Created
April 21, 2012 15:35
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#!/usr/bin/env ruby | |
require 'gosu' | |
require 'pp' | |
class GameWindow < Gosu::Window | |
attr_reader :tilemap | |
def initialize | |
super 640, 480, false | |
self.caption = "Ludum Dare 23" | |
@height = self.height | |
@width = self.width | |
@image = Gosu::Image.new(self, "sprite_forwards.png", true) | |
@world = World.new(self) | |
@player = Player.new(self) | |
@player.warp(340, 322.5) | |
@camera_x = @player.x - @width/2 | |
@camera_y = @player.y - @height/2 | |
end | |
def draw | |
@world.draw(-@camera_x, -@camera_y, @width, @height, @camera_x, @camera_y) | |
@image.draw_rot(@player.x - @camera_x, @player.y - @camera_y, 1, 0.0) | |
end | |
def update | |
if button_down? Gosu::KbLeft or button_down? Gosu::KbA then | |
puts "in update" | |
@player.accelerate_backwards(0.65) | |
end | |
if button_down? Gosu::KbRight or button_down? Gosu::KbD then | |
puts "in update" | |
@player.accelerate_forwards(0.65) | |
end | |
if button_down? Gosu::KbUp or button_down? Gosu::KbW or button_down? Gosu::KbSpace then | |
@player.jump | |
end | |
if button_down? Gosu::KbDown or button_down? Gosu::KbS then | |
@player.shrink | |
end | |
@player.move | |
@camera_x = @player.x - @width/2 | |
@camera_y = @player.y - @height/2 | |
#@camera_x = [[@player.x - 320, 0].max, @width * 50 - 640].min | |
#@camera_y = [[@player.y - 240, 0].max, @height * 50 - 480].min | |
end | |
def button_down(id) | |
if id == Gosu::KbEscape | |
close | |
end | |
end | |
end | |
class World | |
def initialize(window) | |
@tileset = Gosu::Image.load_tiles(window, "tileset.png", 32, 32, true) | |
@tilemap = Array.new(2000) do |y| | |
Array.new(2000) do |x| | |
if x <= 100/8 | |
Tiles::Sky | |
else | |
Tiles::Grass | |
end | |
end | |
end | |
end | |
def draw(offset_x, offset_y, max_width, max_height, camera_x, camera_y) | |
@tilemap.length.times do |y| | |
if (y * 32) > (max_height + camera_y) | |
break | |
end | |
if (y * 32 + 32) < camera_y | |
next | |
end | |
@tilemap[0].length.times do |x| | |
if (x * 32) > (max_width + camera_x) | |
break | |
end | |
if (x * 32 + 32) < camera_x | |
next | |
end | |
tile = @tilemap[x][y] | |
#puts tile | |
if tile | |
@tileset[tile].draw(x * 32 + offset_x, y * 32 + offset_y, 0) | |
end | |
end | |
end | |
end | |
end | |
class Player | |
attr_reader :x, :y | |
def initialize(window) | |
@image = Gosu::Image.new(window, "sprite_forwards.png", false) | |
@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 jump | |
end | |
def shrink | |
end | |
def accelerate_forwards(acceleration) | |
puts "in accelerate_forwards" | |
@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 | |
puts "in 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 | |
puts "in draw" | |
@image.draw_rot(@x, @y, 1, @angle) | |
end | |
end | |
module Tiles | |
Grass = 0 | |
Sky = 1 | |
Sand = 2 | |
Pebbles = 3 | |
Player = 4 | |
end | |
window = GameWindow.new | |
window.show |
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