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2f524481c1
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/trunk@1002 4e206d99-4929-0410-ac5d-dfc041789085
241 lines
5.6 KiB
Ruby
241 lines
5.6 KiB
Ruby
require 'RubySFML'
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include SFML
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module Tiles
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Grass = 0
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Earth = 1
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end
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# Collectible item.
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class Gem2 < Sprite
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def initialize(image, x, y)
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super(image)
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self.x = x
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self.y = y
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end
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def update
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self.rotation = 25 * Math.sin($clock.to_f*6)
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end
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end
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class Player < VSprite
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attr_reader :score
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def initialize(image, w, h)
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super(image, w, h)
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@sb = SoundBuffer.new("media/Beep.wav")
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@sound = Sound.new(@sb)
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@score = 0
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end
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def update(window, map)
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time = window.frameTime
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input = window.input
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# If there's no ground beneath my feet, increase speed downward
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if !map.solid?(self.x, self.bottom)
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@vy += 1
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# If there is ground beneath my feet, and the user presses up,
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# boost speed upwards to jump
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elsif input.isKeyDown(Key::Up)
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@vy = -20
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end
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super(1) # Update position based on velocity
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# If we just moved down, see it we landed
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if @vy > 0
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if map.solid?(self.x, self.bottom)
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@vy = 0
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self.top -= self.top % 50
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end
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# If we just moved up, see if we hit our head
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elsif @vy < 0
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if map.solid?(self.x, self.top)
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@vy = 0
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self.top += 50 - self.top % 50
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end
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end
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moved = false
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if input.isKeyDown(Key::Left)
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moved = true
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self.x -= 10
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# If we just moved left, see if we hit a wall
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if map.solid?(self.left, self.y)
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self.left += 50 - self.left % 50
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end
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end
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if input.isKeyDown(Key::Right)
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moved = true
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self.x += 10
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# If we just moved right, see if we hit a wall
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if map.solid?(self.right, self.y)
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self.left -= self.left % 50
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end
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end
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if @vy < 0
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@tx = 3
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elsif moved
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@tx = (@tx + 1) % 3
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else
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@tx = 0
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end
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# Same as in the tutorial game.
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map.gems.reject! do |c|
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if (c.x - self.x).abs < 50 and (c.y - self.y).abs < 50
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@sound.play
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@score += 10
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true
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else
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false
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end
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end
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end
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end
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# Map class holds and draws tiles and gems.
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class Map < Drawable
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attr_reader :width, :height, :gems
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def initialize(filename, player)
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@start = Time.now
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@tileset_image = Image.new("media/Tileset.png")
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@tileset = TSprite.new(@tileset_image, 50, 50)
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@gem_image = Image.new("media/Gem.png")
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@gems = []
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@exit_image = Image.new("media/Star.png")
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@exit = TSprite.new(@exit_image, 25, 25)
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lines = File.readlines(filename).map { |line| line.chop }
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@height = lines.size
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@width = lines[0].size
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@tiles = Array.new(@width) do |x|
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Array.new(@height) do |y|
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case lines[y][x, 1]
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when '"' then Tiles::Grass
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when '#' then Tiles::Earth
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when 'S' then player.x, player.y = x*50, y*50; nil
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when 'E' then @exit.left, @exit.top = x*50+25, y*50+25; nil
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when 'x' then @gems << Gem2.new(@gem_image, x * 50 + 25, y * 50 + 25); nil
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else nil
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end
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end
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end
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end
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def done?(player)
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player.x.to_i/50 == @exit.x.to_i/50 and player.y.to_i/50 == @exit.y.to_i/50
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end
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def render(window)
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# Very primitive drawing function:
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# Draws all the tiles, some off-screen, some on-screen.
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@height.times do |y|
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@width.times do |x|
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tile = @tiles[x][y]
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if tile
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@tileset.tx = tile
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@tileset.left = x * 50
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@tileset.top = y * 50
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window.draw(@tileset) if
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@tileset.right > window.view.left and
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@tileset.left < window.view.right and
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@tileset.bottom > window.view.top and
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@tileset.top < window.view.bottom
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end
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end
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end
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@gems.each { |c|
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c.update
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window.draw(c) if
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c.right > window.view.left and
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c.left < window.view.right and
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c.bottom > window.view.top and
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c.top < window.view.bottom
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}
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window.draw(@exit)
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end
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# Solid at a given pixel position?
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def solid?(x, y)
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x < 0 or y < 0 or x >= @width*50 or y >= @height*50 or @tiles[x / 50][y / 50]
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end
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end
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$clock = Clock.new
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mode = VideoMode.new(640, 480, 32)
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win = RenderWindow.new(mode, "RubySFML Test", 0)
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view = View.new(FloatRect.new(0, 0, 640, 480))
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win.showMouseCursor(false)
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win.useVerticalSync(true)
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sky_image = Image.new("media/Space.png")
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sky = Sprite.new(sky_image)
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player_image = Image.new("media/CptnRuby.png")
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player = Player.new(player_image, 50, 50)
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levels = Dir["media/Level*.txt"].sort
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level = 1
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level_start = Time.now
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map = Map.new(levels.shift, player)
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# Simple game loop
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done = false
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game_over = false
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while !done
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if map.done?(player)
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if levels.empty?
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game_over = true
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else
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level += 1
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level_start = Time.now
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map = Map.new(levels.shift, player)
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end
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end
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while e = win.getEvent()
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done = true if e.type == Event::Closed or
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(e.type == Event::KeyReleased and e.code == Key::Escape)
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end
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player.update(win, map)
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left = player.x - 640/2
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left = 0 if left < 0
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left = map.width*50-640 if left > map.width*50-640
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top = player.y - 480/2
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top = 0 if top < 0
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top = map.height*50-480 if top > map.height*50-480
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view.rect = FloatRect.new(left, top, left+640, top+480)
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win.setView(view)
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sky.left = view.rect.left
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sky.top = view.rect.top
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win.draw(sky)
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win.draw(map)
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win.draw(player)
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score = Text.new("Score: #{player.score}", "", 20)
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score.left, score.top = sky.left, sky.top
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win.draw(score)
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if game_over
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text = Text.new("Game Over!", "", 60)
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text.left, text.top = sky.left+200, sky.top+200
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win.draw(text)
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elsif Time.now - level_start < 3
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text = Text.new("Level #{level}!", "", 60)
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text.left, text.top = sky.left+200, sky.top+200
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win.draw(text)
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text = Text.new("(Collect the gems and find the exit)", "", 25)
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text.left, text.top = sky.left+125, sky.top+260
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win.draw(text)
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end
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win.display()
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sleep(0.01)
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end
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