Created
April 19, 2012 15:24
-
-
Save JamesZoft/2421668 to your computer and use it in GitHub Desktop.
Asteroids....sorta
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#!/usr/bin/env ruby | |
require 'rubygems' | |
require 'gosu' | |
require 'pp' | |
class GameWindow < Gosu::Window | |
attr_accessor :bullets, :stars | |
def initialize | |
super 640, 480, false | |
self.caption = "Gosu Tutorial Game" | |
@background_image = Gosu::Image.new(self, "stars_bg_1.gif", true) | |
@player = Player.new(self) | |
@player.warp(320, 240) | |
@star_anim = Gosu::Image::load_tiles(self, "bullet.jpg", 25, 25, false) | |
@stars = Array.new | |
@normal_font = Gosu::Font.new(self, Gosu::default_font_name, 20) | |
@large_font = Gosu::Font.new(self, Gosu::default_font_name, 10) | |
@bullets = [] | |
@game_ended = false | |
@ended = false | |
end | |
def update | |
if button_down? Gosu::KbLeft or button_down? Gosu::KbA then | |
@player.turn_left | |
end | |
if button_down? Gosu::KbRight or button_down? Gosu::KbD then | |
@player.turn_right | |
end | |
if button_down? Gosu::KbUp or button_down? Gosu::KbW then | |
@player.accelerate_forwards(0.25) | |
end | |
if button_down? Gosu::KbDown or button_down? Gosu::KbS then | |
@player.accelerate_backwards(0.25) | |
end | |
if button_down?(Gosu::KbSpace) and !@pressed | |
@pressed=true | |
@bullets << @player.shoot(self) | |
elsif not button_down?(Gosu::KbSpace) | |
@pressed=nil | |
end | |
@player.move | |
@player.collect_stars(@stars, self) | |
@player.collide(self) | |
if rand(100) < 1 and @stars.size < 15 then | |
@stars.push(Star.new(@star_anim)) | |
end | |
end | |
def draw | |
x_factor = self.width.to_f/@background_image.width.to_f | |
y_factor = self.height.to_f/@background_image.height.to_f | |
@background_image.draw(0, 0, 0, factor_x = x_factor, factor_y = y_factor) | |
@player.draw | |
@stars.each { |star| star.draw } | |
@normal_font.draw("Score: #{@player.score}", 10, 10, ZOrder::UI, 1.0, 1.0, 0xffffff00) | |
@bullets.each do |bullet| | |
bullet.update | |
bullet.draw | |
end | |
if @game_ended | |
if @ended == true | |
sleep(2) | |
button_down(Gosu::KbEscape) | |
end | |
@ended = true | |
@game_ended = true | |
@large_font.draw("YOU LOSE!", 210, 180, ZOrder::UI, 5.0, 5.0, 0xffffff00) | |
end | |
end | |
def button_down(id) | |
if id == Gosu::KbEscape | |
close | |
end | |
end | |
def end_game | |
@game_ended = true | |
end | |
end | |
class Bullet | |
attr_reader :bullet_angle, :x, :y | |
def initialize(window, angle) | |
@image = Gosu::Image.new(window, "bullet.gif", false) | |
@x = @y = @vel_x = @vel_y = 0.0 | |
@beep = Gosu::Sample.new(window, "macossounds/macossounds/WAV/Boing.wav") | |
@beep.play | |
@bullet_angle = angle | |
end | |
def warp(x, y) | |
@x, @y = x, y | |
end | |
def accelerate | |
@vel_x += Gosu::offset_x(@bullet_angle + 90, 0.45) | |
@vel_y += Gosu::offset_y(@bullet_angle + 90, 0.45) | |
end | |
def move | |
@x += @vel_x | |
@y += @vel_y | |
@x %= 640 | |
@y %= 480 | |
@vel_x *= 0.95 | |
@vel_y *= 0.95 | |
end | |
def update | |
accelerate | |
move | |
end | |
def draw | |
@image.draw_rot(@x, @y, 1, 0.0) | |
end | |
end | |
class Player | |
attr_reader :score, :angle | |
def initialize(window) | |
@image = Gosu::Image.new(window, "spaceship_right_closed.gif", false) | |
@beep = Gosu::Sample.new(window, "macossounds/macossounds/WAV/Logjam.wav") | |
@x = @y = @vel_x = @vel_y = @angle = 0.0 | |
@score = 0 | |
end | |
def warp(x, y) | |
@x, @y = x, y | |
end | |
def turn_left | |
@angle -= 4.5 | |
end | |
def turn_right | |
@angle += 4.5 | |
end | |
def shoot(window) | |
bullet = Bullet.new(window, @angle) | |
bullet.warp(@x, @y) | |
bullet | |
end | |
def accelerate_forwards(acceleration) | |
@vel_x += Gosu::offset_x(@angle + 90, acceleration) | |
@vel_y += Gosu::offset_y(@angle + 90, acceleration) | |
end | |
def accelerate_backwards(acceleration) | |
@vel_x -= Gosu::offset_x(@angle + 90, acceleration) | |
@vel_y -= Gosu::offset_y(@angle + 90, acceleration) | |
end | |
def move | |
@x += @vel_x | |
@y += @vel_y | |
@x %= 640 | |
@y %= 480 | |
@vel_x *= 0.95 | |
@vel_y *= 0.95 | |
end | |
def draw | |
@image.draw_rot(@x, @y, 1, @angle) | |
end | |
def collide(window) | |
window.stars.each do |star| | |
if Gosu::distance(@x, @y, star.x, star.y) < 25 | |
window.end_game | |
end | |
end | |
end | |
def collect_stars(stars, window) | |
stars.reject! do |star| | |
bullet_near_star = false | |
window.bullets.each do |bullet| | |
if Gosu::distance(bullet.x, bullet.y, star.x, star.y) < 10 | |
bullet_near_star = true | |
window.bullets[(window.bullets.index(bullet)) - 1] = nil | |
window.bullets.compact! | |
end | |
end | |
if bullet_near_star then | |
@score += 10 | |
@beep.play | |
true | |
else | |
false | |
end | |
end | |
end | |
end | |
module ZOrder | |
Background, Stars, Player, UI = *0..3 | |
end | |
class Star | |
attr_reader :x, :y | |
def initialize(animation) | |
@animation = animation | |
@color = Gosu::Color.new(0xff000000) | |
@color.red = rand(256 - 40) + 40 | |
@color.green = rand(256 - 40) + 40 | |
@color.blue = rand(256 - 40) + 40 | |
@x = rand * 640 | |
@y = rand * 480 | |
end | |
def draw | |
img = @animation[Gosu::milliseconds / 100 % @animation.size]; | |
img.draw(@x - img.width / 2.0, @y - img.height / 2.0, | |
ZOrder::Stars, 1, 1, @color, :add) | |
end | |
# def shot_at | |
# end | |
end | |
window = GameWindow.new | |
window.show |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment