_white]
outputs.labels << [1120, 690, "Velocity: #{state.player_2_velocity}_", fancy_white]
end
end
def render_banana
return unless state.banana
rotation = state.tick_count.%(360) * 20
rotation *= -1 if state.banana.dx > 0
outputs.sprites << [state.banana.x, state.banana.y, 15, 15, 'sprites/banana.png', rotation]
end
def render_holes
outputs.sprites << state.holes.map do |s|
animation_index = s.created_at.frame_index(7, 3, false)
if animation_index
[s.sprite, [s.sprite.rect, "sprites/explosion#{animation_index}.png" ]]
else
s.sprite
end
end
end
def calc
calc_generate_stage
calc_current_turn
calc_banana
end
def calc_current_turn
return if state.current_turn
state.current_turn = :player_1_angle
state.current_turn = :player_2_angle if state.first_strike == :player_2
end
def calc_generate_stage
return if state.stage_generated
state.buildings << building_prefab(state.building_spacing + -20, *random_building_size)
8.numbers.inject(state.buildings) do |buildings, i|
buildings <<
building_prefab(state.building_spacing +
state.buildings.last.right,
*random_building_size)
end
building_two = state.buildings[1]
state.player_1 = new_player(building_two.x + building_two.w.fdiv(2),
building_two.h)
building_nine = state.buildings[-3]
state.player_2 = new_player(building_nine.x + building_nine.w.fdiv(2),
building_nine.h)
state.stage_generated = true
state.wind = 1.randomize(:ratio, :sign)
end
def new_player x, y
state.new_entity(:gorilla) do |p|
p.x = x - 25
p.y = y
p.solid = [p.x, p.y, 50, 50]
end
end
def calc_banana
return unless state.banana
state.banana.x += state.banana.dx
state.banana.dx += state.wind.fdiv(50)
state.banana.y += state.banana.dy
state.banana.dy -= state.gravity
banana_collision = [state.banana.x, state.banana.y, 10, 10]
if state.player_1 && banana_collision.intersect_rect?(state.player_1.solid)
state.over = true
if state.banana.owner == state.player_2
state.winner = :player_2
else
state.winner = :player_1
end
state.player_2_score += 1
elsif state.player_2 && banana_collision.intersect_rect?(state.player_2.solid)
state.over = true
if state.banana.owner == state.player_2
state.winner = :player_1
else
state.winner = :player_2
end
state.player_1_score += 1
end
if state.over
place_hole
return
end
return if state.holes.any? do |h|
h.sprite.scale_rect(0.8, 0.5, 0.5).intersect_rect? [state.banana.x, state.banana.y, 10, 10]
end
return unless state.banana.y < 0 || state.buildings.any? do |b|
b.rect.intersect_rect? [state.banana.x, state.banana.y, 1, 1]
end
place_hole
end
def place_hole
return unless state.banana
state.holes << state.new_entity(:banana) do |b|
b.sprite = [state.banana.x - 20, state.banana.y - 20, 40, 40, 'sprites/hole.png']
end
state.banana = nil
end
def process_inputs_main
return if state.banana
return if state.over
if inputs.keyboard.key_down.enter
input_execute_turn
elsif inputs.keyboard.key_down.backspace
state.as_hash[state.current_turn] ||= ""
state.as_hash[state.current_turn] = state.as_hash[state.current_turn][0..-2]
elsif inputs.keyboard.key_down.char
state.as_hash[state.current_turn] ||= ""
state.as_hash[state.current_turn] += inputs.keyboard.key_down.char
end
end
def process_inputs_game_over
return unless state.over
return unless inputs.keyboard.key_down.truthy_keys.any?
state.over = false
outputs.static_solids.clear
state.buildings.clear
state.holes.clear
state.stage_generated = false
state.stage_rendered = false
if state.first_strike == :player_1
state.first_strike = :player_2
else
state.first_strike = :player_1
end
end
def process_inputs
process_inputs_main
process_inputs_game_over
end
def input_execute_turn
return if state.banana
if state.current_turn == :player_1_angle && parse_or_clear!(:player_1_angle)
state.current_turn = :player_1_velocity
elsif state.current_turn == :player_1_velocity && parse_or_clear!(:player_1_velocity)
state.current_turn = :player_2_angle
state.banana =
new_banana(state.player_1,
state.player_1.x + 25,
state.player_1.y + 60,
state.player_1_angle,
state.player_1_velocity)
elsif state.current_turn == :player_2_angle && parse_or_clear!(:player_2_angle)
state.current_turn = :player_2_velocity
elsif state.current_turn == :player_2_velocity && parse_or_clear!(:player_2_velocity)
state.current_turn = :player_1_angle
state.banana =
new_banana(state.player_2,
state.player_2.x + 25,
state.player_2.y + 60,
180 - state.player_2_angle,
state.player_2_velocity)
end
if state.banana
state.player_1_angle = nil
state.player_1_velocity = nil
state.player_2_angle = nil
state.player_2_velocity = nil
end
end
def random_building_size
[state.building_heights.sample, state.building_room_sizes.sample]
end
def int? v
v.to_i.to_s == v.to_s
end
def random_building_color
[[ 99, 0, 107],
[ 35, 64, 124],
[ 35, 136, 162],
].sample
end
def random_window_color
[[ 88, 62, 104],
[253, 224, 187]].sample
end
def windows_for_building starting_x, floors, rooms
floors.-(1).combinations(rooms - 1).map do |floor, room|
[starting_x +
state.building_room_width.*(room) +
state.building_room_spacing.*(room + 1),
state.building_room_height.*(floor) +
state.building_room_spacing.*(floor + 1),
state.building_room_width,
state.building_room_height,
random_window_color]
end
end
def building_prefab starting_x, floors, rooms
state.new_entity(:building) do |b|
b.x = starting_x
b.y = 0
b.w = state.building_room_width.*(rooms) +
state.building_room_spacing.*(rooms + 1)
b.h = state.building_room_height.*(floors) +
state.building_room_spacing.*(floors + 1)
b.right = b.x + b.w
b.rect = [b.x, b.y, b.w, b.h]
b.solids = [[b.x - 1, b.y, b.w + 2, b.h + 1, fancy_white],
[b.x, b.y, b.w, b.h, random_building_color],
windows_for_building(b.x, floors, rooms)]
end
end
def parse_or_clear! game_prop
if int? state.as_hash[game_prop]
state.as_hash[game_prop] = state.as_hash[game_prop].to_i
return true
end
state.as_hash[game_prop] = nil
return false
end
def new_banana owner, x, y, angle, velocity
state.new_entity(:banana) do |b|
b.owner = owner
b.x = x
b.y = y
b.angle = angle % 360
b.velocity = velocity / 5
b.dx = b.angle.vector_x(b.velocity)
b.dy = b.angle.vector_y(b.velocity)
end
end
def fancy_white
[253, 252, 253]
end
end
$you_so_basic_gorillas = YouSoBasicGorillas.new
def tick args
$you_so_basic_gorillas.outputs = args.outputs
$you_so_basic_gorillas.grid = args.grid
$you_so_basic_gorillas.state = args.state
$you_so_basic_gorillas.inputs = args.inputs
$you_so_basic_gorillas.tick
end
Shadows - main.rb link
# ./samples/99_genre_platformer/shadows/app/main.rb
# demo gameplay here: https://youtu.be/wQknjYk_-dE
# this is the core game class. the game is
# pretty small so this is the only class that was created
class Game
# attr_gtk is a ruby class macro (mixin) that
# adds the .args, .inputs, .outputs, and .state
# properties to a class
attr_gtk
# this is the main tick method that
# will be called every frame
# the tick method is your standard game loop.
# ie initialize game state, process input,
# perform simulation calculations, then render
def tick
defaults
input
calc
render
end
# defaults method re-initializes the game to its
# starting point if
# 1. it hasn't already been initialized (state.clock is nil)
# 2. or reinitializes the game if the player died (game_over)
def defaults
new_game if !state.clock || state.game_over == true
end
# this is where inputs are processed
# we process inputs for the player via input_entity
# and then process inputs for each enemy using the same
# input_entity function
def input
input_entity player,
find_input_timeline(at: player.clock, key: :left_right),
find_input_timeline(at: player.clock, key: :space),
find_input_timeline(at: player.clock, key: :down)
# an enemy could still be spawing
shadows.find_all { |shadow| entity_active? shadow }
.each do |shadow|
input_entity shadow,
find_input_timeline(at: shadow.clock, key: :left_right),
find_input_timeline(at: shadow.clock, key: :space),
find_input_timeline(at: shadow.clock, key: :down)
end
end
# this is the input_entity function that handles
# the movement of the player (and the enemies)
# it's essentially your state machine for player
# movement
def input_entity entity, left_right, jump, fall_through
# guard clause that ignores input processing if
# the entity is still spawning
return if !entity_active? entity
# increment the dx of the entity by the magnitude of
# the left_right input value
entity.dx += left_right
# if the left_right input is zero...
if left_right == 0
# if the entity was originally running, then
# set their "action" to standing
# entity_set_action! updates the current action
# of the entity and takes note of the frame that
# the action occured on
if (entity.action == :running)
entity_set_action! entity, :standing
end
elsif entity.left_right != left_right && (entity_on_platform? entity)
# if the entity is on a platform, and their current
# left right value is different, mark them as running
# this is done because we want to reset the run animation
# if they changed directions
entity_set_action! entity, :running
end
# capture the left_right input so that it can be
# consulted on the next frame
entity.left_right = left_right
# capture the direction the player is facing
# (this is used to determine the horizontal flip of the
# sprite
entity.orientation = if left_right == -1
:left
elsif left_right == 1
:right
else
entity.orientation
end
# if the fall_through (down) input was requested,
# and if they are on a platform...
if fall_through && (entity_on_platform? entity)
entity.jumped_at = 0
# set their jump_down value (falling through a platform)
entity.jumped_down_at = entity.clock
# and increment the number of times they jumped
# (entities get three jumps before needing to touch the ground again)
entity.jump_count += 1
end
# if the jump input was requested
# and if they haven't reached their jump limit
if jump && entity.jump_count < 3
# update the player's current action to the
# corresponding jump number (used for rendering
# the different jump animations)
if entity.jump_count == 0
entity_set_action! entity, :first_jump
elsif entity.jump_count == 1
entity_set_action! entity, :midair_jump
elsif entity.jump_count == 2
entity_set_action! entity, :midair_jump
end
# set the entity's dy value and take note
# of when jump occured (also increment jump
# count/eat one of their jumps)
entity.dy = entity.jump_power
entity.jumped_at = entity.clock
entity.jumped_down_at = 0
entity.jump_count += 1
end
end
# after inputs have been processed, we then
# determine game over states, collision, win states
# etc
def calc
# calculate the new values of the light meter
# (if the light meter hits zero, it's game over)
calc_light_meter
# capture the actions that were taken this turn so
# that they can be "replayed" for the enemies on future
# ticks of the simulation
calc_action_history
# calculate collisions for the player
calc_entity player
# calculate collisions for the enemies
calc_shadows
# spawn a new light crystal
calc_light_crystal
# process "fire and forget" render queues
# (eg particles and death animations)
calc_render_queues
# determine game over
calc_game_over
# increment the internal clocks for all entities
# this internal clock is used to determine how
# a player's past input is replayed. it's also
# used to determine what animation frame the entity
# should be performing when idle, running, and jumping
calc_clock
end
# ease the light meters value up or down
# every time the player captures a light crystal
# the "target" light meter value is increased and
# slowly spills over to the final light meter value
# which is used to determine game over
def calc_light_meter
state.light_meter -= 1
d = state.light_meter_queue * 0.1
state.light_meter += d
state.light_meter_queue -= d
end
def calc_action_history
# keep track of the inputs the player has performed over time
# as the inputs change for the player, mark the point in time
# the specific input changed, and when the change occured.
# when enemies replay the player's actions, this history (along
# with the enemy's interal clock) is consulted to determine
# what action should be performed
# the three possible input events are captured and marked
# within the input timeline if/when the value changes
# left right input events
state.curr_left_right = inputs.left_right
if state.prev_left_right != state.curr_left_right
state.input_timeline.unshift({ at: state.clock, k: :left_right, v: state.curr_left_right })
end
state.prev_left_right = state.curr_left_right
# jump input events
state.curr_space = inputs.keyboard.key_down.space ||
inputs.controller_one.key_down.a ||
inputs.keyboard.key_down.up ||
inputs.controller_one.key_down.b
if state.prev_space != state.curr_space
state.input_timeline.unshift({ at: state.clock, k: :space, v: state.curr_space })
end
state.prev_space = state.curr_space
# jump down (fall through platform)
state.curr_down = inputs.keyboard.down || inputs.controller_one.down
if state.prev_down != state.curr_down
state.input_timeline.unshift({ at: state.clock, k: :down, v: state.curr_down })
end
state.prev_down = state.curr_down
end
def calc_entity entity
# process entity collision/simulation
calc_entity_rect entity
# return if the entity is still spawning
return if !entity_active? entity
# calc collisions
calc_entity_collision entity
# update the state machine of the entity based on the
# collision results
calc_entity_action entity
# calc actions the entity should take based on
# input timeline
calc_entity_movement entity
end
def calc_entity_rect entity
# this function calculates the entity's new
# collision rect, render rect, hurt box, etc
entity.render_rect = { x: entity.x, y: entity.y, w: entity.w, h: entity.h }
entity.rect = entity.render_rect.merge x: entity.render_rect.x + entity.render_rect.w * 0.33,
w: entity.render_rect.w * 0.33
entity.next_rect = entity.rect.merge x: entity.x + entity.dx,
y: entity.y + entity.dy
entity.prev_rect = entity.rect.merge x: entity.x - entity.dx,
y: entity.y - entity.dy
orientation_shift = 0
if entity.orientation == :right
orientation_shift = entity.rect.w.half
end
entity.hurt_rect = entity.rect.merge y: entity.rect.y + entity.h * 0.33,
x: entity.rect.x - entity.rect.w.half + orientation_shift,
h: entity.rect.h * 0.33
end
def calc_entity_collision entity
# run of the mill AABB collision
calc_entity_below entity
calc_entity_left entity
calc_entity_right entity
end
def calc_entity_below entity
# exit ground collision detection if they aren't falling
return unless entity.dy < 0
tiles_below = find_tiles { |t| t.rect.top <= entity.prev_rect.y }
collision = find_collision tiles_below, (entity.rect.merge y: entity.next_rect.y)
# exit ground collision detection if no ground was found
return unless collision
# determine if the entity is allowed to fall through the platform
# (you can only fall through a platform if you've been standing on it for 8 frames)
can_drop = true
if entity.last_standing_at && (entity.clock - entity.last_standing_at) < 8
can_drop = false
end
# if the entity is allowed to fall through the platform,
# and the entity requested the action, then clip them through the platform
if can_drop && entity.jumped_down_at.elapsed_time(entity.clock) < 10 && !collision.impassable
if (entity_on_platform? entity) && can_drop
entity.dy = -1
end
entity.jump_count = 1
else
entity.y = collision.rect.y + collision.rect.h
entity.dy = 0
entity.jump_count = 0
end
end
def calc_entity_left entity
# collision detection left side of screen
return unless entity.dx < 0
return if entity.next_rect.x > 8 - 32
entity.x = 8 - 32
entity.dx = 0
end
def calc_entity_right entity
# collision detection right side of screen
return unless entity.dx > 0
return if (entity.next_rect.x + entity.rect.w) < (1280 - 8 - 32)
entity.x = (1280 - 8 - entity.rect.w - 32)
entity.dx = 0
end
def calc_entity_action entity
# update the state machine of the entity
# based on where they ended up after physics calculations
if entity.dy < 0
# mark the entity as falling after the jump animation frames
# have been processed
if entity.action == :midair_jump
if entity_action_complete? entity, state.midair_jump_duration
entity_set_action! entity, :falling
end
else
entity_set_action! entity, :falling
end
elsif entity.dy == 0 && !(entity_on_platform? entity)
# if the entity's dy is zero, determine if they should
# be marked as standing or running
if entity.left_right == 0
entity_set_action! entity, :standing
else
entity_set_action! entity, :running
end
end
end
def calc_entity_movement entity
# increment x and y positions of the entity
# based on dy and dx
calc_entity_dy entity
calc_entity_dx entity
end
def calc_entity_dx entity
# horizontal movement application and friction
entity.dx = entity.dx.clamp(-5, 5)
entity.dx *= 0.9
entity.x += entity.dx
end
def calc_entity_dy entity
# vertical movement application and gravity
entity.y += entity.dy
entity.dy += state.gravity
entity.dy += entity.dy * state.drag ** 2 * -1
end
def calc_shadows
# every 5 seconds, add a new shadow enemy/increase difficult
add_shadow! if state.clock.zmod?(300)
# for each shadow, perform a simulation calculation
shadows.each do |shadow|
calc_entity shadow
# decrement the spawn countdown which is used to determine if
# the enemy is finally active
shadow.spawn_countdown -= 1 if shadow.spawn_countdown > 0
end
end
def calc_light_crystal
# determine if the player has intersected with a light crystal
light_rect = state.light_crystal
if player.hurt_rect.intersect_rect? light_rect
# if they have then queue up the partical animation of the
# light crystal being collected
state.jitter_fade_out_render_queue << { x: state.light_crystal.x,
y: state.light_crystal.y,
w: state.light_crystal.w,
h: state.light_crystal.h,
a: 255,
path: 'sprites/light.png' }
# increment the light meter target value
state.light_meter_queue += 600
# spawn a new light cristal for the player to try to get
state.light_crystal = new_light_crystal
end
end
def calc_render_queues
# render all the entries in the "fire and forget" render queues
state.jitter_fade_out_render_queue.each do |s|
new_w = s.w * 1.02 ** 5
ds = new_w - s.w
s.w = new_w
s.h = new_w
s.x -= ds.half
s.y -= ds.half
s.a = s.a * 0.97 ** 5
end
state.jitter_fade_out_render_queue.reject! { |s| s.a <= 1 }
state.game_over_render_queue.each { |s| s.a = s.a * 0.95 }
state.game_over_render_queue.reject! { |s| s.a <= 1 }
end
def calc_game_over
# calcuate game over
state.game_over = false
# it's game over if the player intersects with any of the enemies
state.game_over ||= shadows.find_all { |s| s.spawn_countdown <= 0 }
.any? { |s| s.hurt_rect.intersect_rect? player.hurt_rect }
# it's game over if the light_meter hits 0
state.game_over ||= state.light_meter <= 1
# debug to reset the game/prematurely
if inputs.keyboard.key_down.r
state.you_win = false
state.game_over = true
end
# update game over states and win/loss
if state.game_over
state.you_win = false
state.game_over = true
end
if state.light_meter >= 6000
state.you_win = true
state.game_over = true
end
# if it's a game over, fade out all current entities in play
if state.game_over
state.game_over_render_queue.concat shadows.map { |s| s.sprite.merge(a: 255) }
state.game_over_render_queue << player.sprite.merge(a: 255)
state.game_over_render_queue << state.light_crystal.merge(a: 255, path: 'sprites/light.png', b: 128)
end
end
def calc_clock
return if state.game_over
state.clock += 1
player.clock += 1
shadows.each { |s| s.clock += 1 if entity_active? s }
end
def render
# render the game
render_stage
render_light_meter
render_instructions
render_render_queues
render_light_meter_warning
render_light_crystal
render_entities
end
def render_stage
# the stage is a simple background
outputs.background_color = [255, 255, 255]
outputs.sprites << { x: 0,
y: 0,
w: 1280,
h: 720,
path: "sprites/stage.png",
a: 200 }
end
def render_light_meter
# the light meter sprite is rendered across the top
# how much of the light meter is light vs dark is based off
# of what the current light meter value is (which increases
# when a crystal is collected and decreses a little bit every
# frame
meter_perc = state.light_meter.fdiv(6000) + (0.002 * rand)
light_w = (1280 * meter_perc).round
dark_w = 1280 - light_w
# once the light and dark partitions have been computed
# render the meter sprite and clip its width (source_w)
outputs.sprites << { x: 0,
y: 64.from_top,
w: light_w,
source_x: 0,
source_y: 0,
source_w: light_w,
source_h: 128,
h: 64,
path: 'sprites/meter-light.png' }
outputs.sprites << { x: 1280 * meter_perc,
y: 64.from_top,
w: dark_w,
source_x: light_w,
source_y: 0,
source_w: dark_w,
source_h: 128,
h: 64,
path: 'sprites/meter-dark.png' }
end
def render_instructions
outputs.labels << { x: 640,
y: 40,
text: '[left/right] to move, [up/space] to jump, [down] to drop through platform',
alignment_enum: 1 }
if state.you_win
outputs.labels << { x: 640,
y: 40.from_top,
text: 'You win!',
size_enum: -1,
alignment_enum: 1 }
end
end
def render_render_queues
outputs.sprites << state.jitter_fade_out_render_queue
outputs.sprites << state.game_over_render_queue
end
def render_light_meter_warning
return if state.light_meter >= 255
# the screen starts to dim if they are close to having
# a game over because of a depleated light meter
outputs.primitives << { x: 0,
y: 0,
w: 1280,
h: 720,
a: 255 - state.light_meter,
path: :pixel,
r: 0,
g: 0,
b: 0 }
outputs.primitives << { x: state.light_crystal.x - 32,
y: state.light_crystal.y - 32,
w: 128,
h: 128,
a: 255 - state.light_meter,
path: 'sprites/spotlight.png' }
end
def render_light_crystal
jitter_sprite = { x: state.light_crystal.x + 5 * rand,
y: state.light_crystal.y + 5 * rand,
w: state.light_crystal.w + 5 * rand,
h: state.light_crystal.h + 5 * rand,
path: 'sprites/light.png' }
outputs.primitives << jitter_sprite
end
def render_entities
render_entity player, r: 0, g: 0, b: 0
shadows.each { |shadow| render_entity shadow, g: 0, b: 0 }
end
def render_entity entity, r: 255, g: 255, b: 255;
# this is essentially the entity "prefab"
# the current action of the entity is consulted to
# determine what sprite should be rendered
# the action_at time is consulted to determine which frame
# of the sprite animation should be presented
a = 255
entity.sprite = nil
if entity.activate_at
activation_elapsed_time = state.clock - entity.activate_at
if entity.activate_at > state.clock
entity.sprite = { x: entity.initial_x + 5 * rand,
y: entity.initial_y + 5 * rand,
w: 64 + 5 * rand,
h: 64 + 5 * rand,
path: "sprites/light.png",
g: 0, b: 0,
a: a }
outputs.sprites << entity.sprite
return
elsif !entity.activated
entity.activated = true
state.jitter_fade_out_render_queue << { x: entity.initial_x + 5 * rand,
y: entity.initial_y + 5 * rand,
w: 86 + 5 * rand, h: 86 + 5 * rand,
path: "sprites/light.png",
g: 0, b: 0, a: 255 }
end
end
# this is the render outputs for an entities action state machine
if entity.action == :standing
path = "sprites/player/stand.png"
elsif entity.action == :running
sprint_index = entity.action_at
.frame_index count: 4,
hold_for: 8,
repeat: true,
tick_count_override: entity.clock
path = "sprites/player/run-#{sprint_index}.png"
elsif entity.action == :first_jump
sprint_index = entity.action_at
.frame_index count: 2,
hold_for: 8,
repeat: false,
tick_count_override: entity.clock
path = "sprites/player/jump-#{sprint_index || 1}.png"
elsif entity.action == :midair_jump
sprint_index = entity.action_at
.frame_index count: state.midair_jump_frame_count,
hold_for: state.midair_jump_hold_for,
repeat: false,
tick_count_override: entity.clock
path = "sprites/player/midair-jump-#{sprint_index || 8}.png"
elsif entity.action == :falling
path = "sprites/player/falling.png"
end
flip_horizontally = true if entity.orientation == :left
entity.sprite = entity.render_rect.merge path: path,
a: a,
r: r,
g: g,
b: b,
flip_horizontally: flip_horizontally
outputs.sprites << entity.sprite
end
def new_game
state.clock = 0
state.game_over = false
state.gravity = -0.4
state.drag = 0.15
state.activation_time = 90
state.light_meter = 600
state.light_meter_queue = 0
state.midair_jump_frame_count = 9
state.midair_jump_hold_for = 6
state.midair_jump_duration = state.midair_jump_frame_count * state.midair_jump_hold_for
# hard coded collision tiles
state.tiles = [
{ impassable: true, x: 0, y: 0, w: 1280, h: 8, path: :pixel, r: 0, g: 0, b: 0 },
{ impassable: true, x: 0, y: 0, w: 8, h: 1500, path: :pixel, r: 0, g: 0, b: 0 },
{ impassable: true, x: 1280 - 8, y: 0, w: 8, h: 1500, path: :pixel, r: 0, g: 0, b: 0 },
{ x: 80 + 320 + 80, y: 128, w: 320, h: 8, path: :pixel, r: 0, g: 0, b: 0 },
{ x: 80 + 320 + 80 + 320 + 80, y: 192, w: 320, h: 8, path: :pixel, r: 0, g: 0, b: 0 },
{ x: 160, y: 320, w: 400, h: 8, path: :pixel, r: 0, g: 0, b: 0 },
{ x: 160 + 400 + 160, y: 400, w: 400, h: 8, path: :pixel, r: 0, g: 0, b: 0 },
{ x: 320, y: 600, w: 320, h: 8, path: :pixel, r: 0, g: 0, b: 0 },
{ x: 8, y: 500, w: 100, h: 8, path: :pixel, r: 0, g: 0, b: 0 },
{ x: 8, y: 60, w: 100, h: 8, path: :pixel, r: 0, g: 0, b: 0 },
]
state.player = new_entity
state.player.jump_count = 1
state.player.jumped_at = state.player.clock
state.player.jumped_down_at = 0
state.shadows = []
state.input_timeline = [
{ at: 0, k: :left_right, v: inputs.left_right },
{ at: 0, k: :space, v: false },
{ at: 0, k: :down, v: false },
]
state.jitter_fade_out_render_queue = []
state.game_over_render_queue ||= []
state.light_crystal = new_light_crystal
end
def new_light_crystal
r = { x: 124 + rand(1000), y: 135 + rand(500), w: 64, h: 64 }
return new_light_crystal if tiles.any? { |t| t.intersect_rect? r }
return new_light_crystal if (player.x - r.x).abs < 200
r
end
def entity_active? entity
return true unless entity.activate_at
return entity.activate_at <= state.clock
end
def add_shadow!
s = new_entity(from_entity: player)
s.activate_at = state.clock + state.activation_time * (shadows.length + 1)
s.spawn_countdown = state.activation_time
shadows << s
end
def find_input_timeline at:, key:;
state.input_timeline.find { |t| t.at <= at && t.k == key }.v
end
def new_entity from_entity: nil
# these are all the properties of an entity
# an optional from_entity can be passed in
# for "cloning" an entity/setting an entities
# starting state
pe = state.new_entity(:body)
pe.w = 96
pe.h = 96
pe.jump_power = 12
pe.y = 500
pe.x = 640 - 8
pe.initial_x = pe.x
pe.initial_y = pe.y
pe.dy = 0
pe.dx = 0
pe.jumped_down_at = 0
pe.jumped_at = 0
pe.jump_count = 0
pe.clock = state.clock
pe.orientation = :right
pe.action = :falling
pe.action_at = state.clock
pe.left_right = 0
if from_entity
pe.w = from_entity.w
pe.h = from_entity.h
pe.jump_power = from_entity.jump_power
pe.x = from_entity.x
pe.y = from_entity.y
pe.initial_x = from_entity.x
pe.initial_y = from_entity.y
pe.dy = from_entity.dy
pe.dx = from_entity.dx
pe.jumped_down_at = from_entity.jumped_down_at
pe.jumped_at = from_entity.jumped_at
pe.orientation = from_entity.orientation
pe.action = from_entity.action
pe.action_at = from_entity.action_at
pe.jump_count = from_entity.jump_count
pe.left_right = from_entity.left_right
end
pe
end
def entity_on_platform? entity
entity.action == :standing || entity.action == :running
end
def entity_action_complete? entity, action_duration
entity.action_at.elapsed_time(entity.clock) + 1 >= action_duration
end
def entity_set_action! entity, action
entity.action = action
entity.action_at = entity.clock
entity.last_standing_at = entity.clock if action == :standing
end
def player
state.player
end
def shadows
state.shadows
end
def tiles
state.tiles
end
def find_tiles &block
tiles.find_all(&block)
end
def find_collision tiles, target
tiles.find { |t| t.rect.intersect_rect? target }
end
end
def boot args
# initialize the game on boot
$game = Game.new
end
def tick args
# tick the game class after setting .args
# (which is provided by the engine)
$game.args = args
$game.tick
end
# debug function for resetting the game if requested
def reset args
$game = Game.new
end
Shadows - Metadata - ios_metadata.txt link
# ./samples/99_genre_platformer/shadows/metadata/ios_metadata.txt
teamid=L7H57V9CRD
appid=com.scratchworkdevelopment.sandbox
appname=DragonRuby
version=1.0
devcert=iPhone Developer: Amirali Rajan (P2B6225J87)
prodcert=
The Little Probe - main.rb link
# ./samples/99_genre_platformer/the_little_probe/app/main.rb
class FallingCircle
attr_gtk
def tick
fiddle
defaults
render
input
calc
end
def fiddle
state.gravity = -0.02
circle.radius = 15
circle.elasticity = 0.4
camera.follow_speed = 0.4 * 0.4
end
def render
render_stage_editor
render_debug
render_game
end
def defaults
if state.tick_count == 0
outputs.sounds << "sounds/bg.ogg"
end
state.storyline ||= [
{ text: "<- -> to aim, hold space to charge", distance_gate: 0 },
{ text: "the little probe - by @amirrajan, made with DragonRuby Game Toolkit", distance_gate: 0 },
{ text: "mission control, this is sasha. landing on europa successful.", distance_gate: 0 },
{ text: "operation \"find earth 2.0\", initiated at 8-29-2036 14:00.", distance_gate: 0 },
{ text: "jupiter's sure is beautiful...", distance_gate: 4000 },
{ text: "hmm, it seems there's some kind of anomoly in the sky", distance_gate: 7000 },
{ text: "dancing lights, i'll call them whisps.", distance_gate: 8000 },
{ text: "#todo... look i ran out of time -_-", distance_gate: 9000 },
{ text: "there's never enough time", distance_gate: 9000 },
{ text: "the game jam was fun though ^_^", distance_gate: 10000 },
]
load_level force: args.state.tick_count == 0
state.line_mode ||= :terrain
state.sound_index ||= 1
circle.potential_lift ||= 0
circle.angle ||= 90
circle.check_point_at ||= -1000
circle.game_over_at ||= -1000
circle.x ||= -485
circle.y ||= 12226
circle.check_point_x ||= circle.x
circle.check_point_y ||= circle.y
circle.dy ||= 0
circle.dx ||= 0
circle.previous_dy ||= 0
circle.previous_dx ||= 0
circle.angle ||= 0
circle.after_images ||= []
circle.terrains_to_monitor ||= {}
circle.impact_history ||= []
camera.x ||= 0
camera.y ||= 0
camera.target_x ||= 0
camera.target_y ||= 0
state.snaps ||= { }
state.snap_number = 10
args.state.storyline_x ||= -1000
args.state.storyline_y ||= -1000
end
def render_game
outputs.background_color = [0, 0, 0]
outputs.sprites << [-circle.x + 1100,
-circle.y - 100,
2416 * 4,
3574 * 4,
'sprites/jupiter.png']
outputs.sprites << [-circle.x,
-circle.y,
2416 * 4,
3574 * 4,
'sprites/level.png']
outputs.sprites << state.whisp_queue
render_aiming_retical
render_circle
render_notification
end
def render_notification
toast_length = 500
if circle.game_over_at.elapsed_time < toast_length
label_text = "..."
elsif circle.check_point_at.elapsed_time > toast_length
args.state.current_storyline = nil
return
end
if circle.check_point_at &&
circle.check_point_at.elapsed_time == 1 &&
!args.state.current_storyline
if args.state.storyline.length > 0 && args.state.distance_traveled > args.state.storyline[0][:distance_gate]
args.state.current_storyline = args.state.storyline.shift[:text]
args.state.distance_traveled ||= 0
args.state.storyline_x = circle.x
args.state.storyline_y = circle.y
end
return unless args.state.current_storyline
end
label_text = args.state.current_storyline
return unless label_text
x = circle.x + camera.x
y = circle.y + camera.y - 40
w = 900
h = 30
outputs.primitives << [x - w.idiv(2), y - h, w, h, 255, 255, 255, 255].solid
outputs.primitives << [x - w.idiv(2), y - h, w, h, 0, 0, 0, 255].border
outputs.labels << [x, y - 4, label_text, 1, 1, 0, 0, 0, 255]
end
def render_aiming_retical
outputs.sprites << [state.camera.x + circle.x + circle.angle.vector_x(circle.potential_lift * 10) - 5,
state.camera.y + circle.y + circle.angle.vector_y(circle.potential_lift * 10) - 5,
10, 10, 'sprites/circle-orange.png']
outputs.sprites << [state.camera.x + circle.x + circle.angle.vector_x(circle.radius * 3) - 5,
state.camera.y + circle.y + circle.angle.vector_y(circle.radius * 3) - 5,
10, 10, 'sprites/circle-orange.png', 0, 128]
if rand > 0.9
outputs.sprites << [state.camera.x + circle.x + circle.angle.vector_x(circle.radius * 3) - 5,
state.camera.y + circle.y + circle.angle.vector_y(circle.radius * 3) - 5,
10, 10, 'sprites/circle-white.png', 0, 128]
end
end
def render_circle
outputs.sprites << circle.after_images.map do |ai|
ai.merge(x: ai.x + state.camera.x - circle.radius,
y: ai.y + state.camera.y - circle.radius,
w: circle.radius * 2,
h: circle.radius * 2,
path: 'sprites/circle-white.png')
end
outputs.sprites << [(circle.x - circle.radius) + state.camera.x,
(circle.y - circle.radius) + state.camera.y,
circle.radius * 2,
circle.radius * 2,
'sprites/probe.png']
end
def render_debug
return unless state.debug_mode
outputs.labels << [10, 30, state.line_mode, 0, 0, 0, 0, 0]
outputs.labels << [12, 32, state.line_mode, 0, 0, 255, 255, 255]
args.outputs.lines << trajectory(circle).line.to_hash.tap do |h|
h[:x] += state.camera.x
h[:y] += state.camera.y
h[:x2] += state.camera.x
h[:y2] += state.camera.y
end
outputs.primitives << state.terrain.find_all do |t|
circle.x.between?(t.x - 640, t.x2 + 640) || circle.y.between?(t.y - 360, t.y2 + 360)
end.map do |t|
[
t.line.associate(r: 0, g: 255, b: 0) do |h|
h.x += state.camera.x
h.y += state.camera.y
h.x2 += state.camera.x
h.y2 += state.camera.y
if circle.rect.intersect_rect? t[:rect]
h[:r] = 255
h[:g] = 0
end
h
end,
t[:rect].border.associate(r: 255, g: 0, b: 0) do |h|
h.x += state.camera.x
h.y += state.camera.y
h.b = 255 if line_near_rect? circle.rect, t
h
end
]
end
outputs.primitives << state.lava.find_all do |t|
circle.x.between?(t.x - 640, t.x2 + 640) || circle.y.between?(t.y - 360, t.y2 + 360)
end.map do |t|
[
t.line.associate(r: 0, g: 0, b: 255) do |h|
h.x += state.camera.x
h.y += state.camera.y
h.x2 += state.camera.x
h.y2 += state.camera.y
if circle.rect.intersect_rect? t[:rect]
h[:r] = 255
h[:b] = 0
end
h
end,
t[:rect].border.associate(r: 255, g: 0, b: 0) do |h|
h.x += state.camera.x
h.y += state.camera.y
h.b = 255 if line_near_rect? circle.rect, t
h
end
]
end
if state.god_mode
border = circle.rect.merge(x: circle.rect.x + state.camera.x,
y: circle.rect.y + state.camera.y,
g: 255)
else
border = circle.rect.merge(x: circle.rect.x + state.camera.x,
y: circle.rect.y + state.camera.y,
b: 255)
end
outputs.borders << border
overlapping ||= {}
circle.impact_history.each do |h|
label_mod = 300
x = (h[:body][:x].-(150).idiv(label_mod)) * label_mod + camera.x
y = (h[:body][:y].+(150).idiv(label_mod)) * label_mod + camera.y
10.times do
if overlapping[x] && overlapping[x][y]
y -= 52
else
break
end
end
overlapping[x] ||= {}
overlapping[x][y] ||= true
outputs.primitives << [x, y - 25, 300, 50, 0, 0, 0, 128].solid
outputs.labels << [x + 10, y + 24, "dy: %.2f" % h[:body][:new_dy], -2, 0, 255, 255, 255]
outputs.labels << [x + 10, y + 9, "dx: %.2f" % h[:body][:new_dx], -2, 0, 255, 255, 255]
outputs.labels << [x + 10, y - 5, " ?: #{h[:body][:new_reason]}", -2, 0, 255, 255, 255]
outputs.labels << [x + 100, y + 24, "angle: %.2f" % h[:impact][:angle], -2, 0, 255, 255, 255]
outputs.labels << [x + 100, y + 9, "m(l): %.2f" % h[:terrain][:slope], -2, 0, 255, 255, 255]
outputs.labels << [x + 100, y - 5, "m(c): %.2f" % h[:body][:slope], -2, 0, 255, 255, 255]
outputs.labels << [x + 200, y + 24, "ray: #{h[:impact][:ray]}", -2, 0, 255, 255, 255]
outputs.labels << [x + 200, y + 9, "nxt: #{h[:impact][:ray_next]}", -2, 0, 255, 255, 255]
outputs.labels << [x + 200, y - 5, "typ: #{h[:impact][:type]}", -2, 0, 255, 255, 255]
end
if circle.floor
outputs.labels << [circle.x + camera.x + 30, circle.y + camera.y + 100, "point: #{circle.floor_point.slice(:x, :y).values}", -2, 0]
outputs.labels << [circle.x + camera.x + 31, circle.y + camera.y + 101, "point: #{circle.floor_point.slice(:x, :y).values}", -2, 0, 255, 255, 255]
outputs.labels << [circle.x + camera.x + 30, circle.y + camera.y + 85, "circle: #{circle.as_hash.slice(:x, :y).values}", -2, 0]
outputs.labels << [circle.x + camera.x + 31, circle.y + camera.y + 86, "circle: #{circle.as_hash.slice(:x, :y).values}", -2, 0, 255, 255, 255]
outputs.labels << [circle.x + camera.x + 30, circle.y + camera.y + 70, "rel: #{circle.floor_relative_x} #{circle.floor_relative_y}", -2, 0]
outputs.labels << [circle.x + camera.x + 31, circle.y + camera.y + 71, "rel: #{circle.floor_relative_x} #{circle.floor_relative_y}", -2, 0, 255, 255, 255]
end
end
def render_stage_editor
return unless state.god_mode
return unless state.point_one
args.lines << [state.point_one, inputs.mouse.point, 0, 255, 255]
end
def trajectory body
[body.x + body.dx,
body.y + body.dy,
body.x + body.dx * 1000,
body.y + body.dy * 1000,
0, 255, 255]
end
def lengthen_line line, num
line = normalize_line(line)
slope = geometry.line_slope(line, replace_infinity: 10).abs
if slope < 2
[line.x - num, line.y, line.x2 + num, line.y2].line.to_hash
else
[line.x, line.y, line.x2, line.y2].line.to_hash
end
end
def normalize_line line
if line.x > line.x2
x = line.x2
y = line.y2
x2 = line.x
y2 = line.y
else
x = line.x
y = line.y
x2 = line.x2
y2 = line.y2
end
[x, y, x2, y2]
end
def rect_for_line line
if line.x > line.x2
x = line.x2
y = line.y2
x2 = line.x
y2 = line.y
else
x = line.x
y = line.y
x2 = line.x2
y2 = line.y2
end
w = x2 - x
h = y2 - y
if h < 0
y += h
h = h.abs
end
if w < circle.radius
x -= circle.radius
w = circle.radius * 2
end
if h < circle.radius
y -= circle.radius
h = circle.radius * 2
end
{ x: x, y: y, w: w, h: h }
end
def snap_to_grid x, y, snaps
snap_number = 10
x = x.to_i
y = y.to_i
x_floor = x.idiv(snap_number) * snap_number
x_mod = x % snap_number
x_ceil = (x.idiv(snap_number) + 1) * snap_number
y_floor = y.idiv(snap_number) * snap_number
y_mod = y % snap_number
y_ceil = (y.idiv(snap_number) + 1) * snap_number
if snaps[x_floor]
x_result = x_floor
elsif snaps[x_ceil]
x_result = x_ceil
elsif x_mod < snap_number.idiv(2)
x_result = x_floor
else
x_result = x_ceil
end
snaps[x_result] ||= {}
if snaps[x_result][y_floor]
y_result = y_floor
elsif snaps[x_result][y_ceil]
y_result = y_ceil
elsif y_mod < snap_number.idiv(2)
y_result = y_floor
else
y_result = y_ceil
end
snaps[x_result][y_result] = true
return [x_result, y_result]
end
def snap_line line
x, y, x2, y2 = line
end
def string_to_line s
x, y, x2, y2 = s.split(',').map(&:to_f)
if x > x2
x2, x = x, x2
y2, y = y, y2
end
x, y = snap_to_grid x, y, state.snaps
x2, y2 = snap_to_grid x2, y2, state.snaps
[x, y, x2, y2].line.to_hash
end
def load_lines file
return unless state.snaps
data = gtk.read_file(file) || ""
data.each_line
.reject { |l| l.strip.length == 0 }
.map { |l| string_to_line l }
.map { |h| h.merge(rect: rect_for_line(h)) }
end
def load_terrain
load_lines 'data/level.txt'
end
def load_lava
load_lines 'data/level_lava.txt'
end
def load_level force: false
if force
state.snaps = {}
state.terrain = load_terrain
state.lava = load_lava
else
state.terrain ||= load_terrain
state.lava ||= load_lava
end
end
def save_lines lines, file
s = lines.map do |l|
"#{l.x1},#{l.y1},#{l.x2},#{l.y2}"
end.join("\n")
gtk.write_file(file, s)
end
def save_level
save_lines(state.terrain, 'level.txt')
save_lines(state.lava, 'level_lava.txt')
load_level force: true
end
def line_near_rect? rect, terrain
geometry.intersect_rect?(rect, terrain[:rect])
end
def point_within_line? point, line
return false if !point
return false if !line
return true
end
def calc_impacts x, dx, y, dy, radius
results = { }
results[:x] = x
results[:y] = y
results[:dx] = x
results[:dy] = y
results[:point] = { x: x, y: y }
results[:rect] = { x: x - radius, y: y - radius, w: radius * 2, h: radius * 2 }
results[:trajectory] = trajectory(results)
results[:impacts] = terrain.find_all { |t| t && (line_near_rect? results[:rect], t) }.map do |t|
intersection = geometry.line_intersect(results[:trajectory], t)
{
terrain: t,
point: geometry.line_intersect(results[:trajectory], t),
type: :terrain
}
end
results[:impacts] += lava.find_all { |t| line_near_rect? results[:rect], t }.map do |t|
intersection = geometry.line_intersect(results[:trajectory], t)
{
terrain: t,
point: geometry.line_intersect(results[:trajectory], t),
type: :lava
}
end
results
end
def calc_potential_impacts
impact_results = calc_impacts circle.x, circle.dx, circle.y, circle.dy, circle.radius
circle.rect = impact_results[:rect]
circle.trajectory = impact_results[:trajectory]
circle.impacts = impact_results[:impacts]
end
def calc_terrains_to_monitor
return unless circle.impacts
circle.impact = nil
circle.impacts.each do |i|
future_circle = { x: circle.x + circle.dx, y: circle.y + circle.dy }
circle.terrains_to_monitor[i[:terrain]] ||= {
ray_start: geometry.ray_test(future_circle, i[:terrain]),
}
circle.terrains_to_monitor[i[:terrain]][:ray_current] = geometry.ray_test(future_circle, i[:terrain])
if circle.terrains_to_monitor[i[:terrain]][:ray_start] != circle.terrains_to_monitor[i[:terrain]][:ray_current]
circle.impact = i
circle.ray_current = circle.terrains_to_monitor[i[:terrain]][:ray_current]
end
end
end
def impact_result body, impact
infinity_alias = 1000
r = {
body: {},
terrain: {},
impact: {}
}
r[:body][:line] = body.trajectory.dup
r[:body][:slope] = geometry.line_slope(body.trajectory, replace_infinity: infinity_alias)
r[:body][:slope_sign] = r[:body][:slope].sign
r[:body][:x] = body.x
r[:body][:y] = body.y
r[:body][:dy] = body.dy
r[:body][:dx] = body.dx
r[:terrain][:line] = impact[:terrain].dup
r[:terrain][:slope] = geometry.line_slope(impact[:terrain], replace_infinity: infinity_alias)
r[:terrain][:slope_sign] = r[:terrain][:slope].sign
r[:impact][:angle] = -geometry.angle_between_lines(body.trajectory, impact[:terrain], replace_infinity: infinity_alias)
r[:impact][:point] = { x: impact[:point].x, y: impact[:point].y }
r[:impact][:same_slope_sign] = r[:body][:slope_sign] == r[:terrain][:slope_sign]
r[:impact][:ray] = body.ray_current
r[:body][:new_on_floor] = body.on_floor
r[:body][:new_floor] = r[:terrain][:line]
if r[:impact][:angle].abs < 90 && r[:terrain][:slope].abs < 3
play_sound
r[:body][:new_dy] = r[:body][:dy] * circle.elasticity * -1
r[:body][:new_dx] = r[:body][:dx] * circle.elasticity
r[:impact][:type] = :horizontal
r[:body][:new_reason] = "-"
elsif r[:impact][:angle].abs < 90 && r[:terrain][:slope].abs > 3
play_sound
r[:body][:new_dy] = r[:body][:dy] * 1.1
r[:body][:new_dx] = r[:body][:dx] * -circle.elasticity
r[:impact][:type] = :vertical
r[:body][:new_reason] = "|"
else
play_sound
r[:body][:new_dx] = r[:body][:dx] * -circle.elasticity
r[:body][:new_dy] = r[:body][:dy] * -circle.elasticity
r[:impact][:type] = :slanted
r[:body][:new_reason] = "/"
end
r[:impact][:energy] = r[:body][:new_dx].abs + r[:body][:new_dy].abs
if r[:impact][:energy] <= 0.3 && r[:terrain][:slope].abs < 4
r[:body][:new_dx] = 0
r[:body][:new_dy] = 0
r[:impact][:energy] = 0
r[:body][:new_on_floor] = true if r[:impact][:point].y < body.y
r[:body][:new_floor] = r[:terrain][:line]
r[:body][:new_reason] = "0"
end
r[:impact][:ray_next] = geometry.ray_test({ x: r[:body][:x] - (r[:body][:dx] * 1.1) + r[:body][:new_dx],
y: r[:body][:y] - (r[:body][:dy] * 1.1) + r[:body][:new_dy] + state.gravity },
r[:terrain][:line])
if r[:impact][:ray_next] == r[:impact][:ray]
r[:body][:new_dx] *= -1
r[:body][:new_dy] *= -1
r[:body][:new_reason] = "clip"
end
r
end
def game_over!
circle.x = circle.check_point_x
circle.y = circle.check_point_y
circle.dx = 0
circle.dy = 0
circle.game_over_at = state.tick_count
end
def not_game_over!
impact_history_entry = impact_result circle, circle.impact
circle.impact_history << impact_history_entry
circle.x -= circle.dx * 1.1
circle.y -= circle.dy * 1.1
circle.dx = impact_history_entry[:body][:new_dx]
circle.dy = impact_history_entry[:body][:new_dy]
circle.on_floor = impact_history_entry[:body][:new_on_floor]
if circle.on_floor
circle.check_point_at = state.tick_count
circle.check_point_x = circle.x
circle.check_point_y = circle.y
end
circle.previous_floor = circle.floor || {}
circle.floor = impact_history_entry[:body][:new_floor] || {}
circle.floor_point = impact_history_entry[:impact][:point]
if circle.floor.slice(:x, :y, :x2, :y2) != circle.previous_floor.slice(:x, :y, :x2, :y2)
new_relative_x = if circle.dx > 0
:right
elsif circle.dx < 0
:left
else
nil
end
new_relative_y = if circle.dy > 0
:above
elsif circle.dy < 0
:below
else
nil
end
circle.floor_relative_x = new_relative_x
circle.floor_relative_y = new_relative_y
end
circle.impact = nil
circle.terrains_to_monitor.clear
end
def calc_physics
if args.state.god_mode
calc_potential_impacts
calc_terrains_to_monitor
return
end
if circle.y < -700
game_over
return
end
return if state.game_over
return if circle.on_floor
circle.previous_dy = circle.dy
circle.previous_dx = circle.dx
circle.x += circle.dx
circle.y += circle.dy
args.state.distance_traveled ||= 0
args.state.distance_traveled += circle.dx.abs + circle.dy.abs
circle.dy += state.gravity
calc_potential_impacts
calc_terrains_to_monitor
return unless circle.impact
if circle.impact && circle.impact[:type] == :lava
game_over!
else
not_game_over!
end
end
def input_god_mode
state.debug_mode = !state.debug_mode if inputs.keyboard.key_down.forward_slash
# toggle god mode
if inputs.keyboard.key_down.g
state.god_mode = !state.god_mode
state.potential_lift = 0
circle.floor = nil
circle.floor_point = nil
circle.floor_relative_x = nil
circle.floor_relative_y = nil
circle.impact = nil
circle.terrains_to_monitor.clear
return
end
return unless state.god_mode
circle.x = circle.x.to_i
circle.y = circle.y.to_i
# move god circle
if inputs.keyboard.left || inputs.keyboard.a
circle.x -= 20
elsif inputs.keyboard.right || inputs.keyboard.d || inputs.keyboard.f
circle.x += 20
end
if inputs.keyboard.up || inputs.keyboard.w
circle.y += 20
elsif inputs.keyboard.down || inputs.keyboard.s
circle.y -= 20
end
# delete terrain
if inputs.keyboard.key_down.x
calc_terrains_to_monitor
state.terrain = state.terrain.reject do |t|
t[:rect].intersect_rect? circle.rect
end
state.lava = state.lava.reject do |t|
t[:rect].intersect_rect? circle.rect
end
calc_potential_impacts
save_level
end
# change terrain type
if inputs.keyboard.key_down.l
if state.line_mode == :terrain
state.line_mode = :lava
else
state.line_mode = :terrain
end
end
if inputs.mouse.click && !state.point_one
state.point_one = inputs.mouse.click.point
elsif inputs.mouse.click && state.point_one
l = [*state.point_one, *inputs.mouse.click.point]
l = [l.x - state.camera.x,
l.y - state.camera.y,
l.x2 - state.camera.x,
l.y2 - state.camera.y].line.to_hash
l[:rect] = rect_for_line l
if state.line_mode == :terrain
state.terrain << l
else
state.lava << l
end
save_level
next_x = inputs.mouse.click.point.x - 640
next_y = inputs.mouse.click.point.y - 360
circle.x += next_x
circle.y += next_y
state.point_one = nil
elsif inputs.keyboard.one
state.point_one = [circle.x + camera.x, circle.y+ camera.y]
end
# cancel chain lines
if inputs.keyboard.key_down.nine || inputs.keyboard.key_down.escape || inputs.keyboard.key_up.six || inputs.keyboard.key_up.one
state.point_one = nil
end
end
def play_sound
return if state.sound_debounce > 0
state.sound_debounce = 5
outputs.sounds << "sounds/03#{"%02d" % state.sound_index}.wav"
state.sound_index += 1
if state.sound_index > 21
state.sound_index = 1
end
end
def input_game
if inputs.keyboard.down || inputs.keyboard.space
circle.potential_lift += 0.03
circle.potential_lift = circle.potential_lift.lesser(10)
elsif inputs.keyboard.key_up.down || inputs.keyboard.key_up.space
play_sound
circle.dy += circle.angle.vector_y circle.potential_lift
circle.dx += circle.angle.vector_x circle.potential_lift
if circle.on_floor
if circle.floor_relative_y == :above
circle.y += circle.potential_lift.abs * 2
elsif circle.floor_relative_y == :below
circle.y -= circle.potential_lift.abs * 2
end
end
circle.on_floor = false
circle.potential_lift = 0
circle.terrains_to_monitor.clear
circle.impact_history.clear
circle.impact = nil
calc_physics
end
# aim probe
if inputs.keyboard.right || inputs.keyboard.a
circle.angle -= 2
elsif inputs.keyboard.left || inputs.keyboard.d
circle.angle += 2
end
end
def input
input_god_mode
input_game
end
def calc_camera
state.camera.target_x = 640 - circle.x
state.camera.target_y = 360 - circle.y
xdiff = state.camera.target_x - state.camera.x
ydiff = state.camera.target_y - state.camera.y
state.camera.x += xdiff * camera.follow_speed
state.camera.y += ydiff * camera.follow_speed
end
def calc
state.sound_debounce ||= 0
state.sound_debounce -= 1
state.sound_debounce = 0 if state.sound_debounce < 0
if state.god_mode
circle.dy *= 0.1
circle.dx *= 0.1
end
calc_camera
state.whisp_queue ||= []
if state.tick_count.mod_zero?(4)
state.whisp_queue << {
x: -300,
y: 1400 * rand,
speed: 2.randomize(:ratio) + 3,
w: 20,
h: 20, path: 'sprites/whisp.png',
a: 0,
created_at: state.tick_count,
angle: 0,
r: 100,
g: 128 + 128 * rand,
b: 128 + 128 * rand
}
end
state.whisp_queue.each do |w|
w.x += w[:speed] * 2
w.x -= circle.dx * 0.3
w.y -= w[:speed]
w.y -= circle.dy * 0.3
w.angle += w[:speed]
w.a = w[:created_at].ease(30) * 255
end
state.whisp_queue = state.whisp_queue.reject { |w| w[:x] > 1280 }
if state.tick_count.mod_zero?(2) && (circle.dx != 0 || circle.dy != 0)
circle.after_images << {
x: circle.x,
y: circle.y,
w: circle.radius,
h: circle.radius,
a: 255,
created_at: state.tick_count
}
end
circle.after_images.each do |ai|
ai.a = ai[:created_at].ease(10, :flip) * 255
end
circle.after_images = circle.after_images.reject { |ai| ai[:created_at].elapsed_time > 10 }
calc_physics
end
def circle
state.circle
end
def camera
state.camera
end
def terrain
state.terrain
end
def lava
state.lava
end
end
# $gtk.reset
def tick args
args.outputs.background_color = [0, 0, 0]
if args.inputs.keyboard.r
args.gtk.reset
return
end
# uncomment the line below to slow down the game so you
# can see each tick as it passes
# args.gtk.slowmo! 30
$game ||= FallingCircle.new
$game.args = args
$game.tick
end
def reset
$game = nil
end
The Little Probe - Data - level.txt link
# ./samples/99_genre_platformer/the_little_probe/data/level.txt
640,8840,1180,8840
-60,10220,0,9960
-60,10220,0,10500
0,10500,0,10780
0,10780,40,10900
500,10920,760,10960
300,10560,820,10600
420,10320,700,10300
820,10600,1500,10600
1500,10600,1940,10600
1940,10600,2380,10580
2380,10580,2800,10620
2240,11080,2480,11020
2000,11120,2240,11080
1760,11180,2000,11120
1620,11180,1760,11180
1500,11220,1620,11180
1180,11280,1340,11220
1040,11240,1180,11280
840,11280,1040,11240
640,11280,840,11280
500,11220,640,11280
420,11140,500,11220
240,11100,420,11140
100,11120,240,11100
0,11180,100,11120
-160,11220,0,11180
-260,11240,-160,11220
1340,11220,1500,11220
960,13300,1280,13060
1280,13060,1540,12860
1540,12860,1820,12700
1820,12700,2080,12520
2080,12520,2240,12400
2240,12400,2240,12240
2240,12240,2400,12080
2400,12080,2560,11920
2560,11920,2640,11740
2640,11740,2740,11580
2740,11580,2800,11400
2800,11400,2800,11240
2740,11140,2800,11240
2700,11040,2740,11140
2700,11040,2740,10960
2740,10960,2740,10920
2700,10900,2740,10920
2380,10900,2700,10900
2040,10920,2380,10900
1720,10940,2040,10920
1380,11000,1720,10940
1180,10980,1380,11000
900,10980,1180,10980
760,10960,900,10980
240,10960,500,10920
40,10900,240,10960
0,9700,0,9960
-60,9500,0,9700
-60,9420,-60,9500
-60,9420,-60,9340
-60,9340,-60,9280
-60,9120,-60,9280
-60,8940,-60,9120
-60,8940,-60,8780
-60,8780,0,8700
0,8700,40,8680
40,8680,240,8700
240,8700,360,8780
360,8780,640,8840
1420,8400,1540,8480
1540,8480,1680,8500
1680,8500,1940,8460
1180,8840,1280,8880
1280,8880,1340,8860
1340,8860,1720,8860
1720,8860,1820,8920
1820,8920,1820,9140
1820,9140,1820,9280
1820,9460,1820,9280
1760,9480,1820,9460
1640,9480,1760,9480
1540,9500,1640,9480
1340,9500,1540,9500
1100,9500,1340,9500
1040,9540,1100,9500
960,9540,1040,9540
300,9420,360,9460
240,9440,300,9420
180,9600,240,9440
120,9660,180,9600
100,9820,120,9660
100,9820,120,9860
120,9860,140,9900
140,9900,140,10000
140,10440,180,10540
100,10080,140,10000
100,10080,140,10100
140,10100,140,10440
180,10540,300,10560
2140,9560,2140,9640
2140,9720,2140,9640
1880,9780,2140,9720
1720,9780,1880,9780
1620,9740,1720,9780
1500,9780,1620,9740
1380,9780,1500,9780
1340,9820,1380,9780
1200,9820,1340,9820
1100,9780,1200,9820
900,9780,1100,9780
820,9720,900,9780
540,9720,820,9720
360,9840,540,9720
360,9840,360,9960
360,9960,360,10080
360,10140,360,10080
360,10140,360,10240
360,10240,420,10320
700,10300,820,10280
820,10280,820,10280
820,10280,900,10320
900,10320,1040,10300
1040,10300,1200,10320
1200,10320,1380,10280
1380,10280,1500,10300
1500,10300,1760,10300
2800,10620,2840,10600
2840,10600,2900,10600
2900,10600,3000,10620
3000,10620,3080,10620
3080,10620,3140,10600
3140,10540,3140,10600
3140,10540,3140,10460
3140,10460,3140,10360
3140,10360,3140,10260
3140,10260,3140,10140
3140,10140,3140,10000
3140,10000,3140,9860
3140,9860,3160,9720
3160,9720,3160,9580
3160,9580,3160,9440
3160,9300,3160,9440
3160,9300,3160,9140
3160,9140,3160,8980
3160,8980,3160,8820
3160,8820,3160,8680
3160,8680,3160,8520
1760,10300,1880,10300
660,9500,960,9540
640,9460,660,9500
360,9460,640,9460
-480,10760,-440,10880
-480,11020,-440,10880
-480,11160,-260,11240
-480,11020,-480,11160
-600,11420,-380,11320
-380,11320,-200,11340
-200,11340,0,11340
0,11340,180,11340
960,13420,960,13300
960,13420,960,13520
960,13520,1000,13560
1000,13560,1040,13540
1040,13540,1200,13440
1200,13440,1380,13380
1380,13380,1620,13300
1620,13300,1820,13220
1820,13220,2000,13200
2000,13200,2240,13200
2240,13200,2440,13160
2440,13160,2640,13040
-480,10760,-440,10620
-440,10620,-360,10560
-380,10460,-360,10560
-380,10460,-360,10300
-380,10140,-360,10300
-380,10140,-380,10040
-380,9880,-380,10040
-380,9720,-380,9880
-380,9720,-380,9540
-380,9360,-380,9540
-380,9180,-380,9360
-380,9180,-380,9000
-380,8840,-380,9000
-380,8840,-380,8760
-380,8760,-380,8620
-380,8620,-380,8520
-380,8520,-360,8400
-360,8400,-100,8400
-100,8400,-60,8420
-60,8420,240,8440
240,8440,240,8380
240,8380,500,8440
500,8440,760,8460
760,8460,1000,8400
1000,8400,1180,8420
1180,8420,1420,8400
1940,8460,2140,8420
2140,8420,2200,8520
2200,8680,2200,8520
2140,8840,2200,8680
2140,8840,2140,9020
2140,9100,2140,9020
2140,9200,2140,9100
2140,9200,2200,9320
2200,9320,2200,9440
2140,9560,2200,9440
1880,10300,2200,10280
2200,10280,2480,10260
2480,10260,2700,10240
2700,10240,2840,10180
2840,10180,2900,10060
2900,9860,2900,10060
2900,9640,2900,9860
2900,9640,2900,9500
2900,9460,2900,9500
2740,9460,2900,9460
2700,9460,2740,9460
2700,9360,2700,9460
2700,9320,2700,9360
2600,9320,2700,9320
2600,9260,2600,9320
2600,9200,2600,9260
2480,9120,2600,9200
2440,9080,2480,9120
2380,9080,2440,9080
2320,9060,2380,9080
2320,8860,2320,9060
2320,8860,2380,8840
2380,8840,2480,8860
2480,8860,2600,8840
2600,8840,2740,8840
2740,8840,2840,8800
2840,8800,2900,8700
2900,8600,2900,8700
2900,8480,2900,8600
2900,8380,2900,8480
2900,8380,2900,8260
2900,8260,2900,8140
2900,8140,2900,8020
2900,8020,2900,7900
2900,7820,2900,7900
2900,7820,2900,7740
2900,7660,2900,7740
2900,7560,2900,7660
2900,7460,2900,7560
2900,7460,2900,7360
2900,7260,2900,7360
2840,7160,2900,7260
2800,7080,2840,7160
2700,7100,2800,7080
2560,7120,2700,7100
2400,7100,2560,7120
2320,7100,2400,7100
2140,7100,2320,7100
2040,7080,2140,7100
1940,7080,2040,7080
1820,7140,1940,7080
1680,7140,1820,7140
1540,7140,1680,7140
1420,7220,1540,7140
1280,7220,1380,7220
1140,7200,1280,7220
1000,7220,1140,7200
760,7280,900,7320
540,7220,760,7280
300,7180,540,7220
180,7120,180,7160
40,7140,180,7120
-60,7160,40,7140
-200,7120,-60,7160
180,7160,300,7180
-260,7060,-200,7120
-260,6980,-260,7060
-260,6880,-260,6980
-260,6880,-260,6820
-260,6820,-200,6760
-200,6760,-100,6740
-100,6740,-60,6740
-60,6740,40,6740
40,6740,300,6800
300,6800,420,6760
420,6760,500,6740
500,6740,540,6760
540,6760,540,6760
540,6760,640,6780
640,6660,640,6780
580,6580,640,6660
580,6440,580,6580
580,6440,640,6320
640,6320,640,6180
580,6080,640,6180
580,6080,640,5960
640,5960,640,5840
640,5840,640,5700
640,5700,660,5560
660,5560,660,5440
660,5440,660,5300
660,5140,660,5300
660,5140,660,5000
660,5000,660,4880
660,4880,820,4860
820,4860,1000,4840
1000,4840,1100,4860
1100,4860,1280,4860
1280,4860,1420,4840
1420,4840,1580,4860
1580,4860,1720,4820
1720,4820,1880,4860
1880,4860,2000,4840
2000,4840,2140,4840
2140,4840,2320,4860
2320,4860,2440,4880
2440,4880,2600,4880
2600,4880,2800,4880
2800,4880,2900,4880
2900,4880,2900,4820
2900,4740,2900,4820
2800,4700,2900,4740
2520,4680,2800,4700
2240,4660,2520,4680
1940,4620,2240,4660
1820,4580,1940,4620
1820,4500,1820,4580
1820,4500,1880,4420
1880,4420,2000,4420
2000,4420,2200,4420
2200,4420,2400,4440
2400,4440,2600,4440
2600,4440,2840,4440
2840,4440,2900,4400
2740,4260,2900,4280
2600,4240,2740,4260
2480,4280,2600,4240
2320,4240,2480,4280
2140,4220,2320,4240
1940,4220,2140,4220
1880,4160,1940,4220
1880,4160,1880,4080
1880,4080,2040,4040
2040,4040,2240,4060
2240,4060,2400,4040
2400,4040,2600,4060
2600,4060,2740,4020
2740,4020,2840,3940
2840,3780,2840,3940
2740,3660,2840,3780
2700,3680,2740,3660
2520,3700,2700,3680
2380,3700,2520,3700
2200,3720,2380,3700
2040,3720,2200,3720
1880,3700,2040,3720
1820,3680,1880,3700
1760,3600,1820,3680
1760,3600,1820,3480
1820,3480,1880,3440
1880,3440,1960,3460
1960,3460,2140,3460
2140,3460,2380,3460
2380,3460,2640,3440
2640,3440,2900,3380
2840,3280,2900,3380
2840,3280,2900,3200
2900,3200,2900,3140
2840,3020,2900,3140
2800,2960,2840,3020
2700,3000,2800,2960
2600,2980,2700,3000
2380,3000,2600,2980
2140,3000,2380,3000
1880,3000,2140,3000
1720,3040,1880,3000
1640,2960,1720,3040
1500,2940,1640,2960
1340,3000,1500,2940
1240,3000,1340,3000
1140,3020,1240,3000
1040,3000,1140,3020
960,2960,1040,3000
900,2960,960,2960
840,2840,900,2960
700,2820,840,2840
540,2820,700,2820
420,2820,540,2820
180,2800,420,2820
60,2780,180,2800
-60,2800,60,2780
-160,2760,-60,2800
-260,2740,-160,2760
-300,2640,-260,2740
-360,2560,-300,2640
-380,2460,-360,2560
-380,2460,-300,2380
-300,2300,-300,2380
-300,2300,-300,2220
-300,2100,-300,2220
-300,2100,-300,2040
-300,2040,-160,2040
-160,2040,-60,2040
-60,2040,60,2040
60,2040,180,2040
180,2040,360,2040
360,2040,540,2040
540,2040,700,2080
660,2160,700,2080
660,2160,700,2260
660,2380,700,2260
500,2340,660,2380
360,2340,500,2340
240,2340,360,2340
40,2320,240,2340
-60,2320,40,2320
-100,2380,-60,2320
-100,2380,-100,2460
-100,2460,-100,2540
-100,2540,0,2560
0,2560,140,2600
140,2600,300,2600
300,2600,460,2600
460,2600,640,2600
640,2600,760,2580
760,2580,820,2560
820,2560,820,2500
820,2500,820,2400
820,2400,840,2320
840,2320,840,2240
820,2120,840,2240
820,2020,820,2120
820,1900,820,2020
760,1840,820,1900
640,1840,760,1840
500,1840,640,1840
300,1860,420,1880
180,1840,300,1860
420,1880,500,1840
0,1840,180,1840
-60,1860,0,1840
-160,1840,-60,1860
-200,1800,-160,1840
-260,1760,-200,1800
-260,1680,-260,1760
-260,1620,-260,1680
-260,1540,-260,1620
-260,1540,-260,1460
-300,1420,-260,1460
-300,1420,-300,1340
-300,1340,-260,1260
-260,1260,-260,1160
-260,1060,-260,1160
-260,1060,-260,960
-260,880,-260,960
-260,880,-260,780
-260,780,-260,680
-300,580,-260,680
-300,580,-300,480
-300,480,-260,400
-300,320,-260,400
-300,320,-300,240
-300,240,-200,220
-200,220,-200,160
-200,160,-100,140
-100,140,0,120
0,120,60,120
60,120,180,120
180,120,300,120
300,120,420,140
420,140,580,180
580,180,760,180
760,180,900,180
960,180,1100,180
1100,180,1340,200
1340,200,1580,200
1580,200,1720,180
1720,180,2000,140
2000,140,2240,140
2240,140,2480,140
2520,140,2800,160
2800,160,3000,160
3000,160,3140,160
3140,260,3140,160
3140,260,3140,380
3080,500,3140,380
3080,620,3080,500
3080,620,3080,740
3080,740,3080,840
3080,960,3080,840
3080,1080,3080,960
3080,1080,3080,1200
3080,1200,3080,1340
3080,1340,3080,1460
3080,1580,3080,1460
3080,1700,3080,1580
3080,1700,3080,1760
3080,1760,3200,1760
3200,1760,3320,1760
3320,1760,3520,1760
3520,1760,3680,1740
3680,1740,3780,1700
3780,1700,3840,1620
3840,1620,3840,1520
3840,1520,3840,1420
3840,1320,3840,1420
3840,1120,3840,1320
3840,1120,3840,940
3840,940,3840,760
3780,600,3840,760
3780,600,3780,440
3780,320,3780,440
3780,320,3780,160
3780,60,3780,160
3780,60,4020,60
4020,60,4260,40
4260,40,4500,40
4500,40,4740,40
4740,40,4840,20
4840,20,4880,80
4880,80,5080,40
5080,40,5280,20
5280,20,5500,0
5500,0,5720,0
5720,0,5940,60
5940,60,6240,60
6240,60,6540,20
6540,20,6840,20
6840,20,7040,0
7040,0,7140,0
7140,0,7400,20
7400,20,7680,0
7680,0,7940,0
7940,0,8200,-20
8200,-20,8360,20
8360,20,8560,-40
8560,-40,8760,0
8760,0,8880,40
8880,120,8880,40
8840,220,8840,120
8620,240,8840,220
8420,260,8620,240
8200,280,8420,260
7940,280,8200,280
7760,240,7940,280
7560,220,7760,240
7360,280,7560,220
7140,260,7360,280
6940,240,7140,260
6720,220,6940,240
6480,220,6720,220
6360,300,6480,220
6240,300,6360,300
6200,500,6240,300
6200,500,6360,540
6360,540,6540,520
6540,520,6720,480
6720,480,6880,460
6880,460,7080,500
7080,500,7320,500
7320,500,7680,500
7680,620,7680,500
7520,640,7680,620
7360,640,7520,640
7200,640,7360,640
7040,660,7200,640
6880,720,7040,660
6720,700,6880,720
6540,700,6720,700
6420,760,6540,700
6280,740,6420,760
6240,760,6280,740
6200,920,6240,760
6200,920,6360,960
6360,960,6540,960
6540,960,6720,960
6720,960,6760,980
6760,980,6880,940
6880,940,7080,940
7080,940,7280,940
7280,940,7520,920
7520,920,7760,900
7760,900,7980,860
7980,860,8100,880
8100,880,8280,900
8280,900,8500,820
8500,820,8700,820
8700,820,8760,840
8760,960,8760,840
8700,1040,8760,960
8560,1060,8700,1040
8460,1080,8560,1060
8360,1040,8460,1080
8280,1080,8360,1040
8160,1120,8280,1080
8040,1120,8160,1120
7940,1100,8040,1120
7800,1120,7940,1100
7680,1120,7800,1120
7520,1100,7680,1120
7360,1100,7520,1100
7200,1120,7360,1100
7040,1180,7200,1120
6880,1160,7040,1180
6720,1160,6880,1160
6540,1160,6720,1160
6360,1160,6540,1160
6200,1160,6360,1160
6040,1220,6200,1160
6040,1220,6040,1400
6040,1400,6200,1440
6200,1440,6320,1440
6320,1440,6440,1440
6600,1440,6760,1440
6760,1440,6940,1420
6440,1440,6600,1440
6940,1420,7280,1400
7280,1400,7560,1400
7560,1400,7760,1400
7760,1400,7940,1360
7940,1360,8100,1380
8100,1380,8280,1340
8280,1340,8460,1320
8660,1300,8760,1360
8460,1320,8660,1300
8760,1360,8800,1500
8800,1660,8800,1500
8800,1660,8800,1820
8700,1840,8800,1820
8620,1860,8700,1840
8560,1800,8620,1860
8560,1800,8620,1680
8500,1640,8620,1680
8420,1680,8500,1640
8280,1680,8420,1680
8160,1680,8280,1680
7900,1680,8160,1680
7680,1680,7900,1680
7400,1660,7680,1680
7140,1680,7400,1660
6880,1640,7140,1680
6040,1820,6320,1780
5900,1840,6040,1820
6640,1700,6880,1640
6320,1780,6640,1700
5840,2040,5900,1840
5840,2040,5840,2220
5840,2220,5840,2320
5840,2460,5840,2320
5840,2560,5840,2460
5840,2560,5960,2620
5960,2620,6200,2620
6200,2620,6380,2600
6380,2600,6600,2580
6600,2580,6800,2600
6800,2600,7040,2580
7040,2580,7280,2580
7280,2580,7480,2560
7760,2540,7980,2520
7980,2520,8160,2500
7480,2560,7760,2540
8160,2500,8160,2420
8160,2420,8160,2320
8160,2180,8160,2320
7980,2160,8160,2180
7800,2180,7980,2160
7600,2200,7800,2180
7400,2200,7600,2200
6960,2200,7200,2200
7200,2200,7400,2200
6720,2200,6960,2200
6540,2180,6720,2200
6320,2200,6540,2180
6240,2160,6320,2200
6240,2160,6240,2040
6240,2040,6240,1940
6240,1940,6440,1940
6440,1940,6720,1940
6720,1940,6940,1920
7520,1920,7760,1920
6940,1920,7280,1920
7280,1920,7520,1920
7760,1920,8100,1900
8100,1900,8420,1900
8420,1900,8460,1940
8460,2120,8460,1940
8460,2280,8460,2120
8460,2280,8560,2420
8560,2420,8660,2380
8660,2380,8800,2340
8800,2340,8840,2400
8840,2520,8840,2400
8800,2620,8840,2520
8800,2740,8800,2620
8800,2860,8800,2740
8800,2940,8800,2860
8760,2980,8800,2940
8660,2980,8760,2980
8620,2960,8660,2980
8560,2880,8620,2960
8560,2880,8560,2780
8500,2740,8560,2780
8420,2760,8500,2740
8420,2840,8420,2760
8420,2840,8420,2940
8420,3040,8420,2940
8420,3160,8420,3040
8420,3280,8420,3380
8420,3280,8420,3160
8420,3380,8620,3460
8620,3460,8760,3460
8760,3460,8840,3400
8840,3400,8960,3400
8960,3400,9000,3500
9000,3700,9000,3500
9000,3900,9000,3700
9000,4080,9000,3900
9000,4280,9000,4080
9000,4500,9000,4280
9000,4620,9000,4500
9000,4780,9000,4620
9000,4780,9000,4960
9000,5120,9000,4960
9000,5120,9000,5300
8960,5460,9000,5300
8920,5620,8960,5460
8920,5620,8920,5800
8920,5800,8920,5960
8920,5960,8920,6120
8920,6120,8960,6300
8960,6300,8960,6480
8960,6660,8960,6480
8960,6860,8960,6660
8960,7040,8960,6860
8920,7420,8920,7220
8920,7420,8960,7620
8960,7620,8960,7800
8960,7800,8960,8000
8960,8000,8960,8180
8960,8180,8960,8380
8960,8580,8960,8380
8920,8800,8960,8580
8880,9000,8920,8800
8840,9180,8880,9000
8800,9220,8840,9180
8800,9220,8840,9340
8760,9380,8840,9340
8560,9340,8760,9380
8360,9360,8560,9340
8160,9360,8360,9360
8040,9340,8160,9360
7860,9360,8040,9340
7680,9360,7860,9360
7520,9360,7680,9360
7420,9260,7520,9360
7400,9080,7420,9260
7400,9080,7420,8860
7420,8860,7440,8720
7440,8720,7480,8660
7480,8660,7520,8540
7520,8540,7600,8460
7600,8460,7800,8480
7800,8480,8040,8480
8040,8480,8280,8480
8280,8480,8500,8460
8500,8460,8620,8440
8620,8440,8660,8340
8660,8340,8660,8220
8660,8220,8700,8080
8700,8080,8700,7920
8700,7920,8700,7760
8700,7760,8700,7620
8700,7480,8700,7620
8700,7480,8700,7320
8700,7160,8700,7320
8920,7220,8960,7040
8660,7040,8700,7160
8660,7040,8700,6880
8660,6700,8700,6880
8660,6700,8700,6580
8700,6460,8700,6580
8700,6460,8700,6320
8700,6160,8700,6320
8700,6160,8760,6020
8760,6020,8760,5860
8760,5860,8760,5700
8760,5700,8760,5540
8760,5540,8760,5360
8760,5360,8760,5180
8760,5000,8760,5180
8700,4820,8760,5000
8560,4740,8700,4820
8420,4700,8560,4740
8280,4700,8420,4700
8100,4700,8280,4700
7980,4700,8100,4700
7820,4740,7980,4700
7800,4920,7820,4740
7800,4920,7900,4960
7900,4960,8060,4980
8060,4980,8220,5000
8220,5000,8420,5040
8420,5040,8460,5120
8460,5180,8460,5120
8360,5200,8460,5180
8360,5280,8360,5200
8160,5300,8360,5280
8040,5260,8160,5300
7860,5220,8040,5260
7720,5160,7860,5220
7640,5120,7720,5160
7480,5120,7640,5120
7240,5120,7480,5120
7000,5120,7240,5120
6800,5160,7000,5120
6640,5220,6800,5160
6600,5360,6640,5220
6600,5460,6600,5360
6480,5520,6600,5460
6240,5540,6480,5520
5980,5540,6240,5540
5740,5540,5980,5540
5500,5520,5740,5540
5400,5520,5500,5520
5280,5540,5400,5520
5080,5540,5280,5540
4940,5540,5080,5540
4760,5540,4940,5540
4600,5540,4760,5540
4440,5560,4600,5540
4040,5580,4120,5520
4260,5540,4440,5560
4120,5520,4260,5540
4020,5720,4040,5580
4020,5840,4020,5720
4020,5840,4080,5940
4080,5940,4120,6040
4120,6040,4200,6080
4200,6080,4340,6080
4340,6080,4500,6060
4500,6060,4700,6060
4700,6060,4880,6060
4880,6060,5080,6060
5080,6060,5280,6080
5280,6080,5440,6100
5440,6100,5660,6100
5660,6100,5900,6080
5900,6080,6120,6080
6120,6080,6360,6080
6360,6080,6480,6100
6480,6100,6540,6060
6540,6060,6720,6060
6720,6060,6940,6060
6940,6060,7140,6060
7400,6060,7600,6060
7140,6060,7400,6060
7600,6060,7800,6060
7800,6060,7860,6080
7860,6080,8060,6080
8060,6080,8220,6080
8220,6080,8320,6140
8320,6140,8360,6300
8320,6460,8360,6300
8320,6620,8320,6460
8320,6800,8320,6620
8320,6960,8320,6800
8320,6960,8360,7120
8320,7280,8360,7120
8320,7440,8320,7280
8320,7600,8320,7440
8100,7580,8220,7600
8220,7600,8320,7600
7900,7560,8100,7580
7680,7560,7900,7560
7480,7580,7680,7560
7280,7580,7480,7580
7080,7580,7280,7580
7000,7600,7080,7580
6880,7600,7000,7600
6800,7580,6880,7600
6640,7580,6800,7580
6540,7580,6640,7580
6380,7600,6540,7580
6280,7620,6380,7600
6240,7700,6280,7620
6240,7700,6240,7800
6240,7840,6240,7800
6080,7840,6240,7840
5960,7820,6080,7840
5660,7840,5800,7840
5500,7800,5660,7840
5440,7700,5500,7800
5800,7840,5960,7820
5440,7540,5440,7700
5440,7440,5440,7540
5440,7320,5440,7440
5400,7320,5440,7320
5340,7400,5400,7320
5340,7400,5340,7500
5340,7600,5340,7500
5340,7600,5340,7720
5340,7720,5340,7860
5340,7860,5340,7960
5340,7960,5440,8020
5440,8020,5560,8020
5560,8020,5720,8040
5720,8040,5900,8060
5900,8060,6080,8060
6080,8060,6240,8060
6720,8040,6840,8060
6240,8060,6480,8040
6480,8040,6720,8040
6840,8060,6940,8060
6940,8060,7080,8120
7080,8120,7140,8180
7140,8460,7140,8320
7140,8620,7140,8460
7140,8620,7140,8740
7140,8860,7140,8740
7140,8960,7140,8860
7140,8960,7200,9080
7140,9200,7200,9080
7140,9200,7200,9320
7200,9320,7200,9460
7200,9760,7200,9900
7200,9620,7200,9460
7200,9620,7200,9760
7200,9900,7200,10060
7200,10220,7200,10060
7200,10360,7200,10220
7140,10400,7200,10360
6880,10400,7140,10400
6640,10360,6880,10400
6420,10360,6640,10360
6160,10380,6420,10360
5940,10340,6160,10380
5720,10320,5940,10340
5500,10340,5720,10320
5280,10300,5500,10340
5080,10300,5280,10300
4840,10280,5080,10300
4700,10280,4840,10280
4540,10280,4700,10280
4360,10280,4540,10280
4200,10300,4360,10280
4040,10380,4200,10300
4020,10500,4040,10380
3980,10640,4020,10500
3980,10640,3980,10760
3980,10760,4020,10920
4020,10920,4080,11000
4080,11000,4340,11020
4340,11020,4600,11060
4600,11060,4840,11040
4840,11040,4880,10960
4880,10740,4880,10960
4880,10740,4880,10600
4880,10600,5080,10560
5080,10560,5340,10620
5340,10620,5660,10620
5660,10620,6040,10600
6040,10600,6120,10620
6120,10620,6240,10720
6240,10720,6420,10740
6420,10740,6640,10760
6640,10760,6880,10780
7140,10780,7400,10780
6880,10780,7140,10780
7400,10780,7680,10780
7680,10780,8100,10760
8100,10760,8460,10740
8460,10740,8700,10760
8800,10840,8800,10980
8700,10760,8800,10840
8760,11200,8800,10980
8760,11200,8760,11380
8760,11380,8800,11560
8760,11680,8800,11560
8760,11760,8760,11680
8760,11760,8760,11920
8760,11920,8800,12080
8800,12200,8800,12080
8700,12240,8800,12200
8560,12220,8700,12240
8360,12220,8560,12220
8160,12240,8360,12220
7720,12220,7980,12220
7980,12220,8160,12240
7400,12200,7720,12220
7200,12180,7400,12200
7000,12160,7200,12180
6800,12160,7000,12160
6280,12140,6380,12180
6120,12180,6280,12140
6540,12180,6800,12160
6380,12180,6540,12180
5900,12200,6120,12180
5620,12180,5900,12200
5340,12120,5620,12180
5140,12100,5340,12120
4980,12120,5140,12100
4840,12120,4980,12120
4700,12200,4840,12120
4700,12380,4700,12200
4740,12480,4940,12520
4700,12380,4740,12480
4940,12520,5160,12560
5160,12560,5340,12600
5340,12600,5400,12600
5400,12600,5500,12600
5500,12600,5620,12600
5620,12600,5720,12560
5720,12560,5800,12440
5800,12440,5900,12380
5900,12380,6120,12420
6120,12420,6380,12440
6380,12440,6600,12460
6720,12460,6840,12520
6840,12520,6960,12520
6600,12460,6720,12460
6960,12520,7040,12500
7040,12500,7140,12440
7200,12440,7360,12500
7360,12500,7600,12560
7600,12560,7860,12600
7860,12600,8060,12500
8100,12500,8200,12340
8200,12340,8360,12360
8360,12360,8560,12400
8560,12400,8660,12420
8660,12420,8840,12400
8840,12400,9000,12360
9000,12360,9000,12360
2900,4400,2900,4280
900,7320,1000,7220
2640,13040,2900,12920
2900,12920,3160,12840
3480,12760,3780,12620
3780,12620,4020,12460
4300,12360,4440,12260
4020,12460,4300,12360
3160,12840,3480,12760
4440,12080,4440,12260
4440,12080,4440,11880
4440,11880,4440,11720
4440,11720,4600,11720
4600,11720,4760,11740
4760,11740,4980,11760
4980,11760,5160,11760
5160,11760,5340,11780
6000,11860,6120,11820
5340,11780,5620,11820
5620,11820,6000,11860
6120,11820,6360,11820
6360,11820,6640,11860
6940,11920,7240,11940
7240,11940,7520,11960
7520,11960,7860,11960
7860,11960,8100,11920
8100,11920,8420,11940
8420,11940,8460,11960
8460,11960,8500,11860
8460,11760,8500,11860
8320,11720,8460,11760
8160,11720,8320,11720
7940,11720,8160,11720
7720,11700,7940,11720
7520,11680,7720,11700
7320,11680,7520,11680
7200,11620,7320,11680
7200,11620,7200,11500
7200,11500,7280,11440
7280,11440,7420,11440
7420,11440,7600,11440
7600,11440,7980,11460
7980,11460,8160,11460
8160,11460,8360,11460
8360,11460,8460,11400
8420,11060,8500,11200
8280,11040,8420,11060
8100,11060,8280,11040
8460,11400,8500,11200
7800,11060,8100,11060
7520,11060,7800,11060
7240,11060,7520,11060
6940,11040,7240,11060
6640,11000,6940,11040
6420,10980,6640,11000
6360,11060,6420,10980
6360,11180,6360,11060
6200,11280,6360,11180
5960,11300,6200,11280
5720,11280,5960,11300
5500,11280,5720,11280
4940,11300,5200,11280
4660,11260,4940,11300
4440,11280,4660,11260
4260,11280,4440,11280
4220,11220,4260,11280
4080,11280,4220,11220
3980,11420,4080,11280
3980,11420,4040,11620
4040,11620,4040,11820
3980,11960,4040,11820
3840,12000,3980,11960
3720,11940,3840,12000
3680,11800,3720,11940
3680,11580,3680,11800
3680,11360,3680,11580
3680,11360,3680,11260
3680,11080,3680,11260
3680,11080,3680,10880
3680,10700,3680,10880
3680,10700,3680,10620
3680,10480,3680,10620
3680,10480,3680,10300
3680,10300,3680,10100
3680,10100,3680,9940
3680,9940,3720,9860
3720,9860,3920,9900
3920,9900,4220,9880
4980,9940,5340,9960
4220,9880,4540,9900
4540,9900,4980,9940
5340,9960,5620,9960
5620,9960,5900,9960
5900,9960,6160,10000
6160,10000,6480,10000
6480,10000,6720,10000
6720,10000,6880,9860
6880,9860,6880,9520
6880,9520,6940,9340
6940,9120,6940,9340
6940,9120,6940,8920
6940,8700,6940,8920
6880,8500,6940,8700
6880,8320,6880,8500
7140,8320,7140,8180
6760,8260,6880,8320
6540,8240,6760,8260
6420,8180,6540,8240
6280,8240,6420,8180
6160,8300,6280,8240
6120,8400,6160,8300
6080,8520,6120,8400
5840,8480,6080,8520
5620,8500,5840,8480
5500,8500,5620,8500
5340,8560,5500,8500
5160,8540,5340,8560
4620,8520,4880,8520
4360,8480,4620,8520
4880,8520,5160,8540
4140,8440,4360,8480
3920,8460,4140,8440
3720,8380,3920,8460
3680,8160,3720,8380
3680,8160,3720,7940
3720,7720,3720,7940
3680,7580,3720,7720
3680,7580,3720,7440
3720,7440,3720,7300
3720,7160,3720,7300
3720,7160,3720,7020
3720,7020,3780,6900
3780,6900,4080,6940
4080,6940,4340,6980
4340,6980,4600,6980
4600,6980,4880,6980
4880,6980,5160,6980
5160,6980,5400,7000
5400,7000,5560,7020
5560,7020,5660,7080
5660,7080,5660,7280
5660,7280,5660,7440
5660,7440,5740,7520
5740,7520,5740,7600
5740,7600,5900,7600
5900,7600,6040,7540
6040,7540,6040,7320
6040,7320,6120,7200
6120,7200,6120,7040
6120,7040,6240,7000
6240,7000,6480,7060
6480,7060,6800,7060
6800,7060,7080,7080
7080,7080,7320,7100
7940,7100,7980,6920
7860,6860,7980,6920
7640,6860,7860,6860
7400,6840,7640,6860
7320,7100,7560,7120
7560,7120,7760,7120
7760,7120,7940,7100
7200,6820,7400,6840
7040,6820,7200,6820
6600,6840,6840,6840
6380,6800,6600,6840
6120,6800,6380,6800
5900,6840,6120,6800
5620,6820,5900,6840
5400,6800,5620,6820
5140,6800,5400,6800
4880,6780,5140,6800
4600,6760,4880,6780
4340,6760,4600,6760
4080,6760,4340,6760
3840,6740,4080,6760
3680,6720,3840,6740
3680,6720,3680,6560
3680,6560,3720,6400
3720,6400,3720,6200
3720,6200,3780,6000
3720,5780,3780,6000
3720,5580,3720,5780
3720,5360,3720,5580
3720,5360,3840,5240
3840,5240,4200,5260
4200,5260,4600,5280
4600,5280,4880,5280
4880,5280,5140,5200
5140,5200,5220,5100
5220,5100,5280,4900
5280,4900,5340,4840
5340,4840,5720,4880
6120,4880,6480,4860
6880,4840,7200,4860
6480,4860,6880,4840
7200,4860,7320,4860
7320,4860,7360,4740
7360,4600,7440,4520
7360,4600,7360,4740
7440,4520,7640,4520
7640,4520,7800,4480
7800,4480,7800,4280
7800,4280,7800,4040
7800,4040,7800,3780
7800,3560,7800,3780
7800,3560,7860,3440
7860,3440,8060,3460
8060,3460,8160,3340
8160,3340,8160,3140
8160,3140,8160,2960
8000,2900,8160,2960
7860,2900,8000,2900
7640,2940,7860,2900
7400,2980,7640,2940
7100,2980,7400,2980
6840,3000,7100,2980
5620,2980,5840,2980
5840,2980,6500,3000
6500,3000,6840,3000
5560,2780,5620,2980
5560,2780,5560,2580
5560,2580,5560,2380
5560,2140,5560,2380
5560,2140,5560,1900
5560,1900,5620,1660
5620,1660,5660,1460
5660,1460,5660,1300
5500,1260,5660,1300
5340,1260,5500,1260
4600,1220,4840,1240
4440,1220,4600,1220
4440,1080,4440,1220
4440,1080,4600,1020
5080,1260,5340,1260
4840,1240,5080,1260
4600,1020,4940,1020
4940,1020,5220,1020
5220,1020,5560,960
5560,960,5660,860
5660,740,5660,860
5280,740,5660,740
4940,780,5280,740
4660,760,4940,780
4500,700,4660,760
4500,520,4500,700
4500,520,4700,460
4700,460,5080,440
5440,420,5740,420
5080,440,5440,420
5740,420,5840,360
5800,280,5840,360
5560,280,5800,280
4980,300,5280,320
4360,320,4660,300
4200,360,4360,320
5280,320,5560,280
4660,300,4980,300
4140,480,4200,360
4140,480,4140,640
4140,640,4200,780
4200,780,4200,980
4200,980,4220,1180
4220,1400,4220,1180
4220,1400,4260,1540
4260,1540,4500,1540
4500,1540,4700,1520
4700,1520,4980,1540
5280,1560,5400,1560
4980,1540,5280,1560
5400,1560,5400,1700
5400,1780,5400,1700
5340,1900,5400,1780
5340,2020,5340,1900
5340,2220,5340,2020
5340,2220,5340,2420
5340,2420,5340,2520
5080,2600,5220,2580
5220,2580,5340,2520
4900,2580,5080,2600
4700,2540,4900,2580
4500,2540,4700,2540
4220,2580,4340,2540
4200,2700,4220,2580
4340,2540,4500,2540
3980,2740,4200,2700
3840,2740,3980,2740
3780,2640,3840,2740
3780,2640,3780,2460
3780,2280,3780,2460
3620,2020,3780,2100
3780,2280,3780,2100
3360,2040,3620,2020
3080,2040,3360,2040
2840,2020,3080,2040
2740,1940,2840,2020
2740,1940,2800,1800
2800,1640,2800,1800
2800,1640,2800,1460
2800,1300,2800,1460
2700,1180,2800,1300
2480,1140,2700,1180
1580,1200,1720,1200
2240,1180,2480,1140
1960,1180,2240,1180
1720,1200,1960,1180
1500,1320,1580,1200
1500,1440,1500,1320
1500,1440,1760,1480
1760,1480,1940,1480
1940,1480,2140,1500
2140,1500,2320,1520
2400,1560,2400,1700
2280,1820,2380,1780
2320,1520,2400,1560
2380,1780,2400,1700
2080,1840,2280,1820
1720,1820,2080,1840
1420,1800,1720,1820
1280,1800,1420,1800
1240,1720,1280,1800
1240,1720,1240,1600
1240,1600,1280,1480
1280,1340,1280,1480
1180,1280,1280,1340
1000,1280,1180,1280
760,1280,1000,1280
360,1240,540,1260
180,1220,360,1240
540,1260,760,1280
180,1080,180,1220
180,1080,180,1000
180,1000,360,940
360,940,540,960
540,960,820,980
1100,980,1200,920
820,980,1100,980
6640,11860,6940,11920
5200,11280,5500,11280
4120,7330,4120,7230
4120,7230,4660,7250
4660,7250,4940,7250
4940,7250,5050,7340
5010,7400,5050,7340
4680,7380,5010,7400
4380,7370,4680,7380
4120,7330,4360,7370
4120,7670,4120,7760
4120,7670,4280,7650
4280,7650,4540,7660
4550,7660,4820,7680
4820,7680,4900,7730
4880,7800,4900,7730
4620,7820,4880,7800
4360,7790,4620,7820
4120,7760,4360,7790
6840,6840,7040,6820
5720,4880,6120,4880
1200,920,1340,810
1340,810,1520,790
1520,790,1770,800
2400,790,2600,750
2600,750,2640,520
2520,470,2640,520
2140,470,2520,470
1760,800,2090,800
2080,800,2400,790
1760,450,2140,470
1420,450,1760,450
1180,440,1420,450
900,480,1180,440
640,450,900,480
360,440,620,450
120,430,360,440
0,520,120,430
-20,780,0,520
-20,780,-20,1020
-20,1020,-20,1150
-20,1150,0,1300
0,1470,60,1530
0,1300,0,1470
60,1530,360,1530
360,1530,660,1520
660,1520,980,1520
980,1520,1040,1520
1040,1520,1070,1560
1070,1770,1070,1560
1070,1770,1100,2010
1070,2230,1100,2010
1070,2240,1180,2340
1180,2340,1580,2340
1580,2340,1940,2350
1940,2350,2440,2350
2440,2350,2560,2380
2560,2380,2600,2540
2810,2640,3140,2680
2600,2540,2810,2640
3140,2680,3230,2780
3230,2780,3260,2970
3230,3220,3260,2970
3200,3470,3230,3220
3200,3480,3210,3760
3210,3760,3210,4040
3200,4040,3230,4310
3210,4530,3230,4310
3210,4530,3230,4730
3230,4960,3230,4730
3230,4960,3260,5190
3170,5330,3260,5190
2920,5330,3170,5330
2660,5360,2920,5330
2420,5330,2660,5360
2200,5280,2400,5330
2020,5280,2200,5280
1840,5260,2020,5280
1660,5280,1840,5260
1500,5300,1660,5280
1360,5270,1500,5300
1200,5290,1340,5270
1070,5400,1200,5290
1040,5630,1070,5400
1000,5900,1040,5630
980,6170,1000,5900
980,6280,980,6170
980,6540,980,6280
980,6540,1040,6720
1040,6720,1360,6730
1360,6730,1760,6710
2110,6720,2420,6730
1760,6710,2110,6720
2420,6730,2640,6720
2640,6720,2970,6720
2970,6720,3160,6700
3160,6700,3240,6710
3240,6710,3260,6890
3260,7020,3260,6890
3230,7180,3260,7020
3230,7350,3230,7180
3210,7510,3230,7350
3210,7510,3210,7690
3210,7870,3210,7690
3210,7870,3210,7980
3200,8120,3210,7980
3200,8330,3200,8120
3160,8520,3200,8330
2460,11100,2480,11020
2200,11180,2460,11100
1260,11350,1600,11320
600,11430,930,11400
180,11340,620,11430
1600,11320,1910,11280
1910,11280,2200,11180
923.0029599285435,11398.99893503157,1264.002959928544,11351.99893503157
The Little Probe - Data - level_lava.txt link
# ./samples/99_genre_platformer/the_little_probe/data/level_lava.txt
100,10740,500,10780
500,10780,960,10760
960,10760,1340,10760
1380,10760,1820,10780
1820,10780,2240,10780
2280,10780,2740,10740
2740,10740,3000,10780
3000,10780,3140,11020
-520,8820,-480,9160
-520,8480,-520,8820
-520,8480,-480,8180
-480,8180,-200,8120
-200,8120,100,8220
100,8220,420,8240
420,8240,760,8260
760,8260,1140,8280
1140,8280,1500,8200
1500,8200,1880,8240
1880,8240,2240,8260
2240,8260,2320,8480
2320,8480,2380,8680
2240,8860,2380,8680
2240,9080,2240,8860
2240,9080,2320,9260
2320,9260,2480,9440
2480,9440,2600,9640
2480,9840,2600,9640
2400,10020,2480,9840
2240,10080,2400,10020
1960,10080,2240,10080
1720,10080,1960,10080
1460,10080,1720,10080
1180,10080,1420,10080
900,10080,1180,10080
640,10080,900,10080
640,10080,640,9900
60,10520,100,10740
40,10240,60,10520
40,10240,40,9960
40,9960,40,9680
40,9680,40,9360
40,9360,60,9080
60,9080,100,8860
100,8860,460,9040
460,9040,760,9220
760,9220,1140,9220
1140,9220,1720,9200
-660,11580,-600,11420
-660,11800,-660,11580
-660,12000,-660,11800
-660,12000,-600,12220
-600,12220,-600,12440
-600,12440,-600,12640
-600,11240,-260,11280
-260,11280,100,11240
9000,12360,9020,12400
9020,12620,9020,12400
9020,12840,9020,12620
9020,13060,9020,12840
9020,13060,9020,13240
9020,13240,9020,13420
9020,13420,9020,13600
9020,13600,9020,13780
8880,13900,9020,13780
8560,13800,8880,13900
8220,13780,8560,13800
7860,13760,8220,13780
7640,13780,7860,13760
7360,13800,7640,13780
7100,13800,7360,13800
6540,13760,6800,13780
6800,13780,7100,13800
6280,13760,6540,13760
5760,13760,6280,13760
5220,13780,5760,13760
4700,13760,5220,13780
4200,13740,4700,13760
3680,13720,4200,13740
3140,13700,3680,13720
2600,13680,3140,13700
2040,13940,2600,13680
1640,13940,2040,13940
1200,13960,1640,13940
840,14000,1200,13960
300,13960,840,14000
-200,13900,300,13960
-600,12840,-600,12640
-600,13140,-600,12840
-600,13140,-600,13420
-600,13700,-600,13420
-600,13700,-600,13820
-600,13820,-200,13900
-600,11240,-560,11000
-560,11000,-480,10840
-520,10660,-480,10840
-520,10660,-520,10480
-520,10480,-520,10300
-520,10260,-480,10080
-480,9880,-440,10060
-520,9680,-480,9880
-520,9680,-480,9400
-480,9400,-480,9160
1820,9880,2140,9800
1540,9880,1820,9880
1200,9920,1500,9880
900,9880,1200,9920
640,9900,840,9880
2380,8760,2800,8760
2800,8760,2840,8660
2840,8660,2840,8420
2840,8160,2840,8420
2800,7900,2840,8160
2800,7900,2800,7720
2800,7540,2800,7720
2800,7540,2800,7360
2700,7220,2800,7360
2400,7220,2700,7220
2080,7240,2400,7220
1760,7320,2080,7240
1380,7360,1720,7320
1040,7400,1340,7360
640,7400,1000,7420
300,7380,640,7400
0,7300,240,7380
-300,7180,-60,7300
-380,6860,-360,7180
-380,6880,-360,6700
-360,6700,-260,6540
-260,6540,0,6520
0,6520,240,6640
240,6640,460,6640
460,6640,500,6480
500,6260,500,6480
460,6060,500,6260
460,5860,460,6060
460,5860,500,5640
500,5640,540,5440
540,5440,580,5220
580,5220,580,5000
580,4960,580,4740
580,4740,960,4700
960,4700,1140,4760
1140,4760,1420,4740
1420,4740,1720,4700
1720,4700,2000,4740
2000,4740,2380,4760
2380,4760,2700,4800
1720,4600,1760,4300
1760,4300,2200,4340
2200,4340,2560,4340
2560,4340,2740,4340
2160,12580,2440,12400
1820,12840,2160,12580
1500,13080,1820,12840
1140,13340,1500,13080
1140,13340,1580,13220
2110,13080,2520,13000
2520,13000,2900,12800
1580,13220,2110,13080
2900,12800,3200,12680
3200,12680,3440,12640
3440,12640,3720,12460
3720,12460,4040,12320
4040,12320,4360,12200
4360,11940,4380,12180
4360,11700,4360,11940
4360,11700,4540,11500
4540,11500,4880,11540
6000,11660,6280,11640
5440,11600,5720,11610
5720,11610,6000,11660
6280,11640,6760,11720
6760,11720,7060,11780
7060,11780,7360,11810
7360,11810,7640,11840
7640,11840,8000,11830
8000,11830,8320,11850
8320,11850,8390,11800
8330,11760,8390,11800
8160,11760,8330,11760
7910,11750,8160,11760
7660,11740,7900,11750
7400,11730,7660,11740
7160,11680,7400,11730
7080,11570,7160,11680
7080,11570,7100,11350
7100,11350,7440,11280
7440,11280,7940,11280
7960,11280,8360,11280
5840,11540,6650,11170
4880,11540,5440,11600
3410,11830,3420,11300
3410,11260,3520,10920
3520,10590,3520,10920
3520,10590,3540,10260
3520,9900,3540,10240
3520,9900,3640,9590
3640,9570,4120,9590
4140,9590,4600,9680
4620,9680,5030,9730
5120,9750,5520,9800
5620,9820,6080,9800
6130,9810,6580,9820
6640,9820,6800,9700
6780,9400,6800,9700
6780,9400,6840,9140
6820,8860,6840,9120
6780,8600,6820,8830
6720,8350,6780,8570
6480,8340,6720,8320
6260,8400,6480,8340
6050,8580,6240,8400
5760,8630,6040,8590
5520,8690,5740,8630
5120,8690,5450,8700
4570,8670,5080,8690
4020,8610,4540,8670
3540,8480,4020,8610
3520,8230,3520,8480
3520,7930,3520,8230
3520,7930,3540,7630
3480,7320,3540,7610
3480,7280,3500,7010
3500,6980,3680,6850
3680,6850,4220,6840
4230,6840,4760,6850
4780,6850,5310,6860
5310,6860,5720,6940
5720,6940,5880,7250
5880,7250,5900,7520
100,11240,440,11300
440,11300,760,11330
1480,11280,1840,11230
2200,11130,2360,11090
1840,11230,2200,11130
Genre Rpg Narrative link
Choose Your Own Adventure - decision.rb link
# ./samples/99_genre_rpg_narrative/choose_your_own_adventure/app/decision.rb
# Hey there! Welcome to Four Decisions. Here is how you
# create your decision tree. Remove =being and =end from the text to
# enable the game (just save the file). Change stuff and see what happens!
def game
{
starting_decision: :stormy_night,
decisions: {
stormy_night: {
description: 'It was a dark and stormy night. (storyline located in decision.rb)',
option_one: {
description: 'Go to sleep.',
decision: :nap
},
option_two: {
description: 'Watch a movie.',
decision: :movie
},
option_three: {
description: 'Go outside.',
decision: :go_outside
},
option_four: {
description: 'Get a snack.',
decision: :get_a_snack
}
},
nap: {
description: 'You took a nap. The end.',
option_one: {
description: 'Start over.',
decision: :stormy_night
}
}
}
}
end
Choose Your Own Adventure - main.rb link
# ./samples/99_genre_rpg_narrative/choose_your_own_adventure/app/main.rb
=begin
Reminders:
- Hashes: Collection of unique keys and their corresponding values. The values can be found
using their keys.
In this sample app, the decisions needed for the game are stored in a hash. In fact, the
decision.rb file contains hashes inside of other hashes!
Each option is a key in the first hash, but also contains a hash (description and
decision being its keys) as its value.
Go into the decision.rb file and take a look before diving into the code below.
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.md.
- args.keyboard.key_down.KEY: Determines if a key is in the down state or pressed down.
For more information about the keyboard, go to mygame/documentation/06-keyboard.md.
- String interpolation: uses #{} syntax; everything between the #{ and the } is evaluated
as Ruby code, and the placeholder is replaced with its corresponding value or result.
=end
# This sample app provides users with a story and multiple decisions that they can choose to make.
# Users can make a decision using their keyboard, and the story will move forward based on user choices.
# The decisions available to users are stored in the decision.rb file.
# We must have access to it for the game to function properly.
GAME_FILE = 'app/decision.rb' # found in app folder
require GAME_FILE # require used to load another file, import class/method definitions
# Instructions are given using labels to users if they have not yet set up their story in the decision.rb file.
# Otherwise, the game is run.
def tick args
if !args.state.loaded && !respond_to?(:game) # if game is not loaded and not responding to game symbol's method
args.labels << [640, 370, 'Hey there! Welcome to Four Decisions.', 0, 1] # a welcome label is shown
args.labels << [640, 340, 'Go to the file called decision.rb and tell me your story.', 0, 1]
elsif respond_to?(:game) # otherwise, if responds to game
args.state.loaded = true
tick_game args # calls tick_game method, runs game
end
if args.state.tick_count.mod_zero? 60 # update every 60 frames
t = args.gtk.ffi_file.mtime GAME_FILE # mtime returns modification time for named file
if t != args.state.mtime
args.state.mtime = t
require GAME_FILE # require used to load file
args.state.game_definition = nil # game definition and decision are empty
args.state.decision_id = nil
end
end
end
# Runs methods needed for game to function properly
# Creates a rectangular border around the screen
def tick_game args
defaults args
args.borders << args.grid.rect
render_decision args
process_inputs args
end
# Sets default values and uses decision.rb file to define game and decision_id
# variable using the starting decision
def defaults args
args.state.game_definition ||= game
args.state.decision_id ||= args.state.game_definition[:starting_decision]
end
# Outputs the possible decision descriptions the user can choose onto the screen
# as well as what key to press on their keyboard to make their decision
def render_decision args
decision = current_decision args
# text is either the value of decision's description key or warning that no description exists
args.labels << [640, 360, decision[:description] || "No definition found for #{args.state.decision_id}. Please update decision.rb.", 0, 1] # uses string interpolation
# All decisions are stored in a hash
# The descriptions output onto the screen are the values for the description keys of the hash.
if decision[:option_one]
args.labels << [10, 360, decision[:option_one][:description], 0, 0] # option one's description label
args.labels << [10, 335, "(Press 'left' on the keyboard to select this decision)", -5, 0] # label of what key to press to select the decision
end
if decision[:option_two]
args.labels << [1270, 360, decision[:option_two][:description], 0, 2] # option two's description
args.labels << [1270, 335, "(Press 'right' on the keyboard to select this decision)", -5, 2]
end
if decision[:option_three]
args.labels << [640, 45, decision[:option_three][:description], 0, 1] # option three's description
args.labels << [640, 20, "(Press 'down' on the keyboard to select this decision)", -5, 1]
end
if decision[:option_four]
args.labels << [640, 700, decision[:option_four][:description], 0, 1] # option four's description
args.labels << [640, 675, "(Press 'up' on the keyboard to select this decision)", -5, 1]
end
end
# Uses keyboard input from the user to make a decision
# Assigns the decision as the value of the decision_id variable
def process_inputs args
decision = current_decision args # calls current_decision method
if args.keyboard.key_down.left! && decision[:option_one] # if left key pressed and option one exists
args.state.decision_id = decision[:option_one][:decision] # value of option one's decision hash key is set to decision_id
end
if args.keyboard.key_down.right! && decision[:option_two] # if right key pressed and option two exists
args.state.decision_id = decision[:option_two][:decision] # value of option two's decision hash key is set to decision_id
end
if args.keyboard.key_down.down! && decision[:option_three] # if down key pressed and option three exists
args.state.decision_id = decision[:option_three][:decision] # value of option three's decision hash key is set to decision_id
end
if args.keyboard.key_down.up! && decision[:option_four] # if up key pressed and option four exists
args.state.decision_id = decision[:option_four][:decision] # value of option four's decision hash key is set to decision_id
end
end
# Uses decision_id's value to keep track of current decision being made
def current_decision args
args.state.game_definition[:decisions][args.state.decision_id] || {} # either has value or is empty
end
# Resets the game.
$gtk.reset
Return Of Serenity - lowrez_simulator.rb link
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/lowrez_simulator.rb
###################################################################################
# YOU CAN PLAY AROUND WITH THE CODE BELOW, BUT USE CAUTION AS THIS IS WHAT EMULATES
# THE 64x64 CANVAS.
###################################################################################
TINY_RESOLUTION = 64
TINY_SCALE = 720.fdiv(TINY_RESOLUTION + 5)
CENTER_OFFSET = 10
EMULATED_FONT_SIZE = 20
EMULATED_FONT_X_ZERO = 0
EMULATED_FONT_Y_ZERO = 46
def tick args
sprites = []
labels = []
borders = []
solids = []
mouse = emulate_lowrez_mouse args
args.state.show_gridlines = false
lowrez_tick args, sprites, labels, borders, solids, mouse
render_gridlines_if_needed args
render_mouse_crosshairs args, mouse
emulate_lowrez_scene args, sprites, labels, borders, solids, mouse
end
def emulate_lowrez_mouse args
args.state.new_entity_strict(:lowrez_mouse) do |m|
m.x = args.mouse.x.idiv(TINY_SCALE) - CENTER_OFFSET.idiv(TINY_SCALE) - 1
m.y = args.mouse.y.idiv(TINY_SCALE)
if args.mouse.click
m.click = [
args.mouse.click.point.x.idiv(TINY_SCALE) - CENTER_OFFSET.idiv(TINY_SCALE) - 1,
args.mouse.click.point.y.idiv(TINY_SCALE)
]
m.down = m.click
else
m.click = nil
m.down = nil
end
if args.mouse.up
m.up = [
args.mouse.up.point.x.idiv(TINY_SCALE) - CENTER_OFFSET.idiv(TINY_SCALE) - 1,
args.mouse.up.point.y.idiv(TINY_SCALE)
]
else
m.up = nil
end
end
end
def render_mouse_crosshairs args, mouse
return unless args.state.show_gridlines
args.labels << [10, 25, "mouse: #{mouse.x} #{mouse.y}", 255, 255, 255]
end
def emulate_lowrez_scene args, sprites, labels, borders, solids, mouse
args.render_target(:lowrez).transient!
args.render_target(:lowrez).solids << [0, 0, 1280, 720]
args.render_target(:lowrez).sprites << sprites
args.render_target(:lowrez).borders << borders
args.render_target(:lowrez).solids << solids
args.outputs.primitives << labels.map do |l|
as_label = l.label
l.text.each_char.each_with_index.map do |char, i|
[CENTER_OFFSET + EMULATED_FONT_X_ZERO + (as_label.x * TINY_SCALE) + i * 5 * TINY_SCALE,
EMULATED_FONT_Y_ZERO + (as_label.y * TINY_SCALE), char,
EMULATED_FONT_SIZE, 0, as_label.r, as_label.g, as_label.b, as_label.a, 'fonts/dragonruby-gtk-4x4.ttf'].label
end
end
args.sprites << [CENTER_OFFSET, 0, 1280 * TINY_SCALE, 720 * TINY_SCALE, :lowrez]
end
def render_gridlines_if_needed args
if args.state.show_gridlines && args.static_lines.length == 0
args.static_lines << 65.times.map do |i|
[
[CENTER_OFFSET + i * TINY_SCALE + 1, 0,
CENTER_OFFSET + i * TINY_SCALE + 1, 720, 128, 128, 128],
[CENTER_OFFSET + i * TINY_SCALE, 0,
CENTER_OFFSET + i * TINY_SCALE, 720, 128, 128, 128],
[CENTER_OFFSET, 0 + i * TINY_SCALE,
CENTER_OFFSET + 720, 0 + i * TINY_SCALE, 128, 128, 128],
[CENTER_OFFSET, 1 + i * TINY_SCALE,
CENTER_OFFSET + 720, 1 + i * TINY_SCALE, 128, 128, 128]
]
end
elsif !args.state.show_gridlines
args.static_lines.clear
end
end
Return Of Serenity - main.rb link
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/main.rb
require 'app/require.rb'
def defaults args
args.outputs.background_color = [0, 0, 0]
args.state.last_story_line_text ||= ""
args.state.scene_history ||= []
args.state.storyline_history ||= []
args.state.word_delay ||= 8
if args.state.tick_count == 0
args.gtk.stop_music
args.outputs.sounds << 'sounds/static-loop.ogg'
end
if args.state.last_story_line_text
lines = args.state
.last_story_line_text
.gsub("-", "")
.gsub("~", "")
.wrapped_lines(50)
args.outputs.labels << lines.map_with_index { |l, i| [690, 200 - (i * 25), l, 1, 0, 255, 255, 255] }
elsif args.state.storyline_history[-1]
lines = args.state
.storyline_history[-1]
.gsub("-", "")
.gsub("~", "")
.wrapped_lines(50)
args.outputs.labels << lines.map_with_index { |l, i| [690, 200 - (i * 25), l, 1, 0, 255, 255, 255] }
end
return if args.state.current_scene
set_scene(args, day_one_beginning(args))
end
def inputs_move_player args
if args.state.scene_changed_at.elapsed_time > 5
if args.keyboard.down || args.keyboard.s || args.keyboard.j
args.state.player.y -= 0.25
elsif args.keyboard.up || args.keyboard.w || args.keyboard.k
args.state.player.y += 0.25
end
if args.keyboard.left || args.keyboard.a || args.keyboard.h
args.state.player.x -= 0.25
elsif args.keyboard.right || args.keyboard.d || args.keyboard.l
args.state.player.x += 0.25
end
args.state.player.y = 60 if args.state.player.y > 63
args.state.player.y = 0 if args.state.player.y < -3
args.state.player.x = 60 if args.state.player.x > 63
args.state.player.x = 0 if args.state.player.x < -3
end
end
def null_or_empty? ary
return true unless ary
return true if ary.length == 0
return false
end
def calc_storyline_hotspot args
hotspots = args.state.storylines.find_all do |hs|
args.state.player.inside_rect?(hs.shift_rect(-2, 0))
end
if !null_or_empty?(hotspots) && !args.state.inside_storyline_hotspot
_, _, _, _, storyline = hotspots.first
queue_storyline_text(args, storyline)
args.state.inside_storyline_hotspot = true
elsif null_or_empty?(hotspots)
args.state.inside_storyline_hotspot = false
args.state.storyline_queue_empty_at ||= args.state.tick_count
args.state.is_storyline_dialog_active = false
args.state.scene_storyline_queue.clear
end
end
def calc_scenes args
hotspots = args.state.scenes.find_all do |hs|
args.state.player.inside_rect?(hs.shift_rect(-2, 0))
end
if !null_or_empty?(hotspots) && !args.state.inside_scene_hotspot
_, _, _, _, scene_method_or_hash = hotspots.first
if scene_method_or_hash.is_a? Symbol
set_scene(args, send(scene_method_or_hash, args))
args.state.last_hotspot_scene = scene_method_or_hash
args.state.scene_history << scene_method_or_hash
else
set_scene(args, scene_method_or_hash)
end
args.state.inside_scene_hotspot = true
elsif null_or_empty?(hotspots)
args.state.inside_scene_hotspot = false
end
end
def null_or_whitespace? word
return true if !word
return true if word.strip.length == 0
return false
end
def calc_storyline_presentation args
return unless args.state.tick_count > args.state.next_storyline
return unless args.state.scene_storyline_queue
next_storyline = args.state.scene_storyline_queue.shift
if null_or_whitespace? next_storyline
args.state.storyline_queue_empty_at ||= args.state.tick_count
args.state.is_storyline_dialog_active = false
return
end
args.state.storyline_to_show = next_storyline
args.state.is_storyline_dialog_active = true
args.state.storyline_queue_empty_at = nil
if next_storyline.end_with?(".") || next_storyline.end_with?("!") || next_storyline.end_with?("?") || next_storyline.end_with?("\"")
args.state.next_storyline += 60
elsif next_storyline.end_with?(",")
args.state.next_storyline += 50
elsif next_storyline.end_with?(":")
args.state.next_storyline += 60
else
default_word_delay = 13 + args.state.word_delay - 8
if next_storyline.gsub("-", "").gsub("~", "").length <= 4
default_word_delay = 11 + args.state.word_delay - 8
end
number_of_syllabals = next_storyline.length - next_storyline.gsub("-", "").length
args.state.next_storyline += default_word_delay + number_of_syllabals * (args.state.word_delay + 1)
end
end
def inputs_reload_current_scene args
return
if args.inputs.keyboard.key_down.r!
reload_current_scene
end
end
def inputs_dismiss_current_storyline args
if args.inputs.keyboard.key_down.x!
args.state.scene_storyline_queue.clear
end
end
def inputs_restart_game args
if args.inputs.keyboard.exclamation_point
args.gtk.reset_state
end
end
def inputs_change_word_delay args
if args.inputs.keyboard.key_down.plus || args.inputs.keyboard.key_down.equal_sign
args.state.word_delay -= 2
if args.state.word_delay < 0
args.state.word_delay = 0
# queue_storyline_text args, "Text speed at MAXIMUM. Geez, how fast do you read?"
else
# queue_storyline_text args, "Text speed INCREASED."
end
end
if args.inputs.keyboard.key_down.hyphen || args.inputs.keyboard.key_down.underscore
args.state.word_delay += 2
# queue_storyline_text args, "Text speed DECREASED."
end
end
def multiple_lines args, x, y, texts, size = 0, minimum_alpha = nil
texts.each_with_index.map do |t, i|
[x, y - i * (25 + size * 2), t, size, 0, 255, 255, 255, adornments_alpha(args, 255, minimum_alpha)]
end
end
def lowrez_tick args, lowrez_sprites, lowrez_labels, lowrez_borders, lowrez_solids, lowrez_mouse
# args.state.show_gridlines = true
defaults args
render_current_scene args, lowrez_sprites, lowrez_labels, lowrez_solids
render_controller args, lowrez_borders
lowrez_solids << [0, 0, 64, 64, 0, 0, 0]
calc_storyline_presentation args
calc_scenes args
calc_storyline_hotspot args
inputs_move_player args
inputs_print_mouse_rect args, lowrez_mouse
inputs_reload_current_scene args
inputs_dismiss_current_storyline args
inputs_change_word_delay args
inputs_restart_game args
end
def render_controller args, lowrez_borders
args.state.up_button = [85, 40, 15, 15, 255, 255, 255]
args.state.down_button = [85, 20, 15, 15, 255, 255, 255]
args.state.left_button = [65, 20, 15, 15, 255, 255, 255]
args.state.right_button = [105, 20, 15, 15, 255, 255, 255]
lowrez_borders << args.state.up_button
lowrez_borders << args.state.down_button
lowrez_borders << args.state.left_button
lowrez_borders << args.state.right_button
end
def inputs_print_mouse_rect args, lowrez_mouse
if lowrez_mouse.up
args.state.mouse_held = false
elsif lowrez_mouse.click
mouse_rect = [lowrez_mouse.x, lowrez_mouse.y, 1, 1]
if args.state.up_button.intersect_rect? mouse_rect
args.state.player.y += 1
end
if args.state.down_button.intersect_rect? mouse_rect
args.state.player.y -= 1
end
if args.state.left_button.intersect_rect? mouse_rect
args.state.player.x -= 1
end
if args.state.right_button.intersect_rect? mouse_rect
args.state.player.x += 1
end
args.state.mouse_held = true
elsif args.state.mouse_held
mouse_rect = [lowrez_mouse.x, lowrez_mouse.y, 1, 1]
if args.state.up_button.intersect_rect? mouse_rect
args.state.player.y += 0.25
end
if args.state.down_button.intersect_rect? mouse_rect
args.state.player.y -= 0.25
end
if args.state.left_button.intersect_rect? mouse_rect
args.state.player.x -= 0.25
end
if args.state.right_button.intersect_rect? mouse_rect
args.state.player.x += 0.25
end
end
if lowrez_mouse.click
dx = lowrez_mouse.click.x - args.state.previous_mouse_click.x
dy = lowrez_mouse.click.y - args.state.previous_mouse_click.y
x, y, w, h = args.state.previous_mouse_click.x, args.state.previous_mouse_click.y, dx, dy
puts "x #{lowrez_mouse.click.x}, y: #{lowrez_mouse.click.y}"
if args.state.previous_mouse_click
if dx < 0 && dx < 0
x = x + w
w = w.abs
y = y + h
h = h.abs
end
w += 1
h += 1
args.state.previous_mouse_click = nil
else
args.state.previous_mouse_click = lowrez_mouse.click
square_x, square_y = lowrez_mouse.click
end
end
end
def try_centering! word
word ||= ""
just_word = word.gsub("-", "").gsub(",", "").gsub(".", "").gsub("'", "").gsub('""', "\"-\"")
return word if just_word.strip.length == 0
return word if just_word.include? "~"
return "~#{word}" if just_word.length <= 2
if just_word.length.mod_zero? 2
center_index = just_word.length.idiv(2) - 1
else
center_index = (just_word.length - 1).idiv(2)
end
return "#{word[0..center_index - 1]}~#{word[center_index]}#{word[center_index + 1..-1]}"
end
def queue_storyline args, scene
queue_storyline_text args, scene[:storyline]
end
def queue_storyline_text args, text
args.state.last_story_line_text = text
args.state.storyline_history << text if text
words = (text || "").split(" ")
words = words.map { |w| try_centering! w }
args.state.scene_storyline_queue = words
if args.state.scene_storyline_queue.length != 0
args.state.scene_storyline_queue.unshift "~$--"
args.state.storyline_to_show = "~."
else
args.state.storyline_to_show = ""
end
args.state.scene_storyline_queue << ""
args.state.next_storyline = args.state.tick_count
end
def set_scene args, scene
args.state.current_scene = scene
args.state.background = scene[:background] || 'sprites/todo.png'
args.state.scene_fade = scene[:fade] || 0
args.state.scenes = (scene[:scenes] || []).reject { |s| !s }
args.state.scene_render_override = scene[:render_override]
args.state.storylines = (scene[:storylines] || []).reject { |s| !s }
args.state.scene_changed_at = args.state.tick_count
if scene[:player]
args.state.player = scene[:player]
end
args.state.inside_scene_hotspot = false
args.state.inside_storyline_hotspot = false
queue_storyline args, scene
end
def replay_storyline_rect
[26, -1, 7, 4]
end
def labels_for_word word
left_side_of_word = ""
center_letter = ""
right_side_of_word = ""
if word[0] == "~"
left_side_of_word = ""
center_letter = word[1]
right_side_of_word = word[2..-1]
elsif word.length > 0
left_side_of_word, right_side_of_word = word.split("~")
center_letter = right_side_of_word[0]
right_side_of_word = right_side_of_word[1..-1]
end
right_side_of_word = right_side_of_word.gsub("-", "")
{
left: [29 - left_side_of_word.length * 4 - 1 * left_side_of_word.length, 2, left_side_of_word],
center: [29, 2, center_letter, 255, 0, 0],
right: [34, 2, right_side_of_word]
}
end
def render_scenes args, lowrez_sprites
lowrez_sprites << args.state.scenes.flat_map do |hs|
hotspot_square args, hs.x, hs.y, hs.w, hs.h
end
end
def render_storylines args, lowrez_sprites
lowrez_sprites << args.state.storylines.flat_map do |hs|
hotspot_square args, hs.x, hs.y, hs.w, hs.h
end
end
def adornments_alpha args, target_alpha = nil, minimum_alpha = nil
return (minimum_alpha || 80) unless args.state.storyline_queue_empty_at
target_alpha ||= 255
target_alpha * args.state.storyline_queue_empty_at.ease(60)
end
def hotspot_square args, x, y, w, h
if w >= 3 && h >= 3
[
[x + w.idiv(2) + 1, y, w.idiv(2), h, 'sprites/label-background.png', 0, adornments_alpha(args, 50), 23, 23, 23],
[x, y, w.idiv(2), h, 'sprites/label-background.png', 0, adornments_alpha(args, 100), 223, 223, 223],
[x + 1, y + 1, w - 2, h - 2, 'sprites/label-background.png', 0, adornments_alpha(args, 200), 40, 140, 40],
]
else
[
[x, y, w, h, 'sprites/label-background.png', 0, adornments_alpha(args, 200), 0, 140, 0],
]
end
end
def render_storyline_dialog args, lowrez_labels, lowrez_sprites
return unless args.state.is_storyline_dialog_active
return unless args.state.storyline_to_show
labels = labels_for_word args.state.storyline_to_show
if true # high rez version
scale = 8.88
offset = 45
size = 25
args.outputs.labels << [offset + labels[:left].x.-(1) * scale,
labels[:left].y * TINY_SCALE + 55,
labels[:left].text, size, 0, 0, 0, 0, 255,
'fonts/manaspc.ttf']
center_text = labels[:center].text
center_text = "|" if center_text == "$"
args.outputs.labels << [offset + labels[:center].x * scale,
labels[:center].y * TINY_SCALE + 55,
center_text, size, 0, 255, 0, 0, 255,
'fonts/manaspc.ttf']
args.outputs.labels << [offset + labels[:right].x * scale,
labels[:right].y * TINY_SCALE + 55,
labels[:right].text, size, 0, 0, 0, 0, 255,
'fonts/manaspc.ttf']
else
lowrez_labels << labels[:left]
lowrez_labels << labels[:center]
lowrez_labels << labels[:right]
end
args.state.is_storyline_dialog_active = true
render_player args, lowrez_sprites
lowrez_sprites << [0, 0, 64, 8, 'sprites/label-background.png']
end
def render_player args, lowrez_sprites
lowrez_sprites << player_md_down(args, *args.state.player)
end
def render_adornments args, lowrez_sprites
render_scenes args, lowrez_sprites
render_storylines args, lowrez_sprites
return if args.state.is_storyline_dialog_active
lowrez_sprites << player_md_down(args, *args.state.player)
end
def global_alpha_percentage args, max_alpha = 255
return 255 unless args.state.scene_changed_at
return 255 unless args.state.scene_fade
return 255 unless args.state.scene_fade > 0
return max_alpha * args.state.scene_changed_at.ease(args.state.scene_fade)
end
def render_current_scene args, lowrez_sprites, lowrez_labels, lowrez_solids
lowrez_sprites << [0, 0, 64, 64, args.state.background, 0, (global_alpha_percentage args)]
if args.state.scene_render_override
send args.state.scene_render_override, args, lowrez_sprites, lowrez_labels, lowrez_solids
end
storyline_to_show = args.state.storyline_to_show || ""
render_adornments args, lowrez_sprites
render_storyline_dialog args, lowrez_labels, lowrez_sprites
if args.state.background == 'sprites/tribute-game-over.png'
lowrez_sprites << [0, 0, 64, 11, 'sprites/label-background.png', 0, adornments_alpha(args, 200), 0, 0, 0]
lowrez_labels << [9, 6, 'Return of', 255, 255, 255]
lowrez_labels << [9, 1, ' Serenity', 255, 255, 255]
if !args.state.ended
args.gtk.stop_music
args.outputs.sounds << 'sounds/music-loop.ogg'
args.state.ended = true
end
end
end
def player_md_right args, x, y
[x, y, 4, 11, 'sprites/player-right.png', 0, (global_alpha_percentage args)]
end
def player_md_left args, x, y
[x, y, 4, 11, 'sprites/player-left.png', 0, (global_alpha_percentage args)]
end
def player_md_up args, x, y
[x, y, 4, 11, 'sprites/player-up.png', 0, (global_alpha_percentage args)]
end
def player_md_down args, x, y
[x, y, 4, 11, 'sprites/player-down.png', 0, (global_alpha_percentage args)]
end
def player_sm args, x, y
[x, y, 3, 7, 'sprites/player-zoomed-out.png', 0, (global_alpha_percentage args)]
end
def player_xs args, x, y
[x, y, 1, 4, 'sprites/player-zoomed-out.png', 0, (global_alpha_percentage args)]
end
Return Of Serenity - require.rb link
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/require.rb
require 'app/lowrez_simulator.rb'
require 'app/storyline_day_one.rb'
require 'app/storyline_blinking_light.rb'
require 'app/storyline_serenity_introduction.rb'
require 'app/storyline_speed_of_light.rb'
require 'app/storyline_serenity_alive.rb'
require 'app/storyline_serenity_bio.rb'
require 'app/storyline_anka.rb'
require 'app/storyline_final_message.rb'
require 'app/storyline_final_decision.rb'
require 'app/storyline.rb'
Return Of Serenity - storyline.rb link
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/storyline.rb
def hotspot_top
[4, 61, 56, 3]
end
def hotspot_bottom
[4, 0, 56, 3]
end
def hotspot_top_right
[62, 35, 3, 25]
end
def hotspot_bottom_right
[62, 0, 3, 25]
end
def storyline_history_include? args, text
args.state.storyline_history.any? { |s| s.gsub("-", "").gsub(" ", "").include? text.gsub("-", "").gsub(" ", "") }
end
def blinking_light_side_of_home_render args, lowrez_sprites, lowrez_labels, lowrez_solids
lowrez_sprites << [48, 44, 5, 5, 'sprites/square.png', 0, 50 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
lowrez_sprites << [49, 45, 3, 3, 'sprites/square.png', 0, 100 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
lowrez_sprites << [50, 46, 1, 1, 'sprites/square.png', 0, 255 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
end
def blinking_light_mountain_pass_render args, lowrez_sprites, lowrez_labels, lowrez_solids
lowrez_sprites << [18, 47, 5, 5, 'sprites/square.png', 0, 50 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
lowrez_sprites << [19, 48, 3, 3, 'sprites/square.png', 0, 100 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
lowrez_sprites << [20, 49, 1, 1, 'sprites/square.png', 0, 255 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
end
def blinking_light_path_to_observatory_render args, lowrez_sprites, lowrez_labels, lowrez_solids
lowrez_sprites << [0, 26, 5, 5, 'sprites/square.png', 0, 50 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
lowrez_sprites << [1, 27, 3, 3, 'sprites/square.png', 0, 100 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
lowrez_sprites << [2, 28, 1, 1, 'sprites/square.png', 0, 255 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
end
def blinking_light_observatory_render args, lowrez_sprites, lowrez_labels, lowrez_solids
lowrez_sprites << [23, 59, 5, 5, 'sprites/square.png', 0, 50 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
lowrez_sprites << [24, 60, 3, 3, 'sprites/square.png', 0, 100 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
lowrez_sprites << [25, 61, 1, 1, 'sprites/square.png', 0, 255 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
end
def blinking_light_inside_observatory_render args, lowrez_sprites, lowrez_labels, lowrez_solids
lowrez_sprites << [30, 30, 5, 5, 'sprites/square.png', 0, 50 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
lowrez_sprites << [31, 31, 3, 3, 'sprites/square.png', 0, 100 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
lowrez_sprites << [32, 32, 1, 1, 'sprites/square.png', 0, 255 * (args.state.tick_count % 50).fdiv(50), 0, 255, 0]
end
def decision_graph context_message, context_action, context_result_one, context_result_two, context_result_three = [], context_result_four = []
result_one_scene, result_one_label, result_one_text = context_result_one
result_two_scene, result_two_label, result_two_text = context_result_two
result_three_scene, result_three_label, result_three_text = context_result_three
result_four_scene, result_four_label, result_four_text = context_result_four
top_level_hash = {
background: 'sprites/decision.png',
fade: 60,
player: [20, 36],
storylines: [ ],
scenes: [ ]
}
confirmation_result_one_hash = {
background: 'sprites/decision.png',
scenes: [ ],
storylines: [ ]
}
confirmation_result_two_hash = {
background: 'sprites/decision.png',
scenes: [ ],
storylines: [ ]
}
confirmation_result_three_hash = {
background: 'sprites/decision.png',
scenes: [ ],
storylines: [ ]
}
confirmation_result_four_hash = {
background: 'sprites/decision.png',
scenes: [ ],
storylines: [ ]
}
top_level_hash[:storylines] << [ 5, 35, 4, 4, context_message]
top_level_hash[:storylines] << [20, 35, 4, 4, context_action]
confirmation_result_one_hash[:scenes] << [20, 35, 4, 4, top_level_hash]
confirmation_result_one_hash[:scenes] << [60, 50, 4, 4, result_one_scene]
confirmation_result_one_hash[:storylines] << [40, 50, 4, 4, "#{result_one_label}: \"#{result_one_text}\""]
confirmation_result_one_hash[:scenes] << [40, 40, 4, 4, confirmation_result_four_hash] if result_four_scene
confirmation_result_one_hash[:scenes] << [40, 30, 4, 4, confirmation_result_three_hash] if result_three_scene
confirmation_result_one_hash[:scenes] << [40, 20, 4, 4, confirmation_result_two_hash]
confirmation_result_two_hash[:scenes] << [20, 35, 4, 4, top_level_hash]
confirmation_result_two_hash[:scenes] << [40, 50, 4, 4, confirmation_result_one_hash]
confirmation_result_two_hash[:scenes] << [40, 40, 4, 4, confirmation_result_four_hash] if result_four_scene
confirmation_result_two_hash[:scenes] << [40, 30, 4, 4, confirmation_result_three_hash] if result_three_scene
confirmation_result_two_hash[:scenes] << [60, 20, 4, 4, result_two_scene]
confirmation_result_two_hash[:storylines] << [40, 20, 4, 4, "#{result_two_label}: \"#{result_two_text}\""]
confirmation_result_three_hash[:scenes] << [20, 35, 4, 4, top_level_hash]
confirmation_result_three_hash[:scenes] << [40, 50, 4, 4, confirmation_result_one_hash]
confirmation_result_three_hash[:scenes] << [40, 40, 4, 4, confirmation_result_four_hash]
confirmation_result_three_hash[:scenes] << [60, 30, 4, 4, result_three_scene]
confirmation_result_three_hash[:storylines] << [40, 30, 4, 4, "#{result_three_label}: \"#{result_three_text}\""]
confirmation_result_three_hash[:scenes] << [40, 20, 4, 4, confirmation_result_two_hash]
confirmation_result_four_hash[:scenes] << [20, 35, 4, 4, top_level_hash]
confirmation_result_four_hash[:scenes] << [40, 50, 4, 4, confirmation_result_one_hash]
confirmation_result_four_hash[:scenes] << [60, 40, 4, 4, result_four_scene]
confirmation_result_four_hash[:storylines] << [40, 40, 4, 4, "#{result_four_label}: \"#{result_four_text}\""]
confirmation_result_four_hash[:scenes] << [40, 30, 4, 4, confirmation_result_three_hash]
confirmation_result_four_hash[:scenes] << [40, 20, 4, 4, confirmation_result_two_hash]
top_level_hash[:scenes] << [40, 50, 4, 4, confirmation_result_one_hash]
top_level_hash[:scenes] << [40, 40, 4, 4, confirmation_result_four_hash] if result_four_scene
top_level_hash[:scenes] << [40, 30, 4, 4, confirmation_result_three_hash] if result_three_scene
top_level_hash[:scenes] << [40, 20, 4, 4, confirmation_result_two_hash]
top_level_hash
end
def ship_control_hotspot offset_x, offset_y, a, b, c, d
results = []
results << [ 6 + offset_x, 0 + offset_y, 4, 4, a] if a
results << [ 1 + offset_x, 5 + offset_y, 4, 4, b] if b
results << [ 6 + offset_x, 5 + offset_y, 4, 4, c] if c
results << [ 11 + offset_x, 5 + offset_y, 4, 4, d] if d
results
end
def reload_current_scene
if $gtk.args.state.last_hotspot_scene
set_scene $gtk.args, send($gtk.args.state.last_hotspot_scene, $gtk.args)
tick $gtk.args
elsif respond_to? :set_scene
set_scene $gtk.args, (replied_to_serenity_alive_firmly $gtk.args)
tick $gtk.args
end
$gtk.console.close
end
Return Of Serenity - storyline_anka.rb link
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/storyline_anka.rb
def anka_inside_room args
{
background: 'sprites/inside-home.png',
player: [34, 35],
storylines: [
[34, 34, 4, 4, "Ahhhh!!! Oh god, it was just- a nightmare."],
],
scenes: [
[32, -1, 8, 3, :anka_observatory]
]
}
end
def anka_observatory args
{
background: 'sprites/inside-observatory.png',
fade: 60,
player: [51, 12],
storylines: [
[50, 10, 4, 4, "Breathe, Hiro. Just see what's there... everything--- will- be okay."]
],
scenes: [
[30, 18, 5, 12, :anka_inside_mainframe]
],
render_override: :blinking_light_inside_observatory_render
}
end
def anka_inside_mainframe args
{
player: [32, 4],
background: 'sprites/mainframe.png',
fade: 60,
storylines: [
[22, 45, 17, 4, (anka_last_reply args)],
[45, 45, 4, 4, (anka_current_reply args)],
],
scenes: [
[*hotspot_top_right, :reply_to_anka]
]
}
end
def reply_to_anka args
decision_graph anka_current_reply(args),
"Matthew's-- wife is doing-- well. What's-- even-- better-- is that he's-- a dad, and he didn't-- even-- know it. Should- I- leave- out the part about-- the crew- being-- in hibernation-- for 20-- years? They- should- enter-- statis-- on a high- note... Right?",
[:replied_with_whole_truth, "Whole-- Truth--", anka_reply_whole_truth],
[:replied_with_half_truth, "Half-- Truth--", anka_reply_half_truth]
end
def anka_last_reply args
if args.state.scene_history.include? :replied_to_serenity_alive_firmly
return "Buffer--: #{serenity_alive_firm_reply.quote}"
else
return "Buffer--: #{serenity_alive_sugarcoated_reply.quote}"
end
end
def anka_reply_whole_truth
"Matthew's wife is doing-- very-- well. In fact, she was pregnant. Matthew-- is a dad. He has a son. But, I need- all-- of-- you-- to brace-- yourselves. You've-- been in statis-- for 20 years. A lot has changed. Most of Earth's-- population--- didn't-- survive. Tell- Matthew-- that I'm-- sorry he didn't-- get to see- his- son grow- up."
end
def anka_reply_half_truth
"Matthew's--- wife- is doing-- very-- well. In fact, she was pregnant. Matthew is a dad! It's a boy! Tell- Matthew-- congrats-- for me. Hope-- to see- all of you- soon."
end
def replied_with_whole_truth args
{
background: 'sprites/inside-observatory.png',
fade: 60,
player: [32, 21],
scenes: [[60, 0, 4, 32, :replied_to_anka_back_home]],
storylines: [
[30, 18, 5, 12, "Buffer-- has been set to: #{anka_reply_whole_truth.quote}"],
[30, 10, 5, 4, "I- hope- I- did the right- thing- by laying-- it all- out- there."],
]
}
end
def replied_with_half_truth args
{
background: 'sprites/inside-observatory.png',
fade: 60,
player: [32, 21],
scenes: [[60, 0, 4, 32, :replied_to_anka_back_home]],
storylines: [
[30, 18, 5, 12, "Buffer-- has been set to: #{anka_reply_half_truth.quote}"],
[30, 10, 5, 4, "I- hope- I- did the right- thing- by not giving-- them- the whole- truth."],
]
}
end
def anka_current_reply args
if args.state.scene_history.include? :replied_to_serenity_alive_firmly
return "Hello. This is, Aanka. Sasha-- is still- trying-- to gather-- her wits about-- her, given- the gravity--- of your- last- reply. Thank- you- for being-- honest, and thank- you- for the help- with the ship- diagnostics. I was able-- to retrieve-- all of the navigation--- information---- after-- the battery--- swap. We- are ready-- to head back to Earth. Before-- we go- back- into-- statis, Matthew--- wanted-- to know- how his- wife- is doing. Please- reply-- as soon- as you can. He's-- not going-- to get- into-- the statis-- chamber-- until-- he knows- his wife is okay."
else
return "Hello. This is, Aanka. Thank- you for the help- with the ship's-- diagnostics. I was able-- to retrieve-- all of the navigation--- information--- after-- the battery-- swap. I- know-- that- you didn't-- tell- the whole truth- about-- how far we are from- Earth. Don't-- worry. I understand-- why you did it. We- are ready-- to head back to Earth. Before-- we go- back- into-- statis, Matthew--- wanted-- to know- how his- wife- is doing. Please- reply-- as soon- as you can. He's-- not going-- to get- into-- the statis-- chamber-- until-- he knows- his wife is okay."
end
end
def replied_to_anka_back_home args
if args.state.scene_history.include? :replied_with_whole_truth
return {
fade: 60,
background: 'sprites/inside-home.png',
player: [34, 4],
storylines: [
[34, 4, 4, 4, "I- hope-- this pit in my stomach-- is gone-- by tomorrow---."],
],
scenes: [
[30, 38, 12, 13, :final_message_sad],
]
}
else
return {
fade: 60,
background: 'sprites/inside-home.png',
player: [34, 4],
storylines: [
[34, 4, 4, 4, "I- get the feeling-- I'm going-- to sleep real well tonight--."],
],
scenes: [
[30, 38, 12, 13, :final_message_happy],
]
}
end
end
Return Of Serenity - storyline_blinking_light.rb link
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/storyline_blinking_light.rb
def the_blinking_light args
{
fade: 60,
background: 'sprites/side-of-home.png',
player: [16, 13],
scenes: [
[52, 24, 11, 5, :blinking_light_mountain_pass],
],
render_override: :blinking_light_side_of_home_render
}
end
def blinking_light_mountain_pass args
{
background: 'sprites/mountain-pass-zoomed-out.png',
player: [4, 4],
scenes: [
[18, 47, 5, 5, :blinking_light_path_to_observatory]
],
render_override: :blinking_light_mountain_pass_render
}
end
def blinking_light_path_to_observatory args
{
background: 'sprites/path-to-observatory.png',
player: [60, 4],
scenes: [
[0, 26, 5, 5, :blinking_light_observatory]
],
render_override: :blinking_light_path_to_observatory_render
}
end
def blinking_light_observatory args
{
background: 'sprites/observatory.png',
player: [60, 2],
scenes: [
[28, 39, 4, 10, :blinking_light_inside_observatory]
],
render_override: :blinking_light_observatory_render
}
end
def blinking_light_inside_observatory args
{
background: 'sprites/inside-observatory.png',
player: [60, 2],
storylines: [
[50, 2, 4, 8, "That's weird. I thought- this- mainframe-- was broken--."]
],
scenes: [
[30, 18, 5, 12, :blinking_light_inside_mainframe]
],
render_override: :blinking_light_inside_observatory_render
}
end
def blinking_light_inside_mainframe args
{
background: 'sprites/mainframe.png',
fade: 60,
player: [30, 4],
scenes: [
[62, 32, 4, 32, :reply_to_introduction]
],
storylines: [
[43, 43, 8, 8, "\"Mission-- control--, your- main- comm-- channels-- seem-- to be down. My apologies-- for- using-- this low- level-- exploit--. What's-- going-- on down there? We are ready-- for reentry--.\" Message--- Timestamp---: 4- hours-- 23--- minutes-- ago--."],
[30, 30, 4, 4, "There's-- a low- level-- message-- here... NANI.T.F?"],
[14, 10, 24, 4, "Oh interesting---. This transistor--- needed-- to be activated--- for the- mainframe-- to work."],
[14, 20, 24, 4, "What the heck activated--- this thing- though?"]
]
}
end
Return Of Serenity - storyline_day_one.rb link
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/storyline_day_one.rb
def day_one_beginning args
{
background: 'sprites/side-of-home.png',
player: [16, 13],
scenes: [
[0, 0, 64, 2, :day_one_infront_of_home],
],
storylines: [
[35, 10, 6, 6, "Man. Hard to believe- that today- is the 20th--- anniversary-- of The Impact."]
]
}
end
def day_one_infront_of_home args
{
background: 'sprites/front-of-home.png',
player: [56, 23],
scenes: [
[43, 34, 10, 16, :day_one_home],
[62, 0, 3, 40, :day_one_beginning],
[0, 4, 3, 20, :day_one_ceremony]
],
storylines: [
[40, 20, 4, 4, "It looks like everyone- is already- at the rememberance-- ceremony."],
]
}
end
def day_one_home args
{
background: 'sprites/inside-home.png',
player: [34, 3],
scenes: [
[28, 0, 12, 2, :day_one_infront_of_home]
],
storylines: [
[
38, 4, 4, 4, "My mansion- in all its glory! Okay yea, it's just a shipping- container-. Apparently-, it's nothing- like the luxuries- of the 2040's. But it's- all we have- in- this day and age. And it'll suffice."
],
[
28, 7, 4, 7,
"Ahhh. My reading- couch. It's so comfortable--."
],
[
38, 21, 4, 4,
"I'm- lucky- to have a computer--. I'm- one of the few people- with- the skills to put this- thing to good use."
],
[
45, 37, 4, 8,
"This corner- of my home- is always- warmer-. It's cause of the ref~lected-- light- from the solar-- panels--, just on the other- side- of this wall. It's hard- to believe- there was o~nce-- an unlimited- amount- of electricity--."
],
[
32, 40, 8, 10,
"This isn't- a good time- to sleep. I- should probably- head to the ceremony-."
],
[
25, 21, 5, 12,
"Fifteen-- years- of computer-- science-- notes, neatly-- organized. Compiler--- Theory--, Linear--- Algebra---, Game-- Development---... Every-- subject-- imaginable--."
]
]
}
end
def day_one_ceremony args
{
background: 'sprites/tribute.png',
player: [57, 21],
scenes: [
[62, 0, 2, 40, :day_one_infront_of_home],
[0, 24, 2, 40, :day_one_infront_of_library]
],
storylines: [
[53, 12, 3, 8, "It's- been twenty- years since The Impact. Twenty- years, since Halley's-- Comet-- set Earth's- blue- sky on fire."],
[45, 12, 3, 8, "The space mission- sent to prevent- Earth's- total- destruction--, was a success. Only- 99.9%------ of the world's- population-- died-- that day. Hey, it's- better-- than 100%---- of humanity-- dying."],
[20, 12, 23, 4, "The monument--- reads:---- Here- stands- the tribute-- to Space- Mission-- Serenity--- and- its- crew. You- have- given-- humanity--- a second-- chance."],
[15, 12, 3, 8, "Rest- in- peace--- Matthew----, Sasha----, Aanka----"],
]
}
end
def day_one_infront_of_library args
{
background: 'sprites/outside-library.png',
player: [57, 21],
scenes: [
[62, 0, 2, 40, :day_one_ceremony],
[49, 39, 6, 9, :day_one_library]
],
storylines: [
[50, 20, 4, 8, "Shipping- containers-- as far- as the eye- can see. It's- rather- beautiful-- if you ask me. Even- though-- this- view- represents-- all- that's-- left- of humanity-."]
]
}
end
def day_one_library args
{
background: 'sprites/library.png',
player: [27, 4],
scenes: [
[0, 0, 64, 2, :end_day_one_infront_of_library]
],
storylines: [
[28, 22, 8, 4, "I grew- up- in this library. I've- read every- book- here. My favorites-- were- of course-- anything- computer-- related."],
[6, 32, 10, 6, "My favorite-- area--- of the library. The Science-- Section."]
]
}
end
def end_day_one_infront_of_library args
{
background: 'sprites/outside-library.png',
player: [51, 33],
scenes: [
[49, 39, 6, 9, :day_one_library],
[62, 0, 2, 40, :end_day_one_monument],
],
storylines: [
[50, 27, 4, 4, "It's getting late. Better get some sleep."]
]
}
end
def end_day_one_monument args
{
background: 'sprites/tribute.png',
player: [2, 36],
scenes: [
[62, 0, 2, 40, :end_day_one_infront_of_home],
],
storylines: [
[50, 27, 4, 4, "It's getting late. Better get some sleep."],
]
}
end
def end_day_one_infront_of_home args
{
background: 'sprites/front-of-home.png',
player: [1, 17],
scenes: [
[43, 34, 10, 16, :end_day_one_home],
],
storylines: [
[20, 10, 4, 4, "It's getting late. Better get some sleep."],
]
}
end
def end_day_one_home args
{
background: 'sprites/inside-home.png',
player: [34, 3],
scenes: [
[32, 40, 8, 10, :end_day_one_dream],
],
storylines: [
[38, 4, 4, 4, "It's getting late. Better get some sleep."],
]
}
end
def end_day_one_dream args
{
background: 'sprites/dream.png',
fade: 60,
player: [4, 4],
scenes: [
[62, 0, 2, 64, :explaining_the_special_power]
],
storylines: [
[10, 10, 4, 4, "Why- does this- moment-- always- haunt- my dreams?"],
[20, 10, 4, 4, "This kid- reads these computer--- science--- books- nonstop-. What's- wrong with him?"],
[30, 10, 4, 4, "There- is nothing-- wrong- with him. This behavior-- should be encouraged---! In fact-, I think- he's- special---. Have- you seen- him use- a computer---? It's-- almost-- as if he can- speak-- to it."]
]
}
end
def explaining_the_special_power args
{
fade: 60,
background: 'sprites/inside-home.png',
player: [32, 30],
scenes: [
[
38, 21, 4, 4, :explaining_the_special_power_inside_computer
],
]
}
end
def explaining_the_special_power_inside_computer args
{
background: 'sprites/pc.png',
fade: 60,
player: [34, 4],
scenes: [
[0, 62, 64, 3, :the_blinking_light]
],
storylines: [
[14, 20, 24, 4, "So... I have a special-- power--. I don't-- need a mouse-, keyboard--, or even-- a monitor--- to control-- a computer--."],
[14, 25, 24, 4, "I only-- pretend-- to use peripherals---, so as not- to freak- anyone--- out."],
[14, 30, 24, 4, "Inside-- this silicon--- Universe---, is the only-- place I- feel- at peace."],
[14, 35, 24, 4, "It's-- the only-- place where I don't-- feel alone."]
]
}
end
Return Of Serenity - storyline_final_decision.rb link
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/storyline_final_decision.rb
def final_decision_side_of_home args
{
fade: 120,
background: 'sprites/side-of-home.png',
player: [16, 13],
scenes: [
[52, 24, 11, 5, :final_decision_mountain_pass],
],
render_override: :blinking_light_side_of_home_render,
storylines: [
[28, 13, 8, 4, "Man. Hard to believe- that today- is the 21st--- anniversary-- of The Impact. Serenity--- will- be- home- soon."]
]
}
end
def final_decision_mountain_pass args
{
background: 'sprites/mountain-pass-zoomed-out.png',
player: [4, 4],
scenes: [
[18, 47, 5, 5, :final_decision_path_to_observatory]
],
render_override: :blinking_light_mountain_pass_render
}
end
def final_decision_path_to_observatory args
{
background: 'sprites/path-to-observatory.png',
player: [60, 4],
scenes: [
[0, 26, 5, 5, :final_decision_observatory]
],
render_override: :blinking_light_path_to_observatory_render
}
end
def final_decision_observatory args
{
background: 'sprites/observatory.png',
player: [60, 2],
scenes: [
[28, 39, 4, 10, :final_decision_inside_observatory]
],
render_override: :blinking_light_observatory_render
}
end
def final_decision_inside_observatory args
{
background: 'sprites/inside-observatory.png',
player: [60, 2],
storylines: [],
scenes: [
[30, 18, 5, 12, :final_decision_inside_mainframe]
],
render_override: :blinking_light_inside_observatory_render
}
end
def final_decision_inside_mainframe args
{
player: [32, 4],
background: 'sprites/mainframe.png',
storylines: [],
scenes: [
[*hotspot_top, :final_decision_ship_status],
]
}
end
def final_decision_ship_status args
{
background: 'sprites/serenity.png',
fade: 60,
player: [30, 10],
scenes: [
[*hotspot_top_right, :final_decision]
],
storylines: [
[30, 8, 4, 4, "????"],
*final_decision_ship_status_shared(args)
]
}
end
def final_decision args
decision_graph "Stasis-- Chambers--: UNDERPOWERED, Life- forms-- will be terminated---- unless-- equilibrium----- is reached.",
"I CAN'T DO THIS... But... If-- I-- don't--- bring-- the- chambers--- to- equilibrium-----, they all die...",
[:final_decision_game_over_noone, "Kill--- Everyone---", "DO--- NOTHING?"],
[:final_decision_game_over_matthew, "Kill--- Sasha---", "KILL--- SASHA?"],
[:final_decision_game_over_anka, "Kill--- Aanka---", "KILL--- AANKA?"],
[:final_decision_game_over_sasha, "Kill--- Matthew---", "KILL--- MATTHEW?"]
end
def final_decision_game_over_noone args
{
background: 'sprites/tribute-game-over.png',
player: [53, 14],
fade: 600
}
end
def final_decision_game_over_matthew args
{
background: 'sprites/tribute-game-over.png',
player: [53, 14],
fade: 600
}
end
def final_decision_game_over_anka args
{
background: 'sprites/tribute-game-over.png',
player: [53, 14],
fade: 600
}
end
def final_decision_game_over_sasha args
{
background: 'sprites/tribute-game-over.png',
player: [53, 14],
fade: 600
}
end
def final_decision_ship_status_shared args
[
*ship_control_hotspot(24, 22,
"Stasis-- Chambers--: UNDERPOWERED, Life- forms-- will be terminated---- unless-- equilibrium----- is reached. WHAT?! NO!",
"Matthew's--- Chamber--: UNDER-- THREAT-- OF-- TERMINATION. WHAT?! NO!",
"Aanka's--- Chamber--: UNDER-- THREAT-- OF-- TERMINATION. WHAT?! NO!",
"Sasha's--- Chamber--: UNDER-- THREAT-- OF-- TERMINATION. WHAT?! NO!"),
]
end
Return Of Serenity - storyline_final_message.rb link
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/storyline_final_message.rb
def final_message_sad args
{
fade: 60,
background: 'sprites/inside-home.png',
player: [34, 35],
storylines: [
[34, 34, 4, 4, "Another-- sleepless-- night..."],
],
scenes: [
[32, -1, 8, 3, :final_message_observatory]
]
}
end
def final_message_happy args
{
fade: 60,
background: 'sprites/inside-home.png',
player: [34, 35],
storylines: [
[34, 34, 4, 4, "Oh man, I slept like rock!"],
],
scenes: [
[32, -1, 8, 3, :final_message_observatory]
]
}
end
def final_message_side_of_home args
{
fade: 60,
background: 'sprites/side-of-home.png',
player: [16, 13],
scenes: [
[52, 24, 11, 5, :final_message_mountain_pass],
],
render_override: :blinking_light_side_of_home_render
}
end
def final_message_mountain_pass args
{
background: 'sprites/mountain-pass-zoomed-out.png',
player: [4, 4],
scenes: [
[18, 47, 5, 5, :final_message_path_to_observatory],
],
storylines: [
[18, 13, 5, 5, "Hnnnnnnnggg. My legs-- are still sore- from yesterday."]
],
render_override: :blinking_light_mountain_pass_render
}
end
def final_message_path_to_observatory args
{
background: 'sprites/path-to-observatory.png',
player: [60, 4],
scenes: [
[0, 26, 5, 5, :final_message_observatory]
],
storylines: [
[22, 20, 10, 10, "This spot--, on the mountain, right here, it's-- perfect. This- is where- I'll-- yeet-- the person-- who is playing-- this- prank- on me."]
],
render_override: :blinking_light_path_to_observatory_render
}
end
def final_message_observatory args
if args.state.scene_history.include? :replied_with_whole_truth
return {
background: 'sprites/inside-observatory.png',
fade: 60,
player: [51, 12],
storylines: [
[50, 10, 4, 4, "Here-- we- go..."]
],
scenes: [
[30, 18, 5, 12, :final_message_inside_mainframe]
],
render_override: :blinking_light_inside_observatory_render
}
else
return {
background: 'sprites/inside-observatory.png',
fade: 60,
player: [51, 12],
storylines: [
[50, 10, 4, 4, "I feel like I'm-- walking-- on sunshine!"]
],
scenes: [
[30, 18, 5, 12, :final_message_inside_mainframe]
],
render_override: :blinking_light_inside_observatory_render
}
end
end
def final_message_inside_mainframe args
{
player: [32, 4],
background: 'sprites/mainframe.png',
fade: 60,
scenes: [[45, 45, 4, 4, :final_message_check_ship_status]]
}
end
def final_message_check_ship_status args
{
background: 'sprites/mainframe.png',
storylines: [
[45, 45, 4, 4, (final_message_current args)],
],
scenes: [
[*hotspot_top, :final_message_ship_status],
]
}
end
def final_message_ship_status args
{
background: 'sprites/serenity.png',
fade: 60,
player: [30, 10],
scenes: [
[30, 50, 4, 4, :final_message_ship_status_reviewed]
],
storylines: [
[30, 8, 4, 4, "Let me make- sure- everything--- looks good. It'll-- give me peace- of mind."],
*final_message_ship_status_shared(args)
]
}
end
def final_message_ship_status_reviewed args
{
background: 'sprites/serenity.png',
fade: 60,
scenes: [
[*hotspot_bottom, :final_message_summary]
],
storylines: [
[0, 62, 62, 3, "Whew. Everyone-- is in their- chambers. The engines-- are roaring-- and Serenity-- is coming-- home."],
]
}
end
def final_message_ship_status_shared args
[
*ship_control_hotspot( 0, 50,
"Stasis-- Chambers--: Online, All chambers-- are powered. Battery--- Allocation---: 3--- of-- 3--.",
"Matthew's--- Chamber--: OCCUPIED----",
"Aanka's--- Chamber--: OCCUPIED----",
"Sasha's--- Chamber--: OCCUPIED----"),
*ship_control_hotspot(12, 35,
"Life- Support--: Not-- Needed---",
"O2--- Production---: OFF---",
"CO2--- Scrubbers---: OFF---",
"H2O--- Production---: OFF---"),
*ship_control_hotspot(24, 20,
"Navigation: Offline---",
"Sensor: OFF---",
"Heads- Up- Display: DAMAGED---",
"Arithmetic--- Unit: DAMAGED----"),
*ship_control_hotspot(36, 35,
"COMM: Underpowered----",
"Text: ON---",
"Audio: SEGFAULT---",
"Video: DAMAGED---"),
*ship_control_hotspot(48, 50,
"Engine: Online, Coordinates--- Set- for Earth. Battery--- Allocation---: 3--- of-- 3---",
"Engine I: ON---",
"Engine II: ON---",
"Engine III: ON---")
]
end
def final_message_last_reply args
if args.state.scene_history.include? :replied_with_whole_truth
return "Buffer--: #{anka_reply_whole_truth.quote}"
else
return "Buffer--: #{anka_reply_half_truth.quote}"
end
end
def final_message_current args
if args.state.scene_history.include? :replied_with_whole_truth
return "Hey... It's-- me Sasha. Aanka-- is trying-- her best to comfort-- Matthew. This- is the first- time- I've-- ever-- seen-- Matthew-- cry. We'll-- probably-- be in stasis-- by the time you get this message--. Thank- you- again-- for all your help. I look forward-- to meeting-- you in person."
else
return "Hey! It's-- me Sasha! LOL! Aanka-- and Matthew-- are dancing-- around-- like- goofballs--! They- are both- so adorable! Only-- this- tiny-- little-- genius-- can make-- a battle-- hardened-- general--- put- on a tiara-- and dance- around-- like a fairy-- princess-- XD------ Anyways, we are heading-- back into-- the chambers--. I hope our welcome-- home- parade-- has fireworks!"
end
end
def final_message_summary args
if args.state.scene_history.include? :replied_with_whole_truth
return {
background: 'sprites/inside-observatory.png',
fade: 60,
player: [31, 11],
scenes: [[60, 0, 4, 32, :final_decision_side_of_home]],
storylines: [
[30, 10, 5, 4, "I can't-- imagine-- what they are feeling-- right now. But at least- they- know everything---, and we can- concentrate-- on rebuilding--- this world-- right- off the bat. I can't-- wait to see the future-- they'll-- help- build."],
]
}
else
return {
background: 'sprites/inside-observatory.png',
fade: 60,
player: [31, 11],
scenes: [[60, 0, 4, 32, :final_decision_side_of_home]],
storylines: [
[30, 10, 5, 4, "They all sounded-- so happy. I know- they'll-- be in for a tough- dose- of reality--- when they- arrive. But- at least- they'll-- be around-- all- of us. We'll-- help them- cope."],
]
}
end
end
Return Of Serenity - storyline_serenity_alive.rb link
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/storyline_serenity_alive.rb
def serenity_alive_side_of_home args
{
fade: 60,
background: 'sprites/side-of-home.png',
player: [16, 13],
scenes: [
[52, 24, 11, 5, :serenity_alive_mountain_pass],
],
render_override: :blinking_light_side_of_home_render
}
end
def serenity_alive_mountain_pass args
{
background: 'sprites/mountain-pass-zoomed-out.png',
player: [4, 4],
scenes: [
[18, 47, 5, 5, :serenity_alive_path_to_observatory],
],
storylines: [
[18, 13, 5, 5, "Hnnnnnnnggg. My legs-- are still sore- from yesterday."]
],
render_override: :blinking_light_mountain_pass_render
}
end
def serenity_alive_path_to_observatory args
{
background: 'sprites/path-to-observatory.png',
player: [60, 4],
scenes: [
[0, 26, 5, 5, :serenity_alive_observatory]
],
storylines: [
[22, 20, 10, 10, "This spot--, on the mountain, right here, it's-- perfect. This- is where- I'll-- yeet-- the person-- who is playing-- this- prank- on me."]
],
render_override: :blinking_light_path_to_observatory_render
}
end
def serenity_alive_observatory args
{
background: 'sprites/observatory.png',
player: [60, 2],
scenes: [
[28, 39, 4, 10, :serenity_alive_inside_observatory]
],
render_override: :blinking_light_observatory_render
}
end
def serenity_alive_inside_observatory args
{
background: 'sprites/inside-observatory.png',
player: [60, 2],
storylines: [],
scenes: [
[30, 18, 5, 12, :serenity_alive_inside_mainframe]
],
render_override: :blinking_light_inside_observatory_render
}
end
def serenity_alive_inside_mainframe args
{
background: 'sprites/mainframe.png',
fade: 60,
player: [30, 4],
scenes: [
[*hotspot_top, :serenity_alive_ship_status],
],
storylines: [
[22, 45, 17, 4, (serenity_alive_last_reply args)],
[45, 45, 4, 4, (serenity_alive_current_message args)],
]
}
end
def serenity_alive_ship_status args
{
background: 'sprites/serenity.png',
fade: 60,
player: [30, 10],
scenes: [
[30, 50, 4, 4, :serenity_alive_ship_status_reviewed]
],
storylines: [
[30, 8, 4, 4, "Serenity? THE--- Mission-- Serenity?! How is that possible? They- are supposed-- to be dead."],
[30, 10, 4, 4, "I... can't-- believe-- it. I- can access-- Serenity's-- computer? I- guess my \"superpower----\" isn't limited-- by proximity-- to- a machine--."],
*serenity_alive_shared_ship_status(args)
]
}
end
def serenity_alive_ship_status_reviewed args
{
background: 'sprites/serenity.png',
fade: 60,
scenes: [
[*hotspot_bottom, :serenity_alive_time_to_reply]
],
storylines: [
[0, 62, 62, 3, "Okay. Reviewing-- everything--, it looks- like- I- can- take- the batteries--- from the Stasis--- Chambers--- and- Engine--- to keep- the crew-- alive-- and-- their-- location--- pinpointed---."],
]
}
end
def serenity_alive_time_to_reply args
decision_graph serenity_alive_current_message(args),
"Okay... time to deliver the bad news...",
[:replied_to_serenity_alive_firmly, "Firm-- Reply", serenity_alive_firm_reply],
[:replied_to_serenity_alive_kindly, "Sugar-- Coated---- Reply", serenity_alive_sugarcoated_reply]
end
def serenity_alive_shared_ship_status args
[
*ship_control_hotspot( 0, 50,
"Stasis-- Chambers--: Online, All chambers-- are powered. Battery--- Allocation---: 3--- of-- 3--, Hmmm. They don't-- need this to be powered-- right- now. Everyone-- is awake.",
nil,
nil,
nil),
*ship_control_hotspot(12, 35,
"Life- Support--: Offline, Unable--- to- Sustain-- Life. Battery--- Allocation---: 0--- of-- 3---, Okay. That is definitely---- not a good thing.",
nil,
nil,
nil),
*ship_control_hotspot(24, 20,
"Navigation: Offline, Unable--- to- Calculate--- Location. Battery--- Allocation---: 0--- of-- 3---, Whelp. No wonder-- Sasha-- can't-- get- any-- readings. Their- Navigation--- is completely--- offline.",
nil,
nil,
nil),
*ship_control_hotspot(36, 35,
"COMM: Underpowered----, Limited--- to- Text-- Based-- COMM. Battery--- Allocation---: 1--- of-- 3---, It's-- lucky- that- their- COMM---- system was able to survive-- twenty-- years--. Just- barely-- it seems.",
nil,
nil,
nil),
*ship_control_hotspot(48, 50,
"Engine: Online, Full- Control-- Available. Battery--- Allocation---: 3--- of-- 3---, Hmmm. No point of having an engine-- online--, if you don't- know- where you're-- going.",
nil,
nil,
nil)
]
end
def serenity_alive_firm_reply
"Serenity, you are at a distance-- farther-- than- Neptune. All- of the ship's-- systems-- are failing. Please- move the batteries---- from- the Stasis-- Chambers-- over- to- Life-- Support--. I also-- need- you to move-- the batteries---- from- the Engines--- to your Navigation---- System."
end
def serenity_alive_sugarcoated_reply
"So... you- are- a teeny--- tiny--- bit--- farther-- from Earth- than you think. And you have a teeny--- tiny--- problem-- with your ship. Please-- move the batteries--- from the Stasis--- Chambers--- over to Life--- Support---. I also need you to move the batteries--- from the Engines--- to your- Navigation--- System. Don't-- worry-- Sasha. I'll-- get y'all-- home."
end
def replied_to_serenity_alive_firmly args
{
background: 'sprites/inside-observatory.png',
fade: 60,
player: [32, 21],
scenes: [
[*hotspot_bottom_right, :serenity_alive_path_from_observatory]
],
storylines: [
[30, 18, 5, 12, "Buffer-- has been set to: #{serenity_alive_firm_reply.quote}"],
*serenity_alive_reply_completed_shared_hotspots(args),
]
}
end
def replied_to_serenity_alive_kindly args
{
background: 'sprites/inside-observatory.png',
fade: 60,
player: [32, 21],
scenes: [
[*hotspot_bottom_right, :serenity_alive_path_from_observatory]
],
storylines: [
[30, 18, 5, 12, "Buffer-- has been set to: #{serenity_alive_sugarcoated_reply.quote}"],
*serenity_alive_reply_completed_shared_hotspots(args),
]
}
end
def serenity_alive_path_from_observatory args
{
fade: 60,
background: 'sprites/path-to-observatory.png',
player: [4, 21],
scenes: [
[*hotspot_bottom_right, :serenity_bio_infront_of_home]
],
storylines: [
[22, 20, 10, 10, "I'm not sure what's-- worse. Waiting-- for Sasha's-- reply. Or jumping-- off- from- right- here."]
]
}
end
def serenity_alive_reply_completed_shared_hotspots args
[
[30, 10, 5, 4, "I guess it wasn't-- a joke- after-- all."],
[40, 10, 5, 4, "I barely-- remember--- the- history----- of the crew."],
[50, 10, 5, 4, "It probably--- wouldn't-- hurt- to- refresh-- my memory--."]
]
end
def serenity_alive_last_reply args
if args.state.scene_history.include? :replied_to_introduction_seriously
return "Buffer--: \"Hello, Who- is sending-- this message--?\""
else
return "Buffer--: \"New- phone. Who dis?\""
end
end
def serenity_alive_current_message args
if args.state.scene_history.include? :replied_to_introduction_seriously
"This- is Sasha. The Serenity--- crew-- is out of hibernation---- and ready-- for Earth reentry--. But, it seems like we are having-- trouble-- with our Navigation---- systems. Please advise.".quote
else
"LOL! Thanks for the laugh. I needed that. This- is Sasha. The Serenity--- crew-- is out of hibernation---- and ready-- for Earth reentry--. But, it seems like we are having-- trouble-- with our Navigation---- systems. Can you help me out- babe?".quote
end
end
Return Of Serenity - storyline_serenity_bio.rb link
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/storyline_serenity_bio.rb
def serenity_bio_infront_of_home args
{
fade: 60,
background: 'sprites/front-of-home.png',
player: [54, 23],
scenes: [
[44, 34, 8, 14, :serenity_bio_inside_home],
[0, 3, 3, 22, :serenity_bio_library]
]
}
end
def serenity_bio_inside_home args
{
background: 'sprites/inside-home.png',
player: [34, 4],
storylines: [
[34, 4, 4, 4, "I'm--- completely--- exhausted."],
],
scenes: [
[30, 38, 12, 13, :serenity_bio_restless_sleep],
[32, 0, 8, 3, :serenity_bio_infront_of_home],
]
}
end
def serenity_bio_restless_sleep args
{
fade: 60,
background: 'sprites/inside-home.png',
storylines: [
[32, 38, 10, 13, "I can't-- seem to sleep. I know nothing-- about the- crew-. Maybe- I- should- go read- up- on- them."],
],
scenes: [
[32, 0, 8, 3, :serenity_bio_infront_of_home],
]
}
end
def serenity_bio_library args
{
background: 'sprites/library.png',
fade: 60,
player: [30, 7],
scenes: [
[21, 35, 3, 18, :serenity_bio_book]
]
}
end
def serenity_bio_book args
{
background: 'sprites/book.png',
fade: 60,
player: [6, 52],
storylines: [
[ 4, 50, 56, 4, "The Title-- Reads: Never-- Forget-- Mission-- Serenity---"],
[ 4, 38, 8, 8, "Name: Matthew--- R. Sex: Male--- Age-- at-- Departure: 36-----"],
[14, 38, 46, 8, "Tribute-- Text: Matthew graduated-- Magna-- Cum-- Laude-- from MIT--- with-- a- PHD---- in Aero-- Nautical--- Engineering. He was immensely--- competitive, and had an insatiable---- thirst- for aerial-- battle. From the age of twenty, he remained-- undefeated--- in the Israeli-- Air- Force- \"Blue Flag\" combat-- exercises. By the age of 29--- he had already-- risen through- the ranks, and became-- the Lieutenant--- General--- of Lufwaffe. Matthew-- volenteered-- to- pilot-- Mission-- Serenity. To- this day, his wife- and son- are pillars-- of strength- for us. Rest- in Peace- Matthew, we are sorry-- that- news of the pregancy-- never-- reached- you. Please forgive us."],
[4, 26, 8, 8, "Name: Aanka--- P. Sex: Female--- Age-- at-- Departure: 9-----"],
[14, 26, 46, 8, "Tribute-- Text: Aanka--- gratuated--- Magna-- Cum- Laude-- from MIT, at- the- age- of eight, with a- PHD---- in Astro-- Physics. Her-- IQ--- was over 390, the highest-- ever- recorded--- IQ-- in- human-- history. She changed- the landscape-- of Physics-- with her efforts- in- unravelling--- the mysteries--- of- Dark- Matter--. Anka discovered-- the threat- of Halley's-- Comet-- collision--- with Earth. She spear headed-- the global-- effort-- for Misson-- Serenity. Her- multilingual--- address-- to- the world-- brought- us all hope."],
[4, 14, 8, 8, "Name: Sasha--- N. Sex: Female--- Age-- at-- Departure: 29-----"],
[14, 14, 46, 8, "Tribute-- Text: Sasha gratuated-- Magna-- Cum- Laude-- from MIT--- with-- a- PHD---- in Computer---- Science----. She-- was-- brilliant--, strong- willed--, and-- a-- stunningly--- beautiful--- woman---. Sasha---- is- the- creator--- of the world's--- first- Ruby--- Quantum-- Machine---. After-- much- critical--- acclaim--, the Quantum-- Computer-- was placed in MIT's---- Museam-- next- to- Richard--- G. and Thomas--- K.'s---- Lisp-- Machine---. Her- engineering--- skills-- were-- paramount--- for Mission--- Serenity's--- success. Humanity-- misses-- you-- dearly,-- Sasha--. Life-- shines-- a dimmer-- light-- now- that- your- angelic- voice-- can never- be heard- again."],
],
scenes: [
[*hotspot_bottom, :serenity_bio_finally_to_bed]
]
}
end
def serenity_bio_finally_to_bed args
{
fade: 60,
background: 'sprites/inside-home.png',
player: [35, 3],
storylines: [
[34, 4, 4, 4, "Maybe-- I'll-- be able-- to sleep- now..."],
],
scenes: [
[32, 38, 10, 13, :bad_dream],
]
}
end
def bad_dream args
{
fade: 120,
background: 'sprites/inside-home.png',
player: [34, 35],
storylines: [
[34, 34, 4, 4, "Man. I did not- sleep- well- at all..."],
],
scenes: [
[32, -1, 8, 3, :bad_dream_observatory]
]
}
end
def bad_dream_observatory args
{
background: 'sprites/inside-observatory.png',
fade: 120,
player: [51, 12],
storylines: [
[50, 10, 4, 4, "Breathe, Hiro. Just see what's there... everything--- will- be okay."]
],
scenes: [
[30, 18, 5, 12, :bad_dream_inside_mainframe]
],
render_override: :blinking_light_inside_observatory_render
}
end
def bad_dream_inside_mainframe args
{
player: [32, 4],
background: 'sprites/mainframe.png',
fade: 120,
storylines: [
[22, 45, 17, 4, (bad_dream_last_reply args)],
],
scenes: [
[45, 45, 4, 4, :bad_dream_everyone_dead],
]
}
end
def bad_dream_everyone_dead args
{
background: 'sprites/mainframe.png',
storylines: [
[22, 45, 17, 4, (bad_dream_last_reply args)],
[45, 45, 4, 4, "Hi-- Hiro. This is Sasha. By the time- you get this- message, chances-- are we will- already-- be- dead. The batteries--- got- damaged-- during-- removal. And- we don't-- have enough-- power-- for Life-- Support. The air-- is- already--- starting-- to taste- bad. It... would- have been- nice... to go- on a date--- with- you-- when-- I- got- back- to Earth. Anyways, good-- bye-- Hiro-- XOXOXO----"],
[22, 5, 17, 4, "Meh. Whatever, I didn't-- want to save them anyways. What- a pain- in my ass."],
],
scenes: [
[*hotspot_bottom, :anka_inside_room]
]
}
end
def bad_dream_last_reply args
if args.state.scene_history.include? :replied_to_serenity_alive_firmly
return "Buffer--: #{serenity_alive_firm_reply.quote}"
else
return "Buffer--: #{serenity_alive_sugarcoated_reply.quote}"
end
end
Return Of Serenity - storyline_serenity_introduction.rb link
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/storyline_serenity_introduction.rb
# decision_graph "Message from Sasha",
# "I should reply.",
# [:replied_to_introduction_seriously, "Reply Seriously", "Who is this?"],
# [:replied_to_introduction_humorously, "Reply Humorously", "New phone who dis?"]
def reply_to_introduction args
decision_graph "\"Mission-- control--, your- main- comm-- channels-- seem-- to be down. My apologies-- for- using-- this low- level-- exploit--. What's-- going-- on down there? We are ready-- for reentry--.\" Message--- Timestamp---: 4- hours-- 23--- minutes-- ago--.",
"Whoever-- pulled- off this exploit-- knows their stuff. I should reply--.",
[:replied_to_introduction_seriously, "Serious Reply", "Hello, Who- is sending-- this message--?"],
[:replied_to_introduction_humorously, "Humorous Reply", "New phone, who dis?"]
end
def replied_to_introduction_seriously args
{
background: 'sprites/inside-observatory.png',
fade: 60,
player: [32, 21],
scenes: [
*replied_to_introduction_shared_scenes(args)
],
storylines: [
[30, 18, 5, 12, "Buffer-- has been set to: \"Hello, Who- is sending-- this message--?\""],
*replied_to_introduction_shared_storylines(args)
]
}
end
def replied_to_introduction_humorously args
{
background: 'sprites/inside-observatory.png',
fade: 60,
player: [32, 21],
scenes: [
*replied_to_introduction_shared_scenes(args)
],
storylines: [
[30, 18, 5, 12, "Buffer-- has been set to: \"New- phone. Who dis?\""],
*replied_to_introduction_shared_storylines(args)
]
}
end
def replied_to_introduction_shared_storylines args
[
[30, 10, 5, 4, "It's-- going-- to take a while-- for this reply-- to make it's-- way back."],
[40, 10, 5, 4, "4- hours-- to send a message-- at light speed?! How far away-- is the sender--?"],
[50, 10, 5, 4, "I know- I've-- read about-- light- speed- travel-- before--. Maybe-- the library--- still has that- poster."]
]
end
def replied_to_introduction_shared_scenes args
[[60, 0, 4, 32, :replied_to_introduction_observatory]]
end
def replied_to_introduction_observatory args
{
background: 'sprites/observatory.png',
player: [28, 39],
scenes: [
[60, 0, 4, 32, :replied_to_introduction_path_to_observatory]
]
}
end
def replied_to_introduction_path_to_observatory args
{
background: 'sprites/path-to-observatory.png',
player: [0, 26],
scenes: [
[60, 0, 4, 20, :replied_to_introduction_mountain_pass]
],
}
end
def replied_to_introduction_mountain_pass args
{
background: 'sprites/mountain-pass-zoomed-out.png',
player: [21, 48],
scenes: [
[0, 0, 15, 4, :replied_to_introduction_side_of_home]
],
storylines: [
[15, 28, 5, 3, "At least I'm-- getting-- my- exercise-- in- for- today--."]
]
}
end
def replied_to_introduction_side_of_home args
{
background: 'sprites/side-of-home.png',
player: [58, 29],
scenes: [
[2, 0, 61, 2, :speed_of_light_front_of_home]
],
}
end
Return Of Serenity - storyline_speed_of_light.rb link
# ./samples/99_genre_rpg_narrative/return_of_serenity/app/storyline_speed_of_light.rb
def speed_of_light_front_of_home args
{
background: 'sprites/front-of-home.png',
player: [54, 23],
scenes: [
[44, 34, 8, 14, :speed_of_light_inside_home],
[0, 3, 3, 22, :speed_of_light_outside_library]
]
}
end
def speed_of_light_inside_home args
{
background: 'sprites/inside-home.png',
player: [35, 4],
storylines: [
[30, 38, 12, 13, "Can't- sleep right now. I have to- find- out- why- it took- over-- 4- hours-- to receive-- that message."]
],
scenes: [
[32, 0, 8, 3, :speed_of_light_front_of_home],
]
}
end
def speed_of_light_outside_library args
{
background: 'sprites/outside-library.png',
player: [55, 19],
scenes: [
[49, 39, 6, 10, :speed_of_light_library],
[61, 11, 3, 20, :speed_of_light_front_of_home]
]
}
end
def speed_of_light_library args
{
background: 'sprites/library.png',
player: [30, 7],
scenes: [
[3, 50, 10, 3, :speed_of_light_celestial_bodies_diagram]
]
}
end
def speed_of_light_celestial_bodies_diagram args
{
background: 'sprites/planets.png',
fade: 60,
player: [30, 3],
scenes: [
[56 - 2, 10, 5, 5, :speed_of_light_distance_discovered]
],
storylines: [
[30, 2, 4, 4, "Here- it is! This is a diagram--- of the solar-- system--. It was printed-- over-- fifty-- years- ago. Geez-- that's-- old."],
[ 0 - 2, 10, 5, 5, "The label- reads: Sun. The length- of the Astronomical-------- Unit-- (AU), is the distance-- from the Sun- to the Earth. Which is about 150--- million--- kilometers----."],
[ 7 - 2, 10, 5, 5, "The label- reads: Mercury. Distance from Sun: 0.39AU------------ or- 3----- light-- minutes--."],
[14 - 2, 10, 5, 5, "The label- reads: Venus. Distance from Sun: 0.72AU------------ or- 6----- light-- minutes--."],
[21 - 2, 10, 5, 5, "The label- reads: Earth. Distance from Sun: 1.00AU------------ or- 8----- light-- minutes--."],
[28 - 2, 10, 5, 5, "The label- reads: Mars. Distance from Sun: 1.52AU------------ or- 12----- light-- minutes--."],
[35 - 2, 10, 5, 5, "The label- reads: Jupiter. Distance from Sun: 5.20AU------------ or- 45----- light-- minutes--."],
[42 - 2, 10, 5, 5, "The label- reads: Saturn. Distance from Sun: 9.53AU------------ or- 79----- light-- minutes--."],
[49 - 2, 10, 5, 5, "The label- reads: Uranus. Distance from Sun: 19.81AU------------ or- 159----- light-- minutes--."],
# [56 - 2, 15, 4, 4, "The label- reads: Neptune. Distance from Sun: 30.05AU------------ or- 4.1----- light-- hours--."],
[63 - 2, 10, 5, 5, "The label- reads: Pluto. Wait. WTF? Pluto-- isn't-- a planet."],
]
}
end
def speed_of_light_distance_discovered args
{
background: 'sprites/planets.png',
scenes: [
[13, 0, 44, 3, :speed_of_light_end_of_day]
],
storylines: [
[ 0 - 2, 10, 5, 5, "The label- reads: Sun. The length- of the Astronomical-------- Unit-- (AU), is the distance-- from the Sun- to the Earth. Which is about 150--- million--- kilometers----."],
[ 7 - 2, 10, 5, 5, "The label- reads: Mercury. Distance from Sun: 0.39AU------------ or- 3----- light-- minutes--."],
[14 - 2, 10, 5, 5, "The label- reads: Venus. Distance from Sun: 0.72AU------------ or- 6----- light-- minutes--."],
[21 - 2, 10, 5, 5, "The label- reads: Earth. Distance from Sun: 1.00AU------------ or- 8----- light-- minutes--."],
[28 - 2, 10, 5, 5, "The label- reads: Mars. Distance from Sun: 1.52AU------------ or- 12----- light-- minutes--."],
[35 - 2, 10, 5, 5, "The label- reads: Jupiter. Distance from Sun: 5.20AU------------ or- 45----- light-- minutes--."],
[42 - 2, 10, 5, 5, "The label- reads: Saturn. Distance from Sun: 9.53AU------------ or- 79----- light-- minutes--."],
[49 - 2, 10, 5, 5, "The label- reads: Uranus. Distance from Sun: 19.81AU------------ or- 159----- light-- minutes--."],
[56 - 2, 10, 5, 5, "The label- reads: Neptune. Distance from Sun: 30.05AU------------ or- 4.1----- light-- hours--. What?! The message--- I received-- was from a source-- farther-- than-- Neptune?!"],
[63 - 2, 10, 5, 5, "The label- reads: Pluto. Dista- Wait... Pluto-- isn't-- a planet. People-- thought- Pluto-- was a planet-- back- then?--"],
]
}
end
def speed_of_light_end_of_day args
{
fade: 60,
background: 'sprites/inside-home.png',
player: [35, 0],
storylines: [
[35, 10, 4, 4, "Wonder-- what the reply-- will be. Who- the hell is contacting--- me from beyond-- Neptune? This- has to be some- kind- of- joke."]
],
scenes: [
[31, 38, 10, 12, :serenity_alive_side_of_home]
]
}
end
Genre Rpg Roguelike link
Roguelike Starting Point - constants.rb link
# ./samples/99_genre_rpg_roguelike/01_roguelike_starting_point/app/constants.rb
SHOW_LEGEND = true
SOURCE_TILE_SIZE = 16
DESTINATION_TILE_SIZE = 16
TILE_SHEET_SIZE = 256
TILE_R = 0
TILE_G = 0
TILE_B = 0
TILE_A = 255
Roguelike Starting Point - legend.rb link
# ./samples/99_genre_rpg_roguelike/01_roguelike_starting_point/app/legend.rb
def tick_legend args
return unless SHOW_LEGEND
legend_padding = 16
legend_x = 1280 - TILE_SHEET_SIZE - legend_padding
legend_y = 720 - TILE_SHEET_SIZE - legend_padding
tile_sheet_sprite = [legend_x,
legend_y,
TILE_SHEET_SIZE,
TILE_SHEET_SIZE,
'sprites/simple-mood-16x16.png', 0,
TILE_A,
TILE_R,
TILE_G,
TILE_B]
if args.inputs.mouse.point.inside_rect? tile_sheet_sprite
mouse_row = args.inputs.mouse.point.y.idiv(SOURCE_TILE_SIZE)
tile_row = 15 - (mouse_row - legend_y.idiv(SOURCE_TILE_SIZE))
mouse_col = args.inputs.mouse.point.x.idiv(SOURCE_TILE_SIZE)
tile_col = (mouse_col - legend_x.idiv(SOURCE_TILE_SIZE))
args.outputs.primitives << [legend_x - legend_padding * 2,
mouse_row * SOURCE_TILE_SIZE, 256 + legend_padding * 2, 16, 128, 128, 128, 64].solid
args.outputs.primitives << [mouse_col * SOURCE_TILE_SIZE,
legend_y - legend_padding * 2, 16, 256 + legend_padding * 2, 128, 128, 128, 64].solid
sprite_key = sprite_lookup.find { |k, v| v == [tile_row, tile_col] }
if sprite_key
member_name, _ = sprite_key
member_name = member_name_as_code member_name
args.outputs.labels << [660, 70, "# CODE SAMPLE (place in the tick_game method located in main.rb)", -1, 0]
args.outputs.labels << [660, 50, "# GRID_X, GRID_Y, TILE_KEY", -1, 0]
args.outputs.labels << [660, 30, "args.outputs.sprites << tile_in_game( 5, 6, #{member_name} )", -1, 0]
else
args.outputs.labels << [660, 50, "Tile [#{tile_row}, #{tile_col}] not found. Add a key and value to app/sprite_lookup.rb:", -1, 0]
args.outputs.labels << [660, 30, "{ \"some_string\" => [#{tile_row}, #{tile_col}] } OR { some_symbol: [#{tile_row}, #{tile_col}] }.", -1, 0]
end
end
# render the sprite in the top right with a padding to the top and right so it's
# not flush against the edge
args.outputs.sprites << tile_sheet_sprite
# carefully place some ascii arrows to show the legend labels
args.outputs.labels << [895, 707, "ROW --->"]
args.outputs.labels << [943, 412, " ^"]
args.outputs.labels << [943, 412, " |"]
args.outputs.labels << [943, 394, "COL ---+"]
# use the tile sheet to print out row and column numbers
args.outputs.sprites << 16.map_with_index do |i|
sprite_key = i % 10
[
tile(1280 - TILE_SHEET_SIZE - legend_padding * 2 - SOURCE_TILE_SIZE,
720 - legend_padding * 2 - (SOURCE_TILE_SIZE * i),
sprite(sprite_key)),
tile(1280 - TILE_SHEET_SIZE - SOURCE_TILE_SIZE + (SOURCE_TILE_SIZE * i),
720 - TILE_SHEET_SIZE - legend_padding * 3, sprite(sprite_key))
]
end
end
Roguelike Starting Point - main.rb link
# ./samples/99_genre_rpg_roguelike/01_roguelike_starting_point/app/main.rb
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
Roguelike Starting Point - sprite_lookup.rb link
# ./samples/99_genre_rpg_roguelike/01_roguelike_starting_point/app/sprite_lookup.rb
def sprite_lookup
{
0 => [3, 0],
1 => [3, 1],
2 => [3, 2],
3 => [3, 3],
4 => [3, 4],
5 => [3, 5],
6 => [3, 6],
7 => [3, 7],
8 => [3, 8],
9 => [3, 9],
'@' => [4, 0],
A: [ 4, 1],
B: [ 4, 2],
C: [ 4, 3],
D: [ 4, 4],
E: [ 4, 5],
F: [ 4, 6],
G: [ 4, 7],
H: [ 4, 8],
I: [ 4, 9],
J: [ 4, 10],
K: [ 4, 11],
L: [ 4, 12],
M: [ 4, 13],
N: [ 4, 14],
O: [ 4, 15],
P: [ 5, 0],
Q: [ 5, 1],
R: [ 5, 2],
S: [ 5, 3],
T: [ 5, 4],
U: [ 5, 5],
V: [ 5, 6],
W: [ 5, 7],
X: [ 5, 8],
Y: [ 5, 9],
Z: [ 5, 10],
a: [ 6, 1],
b: [ 6, 2],
c: [ 6, 3],
d: [ 6, 4],
e: [ 6, 5],
f: [ 6, 6],
g: [ 6, 7],
h: [ 6, 8],
i: [ 6, 9],
j: [ 6, 10],
k: [ 6, 11],
l: [ 6, 12],
m: [ 6, 13],
n: [ 6, 14],
o: [ 6, 15],
p: [ 7, 0],
q: [ 7, 1],
r: [ 7, 2],
s: [ 7, 3],
t: [ 7, 4],
u: [ 7, 5],
v: [ 7, 6],
w: [ 7, 7],
x: [ 7, 8],
y: [ 7, 9],
z: [ 7, 10],
'|' => [ 7, 12]
}
end
def sprite key
$gtk.args.state.reserved.sprite_lookup[key]
end
def member_name_as_code raw_member_name
if raw_member_name.is_a? Symbol
":#{raw_member_name}"
elsif raw_member_name.is_a? String
"'#{raw_member_name}'"
elsif raw_member_name.is_a? Fixnum
"#{raw_member_name}"
else
"UNKNOWN: #{raw_member_name}"
end
end
def tile x, y, tile_row_column_or_key
tile_extended x, y, DESTINATION_TILE_SIZE, DESTINATION_TILE_SIZE, TILE_R, TILE_G, TILE_B, TILE_A, tile_row_column_or_key
end
def tile_extended x, y, w, h, r, g, b, a, tile_row_column_or_key
row_or_key, column = tile_row_column_or_key
if !column
row, column = sprite row_or_key
else
row, column = row_or_key, column
end
if !row
member_name = member_name_as_code tile_row_column_or_key
raise "Unabled to find a sprite for #{member_name}. Make sure the value exists in app/sprite_lookup.rb."
end
# Sprite provided by Rogue Yun
# http://www.bay12forums.com/smf/index.php?topic=144897.0
# License: Public Domain
{
x: x,
y: y,
w: w,
h: h,
tile_x: column * 16,
tile_y: (row * 16),
tile_w: 16,
tile_h: 16,
r: r,
g: g,
b: b,
a: a,
path: 'sprites/simple-mood-16x16.png'
}
end
$gtk.args.state.reserved.sprite_lookup = sprite_lookup
Roguelike Line Of Sight - main.rb link
# ./samples/99_genre_rpg_roguelike/02_roguelike_line_of_sight/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- lambda: A way to define a block and its parameters with special syntax.
For example, the syntax of lambda looks like this:
my_lambda = -> { puts "This is my lambda" }
Reminders:
- args.outputs.labels: An array. The values generate a label.
The parameters are [X, Y, TEXT, SIZE, ALIGNMENT, RED, GREEN, BLUE, ALPHA, FONT STYLE]
For more information about labels, go to mygame/documentation/02-labels.
- ARRAY#inside_rect?: Returns whether or not the point is inside a rect.
- product: Returns an array of all combinations of elements from all arrays.
- find: Finds all elements of a collection that meet requirements.
- abs: Returns the absolute value.
=end
# This sample app allows the player to move around in the dungeon, which becomes more or less visible
# depending on the player's location, and also has enemies.
class Game
attr_accessor :args, :state, :inputs, :outputs, :grid
# Calls all the methods needed for the game to run properly.
def tick
defaults
render_canvas
render_dungeon
render_player
render_enemies
print_cell_coordinates
calc_canvas
input_move
input_click_map
end
# Sets default values and initializes variables
def defaults
outputs.background_color = [0, 0, 0] # black background
# Initializes empty canvas, dungeon, and enemies collections.
state.canvas ||= []
state.dungeon ||= []
state.enemies ||= []
# If state.area doesn't have value, load_area_one and derive_dungeon_from_area methods are called
if !state.area
load_area_one
derive_dungeon_from_area
# Changing these values will change the position of player
state.x = 7
state.y = 5
# Creates new enemies, sets their values, and adds them to the enemies collection.
state.enemies << state.new_entity(:enemy) do |e| # declares each enemy as new entity
e.x = 13 # position
e.y = 5
e.previous_hp = 3
e.hp = 3
e.max_hp = 3
e.is_dead = false # the enemy is alive
end
update_line_of_sight # updates line of sight by adding newly visible cells
end
end
# Adds elements into the state.area collection
# The dungeon is derived using the coordinates of this collection
def load_area_one
state.area ||= []
state.area << [8, 6]
state.area << [7, 6]
state.area << [7, 7]
state.area << [8, 9]
state.area << [7, 8]
state.area << [7, 9]
state.area << [6, 4]
state.area << [7, 3]
state.area << [7, 4]
state.area << [6, 5]
state.area << [7, 5]
state.area << [8, 5]
state.area << [8, 4]
state.area << [1, 1]
state.area << [0, 1]
state.area << [0, 2]
state.area << [1, 2]
state.area << [2, 2]
state.area << [2, 1]
state.area << [2, 3]
state.area << [1, 3]
state.area << [1, 4]
state.area << [2, 4]
state.area << [2, 5]
state.area << [1, 5]
state.area << [2, 6]
state.area << [3, 6]
state.area << [4, 6]
state.area << [4, 7]
state.area << [4, 8]
state.area << [5, 8]
state.area << [5, 9]
state.area << [6, 9]
state.area << [7, 10]
state.area << [7, 11]
state.area << [7, 12]
state.area << [7, 12]
state.area << [7, 13]
state.area << [8, 13]
state.area << [9, 13]
state.area << [10, 13]
state.area << [11, 13]
state.area << [12, 13]
state.area << [12, 12]
state.area << [8, 12]
state.area << [9, 12]
state.area << [10, 12]
state.area << [11, 12]
state.area << [12, 11]
state.area << [13, 11]
state.area << [13, 10]
state.area << [13, 9]
state.area << [13, 8]
state.area << [13, 7]
state.area << [13, 6]
state.area << [12, 6]
state.area << [14, 6]
state.area << [14, 5]
state.area << [13, 5]
state.area << [12, 5]
state.area << [12, 4]
state.area << [13, 4]
state.area << [14, 4]
state.area << [1, 6]
state.area << [6, 6]
end
# Starts with an empty dungeon collection, and adds dungeon cells into it.
def derive_dungeon_from_area
state.dungeon = [] # starts as empty collection
state.area.each do |a| # for each element of the area collection
state.dungeon << state.new_entity(:dungeon_cell) do |d| # declares each dungeon cell as new entity
d.x = a.x # dungeon cell position using coordinates from area
d.y = a.y
d.is_visible = false # cell is not visible
d.alpha = 0 # not transparent at all
d.border = [left_margin + a.x * grid_size,
bottom_margin + a.y * grid_size,
grid_size,
grid_size,
*blue,
255] # sets border definition for dungeon cell
d # returns dungeon cell
end
end
end
def left_margin
40 # sets left margin
end
def bottom_margin
60 # sets bottom margin
end
def grid_size
40 # sets size of grid square
end
# Updates the line of sight by calling the thick_line_of_sight method and
# adding dungeon cells to the newly_visible collection
def update_line_of_sight
variations = [-1, 0, 1]
# creates collection of newly visible dungeon cells
newly_visible = variations.product(variations).flat_map do |rise, run| # combo of all elements
thick_line_of_sight state.x, state.y, rise, run, 15, # calls thick_line_of_sight method
lambda { |x, y| dungeon_cell_exists? x, y } # checks whether or not cell exists
end.uniq# removes duplicates
state.dungeon.each do |d| # perform action on each element of dungeons collection
d.is_visible = newly_visible.find { |v| v.x == d.x && v.y == d.y } # finds match inside newly_visible collection
end
end
#Returns a boolean value
def dungeon_cell_exists? x, y
# Finds cell coordinates inside dungeon collection to determine if dungeon cell exists
state.dungeon.find { |d| d.x == x && d.y == y }
end
# Calls line_of_sight method to add elements to result collection
def thick_line_of_sight start_x, start_y, rise, run, distance, cell_exists_lambda
result = []
result += line_of_sight start_x, start_y, rise, run, distance, cell_exists_lambda
result += line_of_sight start_x - 1, start_y, rise, run, distance, cell_exists_lambda # one left
result += line_of_sight start_x + 1, start_y, rise, run, distance, cell_exists_lambda # one right
result
end
# Adds points to the result collection to create the player's line of sight
def line_of_sight start_x, start_y, rise, run, distance, cell_exists_lambda
result = [] # starts as empty collection
points = points_on_line start_x, start_y, rise, run, distance # calls points_on_line method
points.each do |p| # for each point in collection
if cell_exists_lambda.call(p.x, p.y) # if the cell exists
result << p # add it to result collection
else # if cell does not exist
return result # return result collection as it is
end
end
result # return result collection
end
# Finds the coordinates of the points on the line by performing calculations
def points_on_line start_x, start_y, rise, run, distance
distance.times.map do |i| # perform an action
[start_x + run * i, start_y + rise * i] # definition of point
end
end
def render_canvas
return
outputs.borders << state.canvas.map do |c| # on each element of canvas collection
c.border # outputs border
end
end
# Outputs the dungeon cells.
def render_dungeon
outputs.solids << [0, 0, grid.w, grid.h] # outputs black background for grid
# Sets the alpha value (opacity) for each dungeon cell and calls the cell_border method.
outputs.borders << state.dungeon.map do |d| # for each element in dungeon collection
d.alpha += if d.is_visible # if cell is visible
255.fdiv(30) # increment opacity (transparency)
else # if cell is not visible
255.fdiv(600) * -1 # decrease opacity
end
d.alpha = d.alpha.cap_min_max(0, 255)
cell_border d.x, d.y, [*blue, d.alpha] # sets blue border using alpha value
end.reject_nil
end
# Sets definition of a cell border using the parameters
def cell_border x, y, color = nil
[left_margin + x * grid_size,
bottom_margin + y * grid_size,
grid_size,
grid_size,
*color]
end
# Sets the values for the player and outputs it as a label
def render_player
outputs.labels << [grid_x(state.x) + 20, # positions "@" text in center of grid square
grid_y(state.y) + 35,
"@", # player is represented by a white "@" character
1, 1, *white]
end
def grid_x x
left_margin + x * grid_size # positions horizontally on grid
end
def grid_y y
bottom_margin + y * grid_size # positions vertically on grid
end
# Outputs enemies onto the screen.
def render_enemies
state.enemies.map do |e| # for each enemy in the collection
alpha = 255 # set opacity (full transparency)
# Outputs an enemy using a label.
outputs.labels << [
left_margin + 20 + e.x * grid_size, # positions enemy's "r" text in center of grid square
bottom_margin + 35 + e.y * grid_size,
"r", # enemy's text
1, 1, *white, alpha]
# Creates a red border around an enemy.
outputs.borders << [grid_x(e.x), grid_y(e.y), grid_size, grid_size, *red]
end
end
#White labels are output for the cell coordinates of each element in the dungeon collection.
def print_cell_coordinates
return unless state.debug
state.dungeon.each do |d|
outputs.labels << [grid_x(d.x) + 2,
grid_y(d.y) - 2,
"#{d.x},#{d.y}",
-2, 0, *white]
end
end
# Adds new elements into the canvas collection and sets their values.
def calc_canvas
return if state.canvas.length > 0 # return if canvas collection has at least one element
15.times do |x| # 15 times perform an action
15.times do |y|
state.canvas << state.new_entity(:canvas) do |c| # declare canvas element as new entity
c.x = x # set position
c.y = y
c.border = [left_margin + x * grid_size,
bottom_margin + y * grid_size,
grid_size,
grid_size,
*white, 30] # sets border definition
end
end
end
end
# Updates x and y values of the player, and updates player's line of sight
def input_move
x, y, x_diff, y_diff = input_target_cell
return unless dungeon_cell_exists? x, y # player can't move there if a dungeon cell doesn't exist in that location
return if enemy_at x, y # player can't move there if there is an enemy in that location
state.x += x_diff # increments x by x_diff (so player moves left or right)
state.y += y_diff # same with y and y_diff ( so player moves up or down)
update_line_of_sight # updates visible cells
end
def enemy_at x, y
# Finds if coordinates exist in enemies collection and enemy is not dead
state.enemies.find { |e| e.x == x && e.y == y && !e.is_dead }
end
#M oves the user based on their keyboard input and sets values for target cell
def input_target_cell
if inputs.keyboard.key_down.up # if "up" key is in "down" state
[state.x, state.y + 1, 0, 1] # user moves up
elsif inputs.keyboard.key_down.down # if "down" key is pressed
[state.x, state.y - 1, 0, -1] # user moves down
elsif inputs.keyboard.key_down.left # if "left" key is pressed
[state.x - 1, state.y, -1, 0] # user moves left
elsif inputs.keyboard.key_down.right # if "right" key is pressed
[state.x + 1, state.y, 1, 0] # user moves right
else
nil # otherwise, empty
end
end
# Goes through the canvas collection to find if the mouse was clicked inside of the borders of an element.
def input_click_map
return unless inputs.mouse.click # return unless the mouse is clicked
canvas_entry = state.canvas.find do |c| # find element from canvas collection that meets requirements
inputs.mouse.click.inside_rect? c.border # find border that mouse was clicked inside of
end
puts canvas_entry # prints canvas_entry value
end
# Sets the definition of a label using the parameters.
def label text, x, y, color = nil
color ||= white # color is initialized to white
[x, y, text, 1, 1, *color] # sets label definition
end
def green
[60, 200, 100] # sets color saturation to shade of green
end
def blue
[50, 50, 210] # sets color saturation to shade of blue
end
def white
[255, 255, 255] # sets color saturation to white
end
def red
[230, 80, 80] # sets color saturation to shade of red
end
def orange
[255, 80, 60] # sets color saturation to shade of orange
end
def pink
[255, 0, 200] # sets color saturation to shade of pink
end
def gray
[75, 75, 75] # sets color saturation to shade of gray
end
# Recolors the border using the parameters.
def recolor_border border, r, g, b
border[4] = r
border[5] = g
border[6] = b
border
end
# Returns a boolean value.
def visible? cell
# finds cell's coordinates inside visible_cells collections to determine if cell is visible
state.visible_cells.find { |c| c.x == cell.x && c.y == cell.y}
end
# Exports dungeon by printing dungeon cell coordinates
def export_dungeon
state.dungeon.each do |d| # on each element of dungeon collection
puts "state.dungeon << [#{d.x}, #{d.y}]" # prints cell coordinates
end
end
def distance_to_cell cell
distance_to state.x, cell.x, state.y, cell.y # calls distance_to method
end
def distance_to from_x, x, from_y, y
(from_x - x).abs + (from_y - y).abs # finds distance between two cells using coordinates
end
end
$game = Game.new
def tick args
$game.args = args
$game.state = args.state
$game.inputs = args.inputs
$game.outputs = args.outputs
$game.grid = args.grid
$game.tick
end
Genre Rpg Tactical link
Hexagonal Grid - main.rb link
# ./samples/99_genre_rpg_tactical/hexagonal_grid/app/main.rb
class HexagonTileGame
attr_gtk
def defaults
state.tile_scale = 1.3
state.tile_size = 80
state.tile_w = Math.sqrt(3) * state.tile_size.half
state.tile_h = state.tile_size * 3/4
state.tiles_x_count = 1280.idiv(state.tile_w) - 1
state.tiles_y_count = 720.idiv(state.tile_h) - 1
state.world_width_px = state.tiles_x_count * state.tile_w
state.world_height_px = state.tiles_y_count * state.tile_h
state.world_x_offset = (1280 - state.world_width_px).half
state.world_y_offset = (720 - state.world_height_px).half
state.tiles ||= state.tiles_x_count.map_with_ys(state.tiles_y_count) do |ordinal_x, ordinal_y|
{
ordinal_x: ordinal_x,
ordinal_y: ordinal_y,
offset_x: (ordinal_y.even?) ?
(state.world_x_offset + state.tile_w.half.half) :
(state.world_x_offset - state.tile_w.half.half),
offset_y: state.world_y_offset,
w: state.tile_w,
h: state.tile_h,
type: :blank,
path: "sprites/hexagon-gray.png",
a: 20
}.associate do |h|
h.merge(x: h[:offset_x] + h[:ordinal_x] * h[:w],
y: h[:offset_y] + h[:ordinal_y] * h[:h]).scale_rect(state.tile_scale)
end.associate do |h|
h.merge(center: {
x: h[:x] + h[:w].half,
y: h[:y] + h[:h].half
}, radius: [h[:w].half, h[:h].half].max)
end
end
end
def input
if inputs.click
tile = state.tiles.find { |t| inputs.click.point_inside_circle? t[:center], t[:radius] }
if tile
tile[:a] = 255
tile[:path] = "sprites/hexagon-black.png"
end
end
end
def tick
defaults
input
render
end
def render
outputs.sprites << state.tiles
end
end
$game = HexagonTileGame.new
def tick args
$game.args = args
$game.tick
end
$gtk.reset
Isometric Grid - main.rb link
# ./samples/99_genre_rpg_tactical/isometric_grid/app/main.rb
class Isometric
attr_accessor :grid, :inputs, :state, :outputs
def tick
defaults
render
calc
process_inputs
end
def defaults
state.quantity ||= 6 #Size of grid
state.tileSize ||= [262 / 2, 194 / 2] #width and heigth of orange tiles
state.tileGrid ||= [] #Holds ordering of tiles
state.currentSpriteLocation ||= -1 #Current Sprite hovering location
state.tileCords ||= [] #Physical, rendering cordinates
state.initCords ||= [640 - (state.quantity / 2 * state.tileSize[0]), 330] #Location of tile (0, 0)
state.sideSize ||= [state.tileSize[0] / 2, 242 / 2] #Purple & green cube face size
state.mode ||= :delete #Switches between :delete and :insert
state.spriteSelection ||= [['river', 0, 0, 262 / 2, 194 / 2],
['mountain', 0, 0, 262 / 2, 245 / 2],
['ocean', 0, 0, 262 / 2, 194 / 2]] #Storage for sprite information
#['name', deltaX, deltaY, sizeW, sizeH]
#^delta refers to distance from tile cords
#Orders tiles based on tile placement and fancy math. Very left: 0,0. Very bottom: quantity-1, 0, etc
if state.tileGrid == []
tempX = 0
tempY = 0
tempLeft = false
tempRight = false
count = 0
(state.quantity * state.quantity).times do
if tempY == 0
tempLeft = true
end
if tempX == (state.quantity - 1)
tempRight = true
end
state.tileGrid.push([tempX, tempY, true, tempLeft, tempRight, count])
#orderX, orderY, exists?, leftSide, rightSide, order
tempX += 1
if tempX == state.quantity
tempX = 0
tempY += 1
end
tempLeft = false
tempRight = false
count += 1
end
end
#Calculates physical cordinates for tiles
if state.tileCords == []
state.tileCords = state.tileGrid.map do
|val|
x = (state.initCords[0]) + ((val[0] + val[1]) * state.tileSize[0] / 2)
y = (state.initCords[1]) + (-1 * val[0] * state.tileSize[1] / 2) + (val[1] * state.tileSize[1] / 2)
[x, y, val[2], val[3], val[4], val[5], -1] #-1 represents sprite on top of tile. -1 for now
end
end
end
def render
renderBackground
renderLeft
renderRight
renderTiles
renderObjects
renderLabels
end
def renderBackground
outputs.solids << [0, 0, 1280, 720, 0, 0, 0] #Background color
end
def renderLeft
#Shows the pink left cube face
outputs.sprites << state.tileCords.map do
|val|
if val[2] == true && val[3] == true #Checks if the tile exists and right face needs to be rendered
[val[0], val[1] + (state.tileSize[1] / 2) - state.sideSize[1], state.sideSize[0],
state.sideSize[1], 'sprites/leftSide.png']
end
end
end
def renderRight
#Shows the green right cube face
outputs.sprites << state.tileCords.map do
|val|
if val[2] == true && val[4] == true #Checks if it exists & checks if right face needs to be rendered
[val[0] + state.tileSize[0] / 2, val[1] + (state.tileSize[1] / 2) - state.sideSize[1], state.sideSize[0],
state.sideSize[1], 'sprites/rightSide.png']
end
end
end
def renderTiles
#Shows the tile itself. Important that it's rendered after the two above!
outputs.sprites << state.tileCords.map do
|val|
if val[2] == true #Chcekcs if tile needs to be rendered
if val[5] == state.currentSpriteLocation
[val[0], val[1], state.tileSize[0], state.tileSize[1], 'sprites/selectedTile.png']
else
[val[0], val[1], state.tileSize[0], state.tileSize[1], 'sprites/tile.png']
end
end
end
end
def renderObjects
#Renders the sprites on top of the tiles. Order of rendering: top corner to right corner and cascade down until left corner
#to bottom corner.
a = (state.quantity * state.quantity) - state.quantity
iter = 0
loop do
if state.tileCords[a][2] == true && state.tileCords[a][6] != -1
outputs.sprites << [state.tileCords[a][0] + state.spriteSelection[state.tileCords[a][6]][1],
state.tileCords[a][1] + state.spriteSelection[state.tileCords[a][6]][2],
state.spriteSelection[state.tileCords[a][6]][3], state.spriteSelection[state.tileCords[a][6]][4],
'sprites/' + state.spriteSelection[state.tileCords[a][6]][0] + '.png']
end
iter += 1
a += 1
a -= state.quantity * 2 if iter == state.quantity
iter = 0 if iter == state.quantity
break if a < 0
end
end
def renderLabels
#Labels
outputs.labels << [50, 680, 'Click to delete!', 5, 0, 255, 255, 255, 255] if state.mode == :delete
outputs.labels << [50, 640, 'Press \'i\' for insert mode!', 5, 0, 255, 255, 255, 255] if state.mode == :delete
outputs.labels << [50, 680, 'Click to insert!', 5, 0, 255, 255, 255, 255] if state.mode == :insert
outputs.labels << [50, 640, 'Press \'d\' for delete mode!', 5, 0, 255, 255, 255, 255] if state.mode == :insert
end
def calc
calcCurrentHover
end
def calcCurrentHover
#This determines what tile the mouse is hovering (or last hovering) over
x = inputs.mouse.position.x
y = inputs.mouse.position.y
m = (state.tileSize[1] / state.tileSize[0]) #slope
state.tileCords.map do
|val|
#Conditions that makes runtime faster. Checks if the mouse click was between tile dimensions (rectangle collision)
next unless val[0] < x && x < val[0] + state.tileSize[0]
next unless val[1] < y && y < val[1] + state.tileSize[1]
next unless val[2] == true
tempBool = false
if x == val[0] + (state.tileSize[0] / 2)
#The height of a diamond is the height of the diamond, so if x equals that exact point, it must be inside the diamond
tempBool = true
elsif x < state.tileSize[0] / 2 + val[0]
#Uses y = (m) * (x - x1) + y1 to determine the y values for the two diamond lines on the left half of diamond
tempY1 = (m * (x - val[0])) + val[1] + (state.tileSize[1] / 2)
tempY2 = (-1 * m * (x - val[0])) + val[1] + (state.tileSize[1] / 2)
#Checks to see if the mouse click y value is between those temp y values
tempBool = true if y < tempY1 && y > tempY2
elsif x > state.tileSize[0] / 2 + val[0]
#Uses y = (m) * (x - x1) + y1 to determine the y values for the two diamond lines on the right half of diamond
tempY1 = (m * (x - val[0] - (state.tileSize[0] / 2))) + val[1]
tempY2 = (-1 * m * (x - val[0] - (state.tileSize[0] / 2))) + val[1] + state.tileSize[1]
#Checks to see if the mouse click y value is between those temp y values
tempBool = true if y > tempY1 && y < tempY2
end
if tempBool == true
state.currentSpriteLocation = val[5] #Current sprite location set to the order value
end
end
end
def process_inputs
#Makes development much faster and easier
if inputs.keyboard.key_up.r
$dragon.reset
end
checkTileSelected
switchModes
end
def checkTileSelected
if inputs.mouse.down
x = inputs.mouse.down.point.x
y = inputs.mouse.down.point.y
m = (state.tileSize[1] / state.tileSize[0]) #slope
state.tileCords.map do
|val|
#Conditions that makes runtime faster. Checks if the mouse click was between tile dimensions (rectangle collision)
next unless val[0] < x && x < val[0] + state.tileSize[0]
next unless val[1] < y && y < val[1] + state.tileSize[1]
next unless val[2] == true
tempBool = false
if x == val[0] + (state.tileSize[0] / 2)
#The height of a diamond is the height of the diamond, so if x equals that exact point, it must be inside the diamond
tempBool = true
elsif x < state.tileSize[0] / 2 + val[0]
#Uses y = (m) * (x - x1) + y1 to determine the y values for the two diamond lines on the left half of diamond
tempY1 = (m * (x - val[0])) + val[1] + (state.tileSize[1] / 2)
tempY2 = (-1 * m * (x - val[0])) + val[1] + (state.tileSize[1] / 2)
#Checks to see if the mouse click y value is between those temp y values
tempBool = true if y < tempY1 && y > tempY2
elsif x > state.tileSize[0] / 2 + val[0]
#Uses y = (m) * (x - x1) + y1 to determine the y values for the two diamond lines on the right half of diamond
tempY1 = (m * (x - val[0] - (state.tileSize[0] / 2))) + val[1]
tempY2 = (-1 * m * (x - val[0] - (state.tileSize[0] / 2))) + val[1] + state.tileSize[1]
#Checks to see if the mouse click y value is between those temp y values
tempBool = true if y > tempY1 && y < tempY2
end
if tempBool == true
if state.mode == :delete
val[2] = false
state.tileGrid[val[5]][2] = false #Unnecessary because never used again but eh, I like consistency
state.tileCords[val[5]][2] = false #Ensures that the tile isn't rendered
unless state.tileGrid[val[5]][0] == 0 #If tile is the left most tile in the row, right doesn't get rendered
state.tileGrid[val[5] - 1][4] = true #Why the order value is amazing
state.tileCords[val[5] - 1][4] = true
end
unless state.tileGrid[val[5]][1] == state.quantity - 1 #Same but left side
state.tileGrid[val[5] + state.quantity][3] = true
state.tileCords[val[5] + state.quantity][3] = true
end
elsif state.mode == :insert
#adds the current sprite value selected to tileCords. (changes from the -1 earlier)
val[6] = rand(state.spriteSelection.length)
end
end
end
end
end
def switchModes
#Switches between insert and delete modes
if inputs.keyboard.key_up.i && state.mode == :delete
state.mode = :insert
inputs.keyboard.clear
elsif inputs.keyboard.key_up.d && state.mode == :insert
state.mode = :delete
inputs.keyboard.clear
end
end
end
$isometric = Isometric.new
def tick args
$isometric.grid = args.grid
$isometric.inputs = args.inputs
$isometric.state = args.state
$isometric.outputs = args.outputs
$isometric.tick
end
Genre Rpg Topdown link
Topdown Casino - main.rb link
# ./samples/99_genre_rpg_topdown/topdown_casino/app/main.rb
$gtk.reset
def coinflip
rand < 0.5
end
class Game
attr_accessor :args
def text_font
return nil #"rpg.ttf"
end
def text_color
[ 255, 255, 255, 255 ]
end
def set_gem_values
@args.state.gem0 = ((coinflip) ? 100 : 20)
@args.state.gem1 = ((coinflip) ? -10 : -50)
@args.state.gem2 = ((coinflip) ? -10 : -30)
if coinflip
tmp = @args.state.gem0
@args.state.gem0 = @args.state.gem1
@args.state.gem1 = tmp
end
if coinflip
tmp = @args.state.gem1
@args.state.gem1 = @args.state.gem2
@args.state.gem2 = tmp
end
if coinflip
tmp = @args.state.gem0
@args.state.gem0 = @args.state.gem2
@args.state.gem2 = tmp
end
end
def initialize args
@args = args
@args.state.animticks = 0
@args.state.score = 0
@args.state.gem_chosen = false
@args.state.round_finished = false
@args.state.gem0_x = 197
@args.state.gem0_y = 720-274
@args.state.gem1_x = 623
@args.state.gem1_y = 720-274
@args.state.gem2_x = 1049
@args.state.gem2_y = 720-274
@args.state.hero_sprite = "sprites/herodown100.png"
@args.state.hero_x = 608
@args.state.hero_y = 720-656
@args.state.hero.sprite ||= []
set_gem_values
end
def render_gem_value x, y, gem
if @args.state.gem_chosen
@args.outputs.labels << [ x, y + 96, gem.to_s, 1, 1, *text_color, text_font ]
end
end
def render
gemsprite = ((@args.state.animticks % 400) < 200) ? 'sprites/gem200.png' : 'sprites/gem400.png'
@args.outputs.background_color = [ 0, 0, 0, 255 ]
@args.outputs.sprites << [608, 720-150, 64, 64, 'sprites/oldman.png']
@args.outputs.sprites << [300, 720-150, 64, 64, 'sprites/fire.png']
@args.outputs.sprites << [900, 720-150, 64, 64, 'sprites/fire.png']
@args.outputs.sprites << [@args.state.gem0_x, @args.state.gem0_y, 32, 64, gemsprite]
@args.outputs.sprites << [@args.state.gem1_x, @args.state.gem1_y, 32, 64, gemsprite]
@args.outputs.sprites << [@args.state.gem2_x, @args.state.gem2_y, 32, 64, gemsprite]
@args.outputs.sprites << [@args.state.hero_x, @args.state.hero_y, 64, 64, @args.state.hero_sprite]
@args.outputs.labels << [ 630, 720-30, "IT'S A SECRET TO EVERYONE.", 1, 1, *text_color, text_font ]
@args.outputs.labels << [ 50, 720-85, @args.state.score.to_s, 1, 1, *text_color, text_font ]
render_gem_value @args.state.gem0_x, @args.state.gem0_y, @args.state.gem0
render_gem_value @args.state.gem1_x, @args.state.gem1_y, @args.state.gem1
render_gem_value @args.state.gem2_x, @args.state.gem2_y, @args.state.gem2
end
def calc
@args.state.animticks += 16
return unless @args.state.gem_chosen
@args.state.round_finished_debounce ||= 60 * 3
@args.state.round_finished_debounce -= 1
return if @args.state.round_finished_debounce > 0
@args.state.gem_chosen = false
@args.state.hero.sprite[0] = 'sprites/herodown100.png'
@args.state.hero.sprite[1] = 608
@args.state.hero.sprite[2] = 656
@args.state.round_finished_debounce = nil
set_gem_values
end
def walk xdir, ydir, anim
@args.state.hero_sprite = "sprites/#{anim}#{(((@args.state.animticks % 200) < 100) ? '100' : '200')}.png"
@args.state.hero_x += 5 * xdir
@args.state.hero_y += 5 * ydir
end
def check_gem_touching gem_x, gem_y, gem
return if @args.state.gem_chosen
herorect = [ @args.state.hero_x, @args.state.hero_y, 64, 64 ]
return if !herorect.intersect_rect?([gem_x, gem_y, 32, 64])
@args.state.gem_chosen = true
@args.state.score += gem
@args.outputs.sounds << ((gem < 0) ? 'sounds/lose.wav' : 'sounds/win.wav')
end
def input
if @args.inputs.keyboard.key_held.left
walk(-1.0, 0.0, 'heroleft')
elsif @args.inputs.keyboard.key_held.right
walk(1.0, 0.0, 'heroright')
elsif @args.inputs.keyboard.key_held.up
walk(0.0, 1.0, 'heroup')
elsif @args.inputs.keyboard.key_held.down
walk(0.0, -1.0, 'herodown')
end
check_gem_touching(@args.state.gem0_x, @args.state.gem0_y, @args.state.gem0)
check_gem_touching(@args.state.gem1_x, @args.state.gem1_y, @args.state.gem1)
check_gem_touching(@args.state.gem2_x, @args.state.gem2_y, @args.state.gem2)
end
def tick
input
calc
render
end
end
def tick args
args.state.game ||= Game.new args
args.state.game.args = args
args.state.game.tick
end
Topdown Starting Point - main.rb link
# ./samples/99_genre_rpg_topdown/topdown_starting_point/app/main.rb
=begin
APIs listing that haven't been encountered in previous sample apps:
- reverse: Returns a new string with the characters from original string in reverse order.
For example, the command "dragonruby".reverse would return the string "yburnogard".
Reverse is not only limited to strings, but can be applied to arrays and other collections.
Reminders:
- HASH#intersect_rect?: Returns true or false depending on if two rectangles intersect.
- args.outputs.labels: Added a hash to this collection will generate a label.
The parameters are:
{
x: X,
y: y,
text: TEXT,
size_px: 22 (optional),
anchor_x: 0 (optional),
anchor_y: 0 (optional),
r: RED (optional),
g: GREEN (optional),
b: BLUE (optional),
a: ALPHA (optional),
font: PATH_TO_TTF (optional)
}
=end
# This code shows a maze and uses input from the keyboard to move the user around the screen.
# The objective is to reach the goal.
# Sets values of tile size and player's movement speed
# Also creates tile or box for player and generates map
def tick args
args.state.tile_size = 80
args.state.player_speed = 4
args.state.player ||= tile(args, 7, 3, 0, 128, 180)
generate_map args
# Adds walls, goal, and player to args.outputs.solids so they appear on screen
args.outputs.sprites << args.state.walls
args.outputs.sprites << args.state.goal
args.outputs.sprites << args.state.player
# If player's box intersects with goal, a label is output onto the screen
if args.state.player.intersect_rect? args.state.goal
args.outputs.labels << { x: 30, y: 720 - 30, text: "You're a wizard Harry!!" } # 30 pixels lower than top of screen
end
move_player args, -1, 0 if args.inputs.keyboard.left # x position decreases by 1 if left key is pressed
move_player args, 1, 0 if args.inputs.keyboard.right # x position increases by 1 if right key is pressed
move_player args, 0, 1 if args.inputs.keyboard.up # y position increases by 1 if up is pressed
move_player args, 0, -1 if args.inputs.keyboard.down # y position decreases by 1 if down is pressed
end
# Sets position, size, and color of the tile
def tile args, x, y, r, g, b
{
x: x * args.state.tile_size, # sets definition for array using method parameters
y: y * args.state.tile_size, # multiplying by tile_size sets x and y to correct position using pixel values
w: args.state.tile_size,
h: args.state.tile_size,
path: :pixel,
r: r,
g: g,
b: b
}
end
# Creates map by adding tiles to the wall, as well as a goal (that the player needs to reach)
def generate_map args
return if args.state.area
# Creates the area of the map. There are 9 rows running horizontally across the screen
# and 16 columns running vertically on the screen. Any spot with a "1" is not
# open for the player to move into (and is green), and any spot with a "0" is available
# for the player to move in.
args.state.area = [
[1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1,],
[1, 1, 1, 2, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1,], # the "2" represents the goal
[1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1,],
[1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1,],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,],
[1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1,],
[1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1,],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ],
].reverse # reverses the order of the area collection
# By reversing the order, the way that the area appears above is how it appears
# on the screen in the game. If we did not reverse, the map would appear inverted.
#The wall starts off with no tiles.
args.state.walls = []
# If v is 1, a green tile is added to args.state.walls.
# If v is 2, a black tile is created as the goal.
args.state.area.map_2d do |y, x, v|
if v == 1
args.state.walls << tile(args, x, y, 0, 255, 0) # green tile
elsif v == 2 # notice there is only one "2" above because there is only one single goal
args.state.goal = tile(args, x, y, 0, 0, 0) # black tile
end
end
end
# Allows the player to move their box around the screen
def move_player args, vector_x, vector_y
player = args.state.player
next_x = player.x + vector_x * args.state.player_speed
next_y = player.y + vector_y * args.state.player_speed
next_position = args.state.player.merge x: next_x, y: next_y
# If the player's box hits a wall, it is not able to move further in that direction
return if next_x < 0 || (next_x + player.w) > 1280
return if next_y < 0 || (next_y + player.h) > 720
return if args.state.walls.any_intersect_rect? next_position
# Player's box is able to move at angles (not just the four general directions) fast
args.state.player.x = next_x
args.state.player.y = next_y
end
Genre Rpg Turn Based link
Turn Based Battle - main.rb link
# ./samples/99_genre_rpg_turn_based/turn_based_battle/app/main.rb
def tick args
args.state.phase ||= :selecting_top_level_action
args.state.potential_action ||= :attack
args.state.currently_acting_hero_index ||= 0
args.state.enemies ||= [
{ name: "Goblin A" },
{ name: "Goblin B" },
{ name: "Goblin C" }
]
args.state.heroes ||= [
{ name: "Hero A" },
{ name: "Hero B" },
{ name: "Hero C" }
]
args.state.potential_enemy_index ||= 0
if args.state.phase == :selecting_top_level_action
if args.inputs.keyboard.key_down.down
case args.state.potential_action
when :attack
args.state.potential_action = :special
when :special
args.state.potential_action = :magic
when :magic
args.state.potential_action = :items
when :items
args.state.potential_action = :items
end
elsif args.inputs.keyboard.key_down.up
case args.state.potential_action
when :attack
args.state.potential_action = :attack
when :special
args.state.potential_action = :attack
when :magic
args.state.potential_action = :special
when :items
args.state.potential_action = :magic
end
end
if args.inputs.keyboard.key_down.enter
args.state.selected_action = args.state.potential_action
args.state.next_phase = :selecting_target
end
end
if args.state.phase == :selecting_target
if args.inputs.keyboard.key_down.left
select_previous_live_enemy args
elsif args.inputs.keyboard.key_down.right
select_next_live_enemy args
end
args.state.potential_enemy_index = args.state.potential_enemy_index.clamp(0, args.state.enemies.length - 1)
if args.inputs.keyboard.key_down.enter
args.state.enemies[args.state.potential_enemy_index].dead = true
args.state.potential_enemy_index = args.state.enemies.find_index { |e| !e.dead }
args.state.selected_action = nil
args.state.potential_action = :attack
args.state.next_phase = :selecting_top_level_action
args.state.currently_acting_hero_index += 1
if args.state.currently_acting_hero_index >= args.state.heroes.length
args.state.currently_acting_hero_index = 0
end
end
end
if args.state.next_phase
args.state.phase = args.state.next_phase
args.state.next_phase = nil
end
render_actions_menu args
render_enemies args
render_heroes args
render_hero_statuses args
end
def select_next_live_enemy args
next_target_index = args.state.enemies.find_index.with_index { |e, i| !e.dead && i > args.state.potential_enemy_index }
if next_target_index
args.state.potential_enemy_index = next_target_index
end
end
def select_previous_live_enemy args
args.state.potential_enemy_index -= 1
if args.state.potential_enemy_index < 0
args.state.potential_enemy_index = 0
elsif args.state.enemies[args.state.potential_enemy_index].dead
select_previous_live_enemy args
end
end
def render_actions_menu args
args.outputs.borders << args.layout.rect(row: 8, col: 0, w: 4, h: 4, include_row_gutter: true, include_col_gutter: true)
if !args.state.selected_action
selected_rect = if args.state.potential_action == :attack
args.layout.rect(row: 8, col: 0, w: 4, h: 1)
elsif args.state.potential_action == :special
args.layout.rect(row: 9, col: 0, w: 4, h: 1)
elsif args.state.potential_action == :magic
args.layout.rect(row: 10, col: 0, w: 4, h: 1)
elsif args.state.potential_action == :items
args.layout.rect(row: 11, col: 0, w: 4, h: 1)
end
args.outputs.solids << selected_rect.merge(r: 200, g: 200, b: 200)
end
args.outputs.borders << args.layout.rect(row: 8, col: 0, w: 4, h: 1)
args.outputs.labels << args.layout.rect(row: 8, col: 0, w: 4, h: 1).center.merge(text: "Attack", vertical_alignment_enum: 1, alignment_enum: 1)
args.outputs.borders << args.layout.rect(row: 9, col: 0, w: 4, h: 1)
args.outputs.labels << args.layout.rect(row: 9, col: 0, w: 4, h: 1).center.merge(text: "Special", vertical_alignment_enum: 1, alignment_enum: 1)
args.outputs.borders << args.layout.rect(row: 10, col: 0, w: 4, h: 1)
args.outputs.labels << args.layout.rect(row: 10, col: 0, w: 4, h: 1).center.merge(text: "Magic", vertical_alignment_enum: 1, alignment_enum: 1)
args.outputs.borders << args.layout.rect(row: 11, col: 0, w: 4, h: 1)
args.outputs.labels << args.layout.rect(row: 11, col: 0, w: 4, h: 1).center.merge(text: "Items", vertical_alignment_enum: 1, alignment_enum: 1)
end
def render_enemies args
args.outputs.primitives << args.state.enemies.map_with_index do |e, i|
if e.dead
nil
elsif i == args.state.potential_enemy_index && args.state.phase == :selecting_target
[
args.layout.rect(row: 1, col: 9 + i * 2, w: 2, h: 2).solid!(r: 200, g: 200, b: 200),
args.layout.rect(row: 1, col: 9 + i * 2, w: 2, h: 2).border!,
args.layout.rect(row: 1, col: 9 + i * 2, w: 2, h: 2).center.label!(text: "#{e.name}", vertical_alignment_enum: 1, alignment_enum: 1)
]
else
[
args.layout.rect(row: 1, col: 9 + i * 2, w: 2, h: 2).border!,
args.layout.rect(row: 1, col: 9 + i * 2, w: 2, h: 2).center.label!(text: "#{e.name}", vertical_alignment_enum: 1, alignment_enum: 1)
]
end
end
end
def render_heroes args
args.outputs.primitives << args.state.heroes.map_with_index do |h, i|
if i == args.state.currently_acting_hero_index
[
args.layout.rect(row: 5, col: 9 + i * 2, w: 2, h: 2).solid!(r: 200, g: 200, b: 200),
args.layout.rect(row: 5, col: 9 + i * 2, w: 2, h: 2).border!,
args.layout.rect(row: 5, col: 9 + i * 2, w: 2, h: 2).center.label!(text: "#{h.name}", vertical_alignment_enum: 1, alignment_enum: 1)
]
else
[
args.layout.rect(row: 5, col: 9 + i * 2, w: 2, h: 2).border!,
args.layout.rect(row: 5, col: 9 + i * 2, w: 2, h: 2).center.label!(text: "#{h.name}", vertical_alignment_enum: 1, alignment_enum: 1)
]
end
end
end
def render_hero_statuses args
args.outputs.borders << args.layout.rect(row: 8, col: 4, w: 20, h: 4, include_col_gutter: true, include_row_gutter: true)
end
$gtk.reset
Genre Simulation link
Sand main.rb link
# ./samples/99_genre_simulation/sand_simulation/app/main.rb
class Elements
def initialize size
@size = size
@max_x_ordinal = 1280.idiv size
@element_lookup = {}
@elements = []
end
def add_element x_ordinal, y_ordinal
return nil if @element_lookup.dig x_ordinal, y_ordinal
element = Element.new x_ordinal, y_ordinal, @size
@elements << element
rehash_elements
element
end
def tick
fn.each_send @elements, self, :move_element
rehash_elements
end
def move_element element
if below_empty?(element) && element.y_ordinal != 0
element.move 0, -1
elsif below_left_empty?(element) && element.y_ordinal != 0 && element.x_ordinal != 0
element.move -1, -1
elsif below_right_empty?(element) && element.y_ordinal != 0 && element.x_ordinal != @max_x_ordinal
element.move 1, -1
end
end
def element_count
@elements.length
end
def rehash_elements
@element_lookup.clear
fn.each_send @elements, self, :rehash_element
end
def rehash_element element
@element_lookup[element.x_ordinal] ||= {}
@element_lookup[element.x_ordinal][element.y_ordinal] = element
end
def below_empty? e
return false if e.y_ordinal == 0
return true if !@element_lookup[e.x_ordinal]
return true if !@element_lookup[e.x_ordinal][e.y_ordinal - 1]
return false if @element_lookup[e.x_ordinal][e.y_ordinal - 1]
return true
end
def below_left_empty? e
return false if e.y_ordinal == 0
return false if e.x_ordinal == 0
return true if !@element_lookup[e.x_ordinal - 1]
return true if !@element_lookup[e.x_ordinal - 1][e.y_ordinal - 1]
return false if @element_lookup[e.x_ordinal - 1][e.y_ordinal - 1]
return true
end
def below_right_empty? e
return false if e.y_ordinal == 0
return false if e.x_ordinal == 256
return true if !@element_lookup[e.x_ordinal + 1]
return true if !@element_lookup[e.x_ordinal + 1][e.y_ordinal - 1]
return false if @element_lookup[e.x_ordinal + 1][e.y_ordinal - 1]
return true
end
end
class Element
attr_sprite
attr :x_ordinal, :y_ordinal
def initialize x_ordinal, y_ordinal, s
@x_ordinal = x_ordinal
@y_ordinal = y_ordinal
@s = s
@x = x_ordinal * s
@y = y_ordinal * s
@w = s
@h = s
@path = "sprites/sand-element.png"
end
def draw_override ffi
ffi.draw_sprite @x, @y, @w, @h, @path
end
def move dx, dy
@y_ordinal += dy
@x_ordinal += dx
@y = @y_ordinal * @s
@x = @x_ordinal * @s
end
end
def tick args
args.state.size ||= 10
args.state.mouse_state ||= :up
@elements ||= Elements.new args.state.size
if args.inputs.mouse.down
args.state.mouse_state = :held
elsif args.inputs.mouse.up
args.state.mouse_state = :released
end
if args.state.mouse_state == :held
added = @elements.add_element args.inputs.mouse.x.idiv(args.state.size), args.inputs.mouse.y.idiv(args.state.size)
args.outputs.static_sprites << added if added
end
@elements.tick
args.outputs.labels << { x: 30, y: 30.from_top, text: "#{args.gtk.current_framerate.to_sf}" }
args.outputs.labels << { x: 30, y: 60.from_top, text: "#{@elements.element_count}" }
end
$gtk.reset
@elements = nil
Genre Twenty Second Games link
Twenty Second Starting Point - main.rb link
# ./samples/99_genre_twenty_second_games/twenty_second_starting_point/app/main.rb
# full documenation is at http://docs.dragonruby.org
# be sure to come to the discord if you hit any snags: http://discord.dragonruby.org
def tick args
# ====================================================
# initialize default variables
# ====================================================
# ruby has an operator called ||= which means "only initialize this if it's nil"
args.state.count_down ||= 20 * 60 # set the count down to 20 seconds
# set the initial position of the target
args.state.target ||= { x: args.grid.w.half,
y: args.grid.h.half,
w: 20,
h: 20 }
# set the initial position of the player
args.state.player ||= { x: 50,
y: 50,
w: 20,
h: 20 }
# set the player movement speed
args.state.player_speed ||= 5
# set the score
args.state.score ||= 0
args.state.teleports ||= 3
# set the instructions
args.state.instructions ||= "Get to the red goal! Use arrow keys to move. Spacebar to teleport (use them carefully)!"
# ====================================================
# render the game
# ====================================================
args.outputs.labels << { x: args.grid.w.half, y: args.grid.h - 10,
text: args.state.instructions,
alignment_enum: 1 }
# check if it's game over. if so, then render game over
# otherwise render the current time left
if game_over? args
args.outputs.labels << { x: args.grid.w.half,
y: args.grid.h - 40,
text: "game over! (press r to start over)",
alignment_enum: 1 }
else
args.outputs.labels << { x: args.grid.w.half,
y: args.grid.h - 40,
text: "time left: #{(args.state.count_down.idiv 60) + 1}",
alignment_enum: 1 }
end
# render the score
args.outputs.labels << { x: args.grid.w.half,
y: args.grid.h - 70,
text: "score: #{args.state.score}",
alignment_enum: 1 }
# render the player with teleport count
args.outputs.sprites << { x: args.state.player.x,
y: args.state.player.y,
w: args.state.player.w,
h: args.state.player.h,
path: 'sprites/square-green.png' }
args.outputs.labels << { x: args.state.player.x + 10,
y: args.state.player.y + 40,
text: "teleports: #{args.state.teleports}",
alignment_enum: 1, size_enum: -2 }
# render the target
args.outputs.sprites << { x: args.state.target.x,
y: args.state.target.y,
w: args.state.target.w,
h: args.state.target.h,
path: 'sprites/square-red.png' }
# ====================================================
# run simulation
# ====================================================
# count down calculation
args.state.count_down -= 1
args.state.count_down = -1 if args.state.count_down < -1
# ====================================================
# process player input
# ====================================================
# if it isn't game over let them move
if !game_over? args
dir_y = 0
dir_x = 0
# determine the change horizontally
if args.inputs.keyboard.up
dir_y += args.state.player_speed
elsif args.inputs.keyboard.down
dir_y -= args.state.player_speed
end
# determine the change vertically
if args.inputs.keyboard.left
dir_x -= args.state.player_speed
elsif args.inputs.keyboard.right
dir_x += args.state.player_speed
end
# determine if teleport can be used
if args.inputs.keyboard.key_down.space && args.state.teleports > 0
args.state.teleports -= 1
dir_x *= 20
dir_y *= 20
end
# apply change to player
args.state.player.x += dir_x
args.state.player.y += dir_y
else
# if r is pressed, reset the game
if args.inputs.keyboard.key_down.r
$gtk.reset
return
end
end
# ====================================================
# determine score
# ====================================================
# calculate new score if the player is at goal
if !game_over? args
# if the player is at the goal, then move the goal
if args.state.player.intersect_rect? args.state.target
# increment the goal
args.state.score += 1
# move the goal to a random location
args.state.target = { x: (rand args.grid.w), y: (rand args.grid.h), w: 20, h: 20 }
# make sure the goal is inside the view area
if args.state.target.x < 0
args.state.target.x += 20
elsif args.state.target.x > 1280
args.state.target.x -= 20
end
# make sure the goal is inside the view area
if args.state.target.y < 0
args.state.target.y += 20
elsif args.state.target.y > 720
args.state.target.y -= 20
end
end
end
end
def game_over? args
args.state.count_down < 0
end
$gtk.reset