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breakout_red.rb
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breakout_red.rb
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# a dumb little breakout game by lljk
# use the mouse or left and right keys to move the paddle
# space bar or left click to launch ball
# space bar while ball is moving to pause game
# First, we'll make widgets for the ball, bricks, paddle, and bonus stars
class BreakoutBall < Shoes::Widget
attr_accessor :x, :y, :x_vec, :y_vec, :area
def initialize(stroke_color, fill_color)
stroke stroke_color
fill fill_color
oval(0, 0, 10)
end
def set_coords(x, y)
@x = x; @y = y
@area = [@x..(@x + 10), @y..(@y+10)]
self.move(@x, @y) # the `move` method is a handy one...
end
def set_vectors(x, y)
@x_vec = x
@y_vec = y
end
end #BreakoutBall
class BreakoutBrick < Shoes::Widget
attr_accessor :x, :y, :area, :value, :special
def initialize(value, special=false)
@special = special
@value = value
case value
when 10
stroke_color = darkslategray
fill_color = gray
when 25
stroke_color = indigo
fill_color = purple
when 50
stroke_color = darkgoldenrod
fill_color = gold
end
strokewidth 2
stroke stroke_color
fill fill_color
rect(0, 0, 40, 20, 3)
end
def set_coords(x, y)
@x = x; @y = y
@area = [@x..(@x + 40), @y..(@y+20)]
self.move(@x, @y)
end
def special?
@special
end
end #BreakoutBrick
class BreakoutPaddle < Shoes::Widget
attr_accessor :x, :y, :width, :area
def initialize(w)
@width = w
stroke lime
fill green
rect(0, 0, @width, 10, 3)
end
def set_coords(x, y)
@x = x; @y = y
@area = [@x..(@x + @width), @y..(@y+10)]
self.move(@x, @y)
end
end #BreakoutPaddle
class BreakoutBonusStar < Shoes::Widget
attr_accessor :x, :y, :type
def initialize(type)
@type = type
case type
when "expand-paddle"
stroke_color = gold; fill_color = green
when "slow-down"
stroke_color = crimson; fill_color = yellow
when "multi-ball"
stroke_color = darkorange; fill_color = red
end
stroke stroke_color
fill fill_color
@bonus_star= star(0, 0, 5, 10, 5)
@bonus_star.hide # we want to hide the star until its coordinates are set
end
def set_coords(x, y)
@x = x; @y = y
self.move(@x, @y)
@bonus_star.show # now we can show it
end
end #BreakoutBonusStar
###########################
# ...and now the main app...
Shoes.app do
def init_game
@lives = 3
@score = 0
@level = 1
@bricks = []
@wall_rows = 5
@bg_colors = [midnightblue, blueviolet, darkblue, darkgoldenrod,
darkslateblue, darkslategray, olive, indigo, maroon, orangered]
@status_area = flow top: 0, height: 30
@main = flow
# we'll append stuff to the @status_area and @main slots later...
set_background
end
def set_background # we'll set a random background color for each level
clr = @bg_colors[rand(@bg_colors.length)]
bg = gradient(clr, black) # the `gradient` method creates, well, a gradient
status_bg = gradient(black, clr)
@status_area.background(status_bg) # the `background` method does what you'd expect
@status_area.border(white) # ...as does the `border` method
update_status_bar(@lives, @level, @score)
bg = @main.background(bg)
bg.top = 30 # we've got to drop the @main background down to account for the @status_area
end
def update_status_bar(lives, level, score)
@status_bar.remove if @status_bar
@status_area.append{
@status_bar = para "Lives: #{@lives} Level: #{@level} Score: #{@score}", stroke: white, align: "center", top: 2
}
# for some reason using the #text= method doesn't work after setting the background,
# so we'll just get rid of the @status_bar para with the `remove` method, and make a new one
end
def start_up
if @timer
@timer.stop; @timer = nil
end
if @bonus_timer
@bonus_timer.stop; @bonus_timer = nil
end
@ball = nil
@falling_stars = []
# notice that the BreakoutBall widget is called with `breakout_ball`,
@main.append{@ball = breakout_ball(lime, silver)}
@ball.set_coords(320, 459)
@ball.set_vectors(1, -5)
# and the BreakoutPaddle with `breakout_paddle` - Shoes magic...
@main.append{@paddle = breakout_paddle(40)}
@paddle.set_coords(300, 470)
@balls = [@ball]
end
def make_new_wall(height)
@bricks.clear
@pattern = []
@values = [10, 10, 10, 25, 25, 50]
# to make the wall, first we make a random symmetrical array of 1's and 0's,
# and randomly assign a value to each brick
height.times{
@half_row = []
@row = []
len = (rand(6) + 2) * 2
(len / 2).times{
entry = [rand(2), @values[rand(6)]]
@half_row << entry
}
@half_row.each{|e| @row << e}
@half_row.reverse.each{|e| @row << e}
@pattern << @row
}
# then we draw a brick with a certain value wherever there's a 1 in our array
y = 80
@pattern.each{|row|
x = (600 - (row.length * 42)) / 2
row.each{|entry|
case entry[0]
when 1
@main.append{
brick = breakout_brick(entry[1])
brick.set_coords(x, y)
@bricks << brick
}
end
x += 42
}
y += 22
}
# and now we make 3 of those bricks 'special'
3.times{@bricks[rand(@bricks.length)].special= true}
end
# the rest of this is basically just plain old ruby...
def intersect?(range1, range2)
range2.to_a.each{|n|
if range1.include?(n)
return true; break
end
}
return false
end
def possible_hit?(ball)
low_y = @bricks[-1].area[1].to_a[-1] + 30
if ball.y > 440 || ball.y < low_y || ball.x > 570 || ball.x < 30
return true
else
return false
end
end
def check_hits(ball)
# a Shoes app is 600 x 500 pixels by default, and our @status area is 30 pixels high,
# so we'll use those numbers as the limits for the ball
ball.x_vec = ball.x_vec.abs if ball.x < 1
ball.x_vec = ball.x_vec.abs * -1 if ball.x > 589
ball.y_vec = ball.y_vec.abs if ball.y < 41
# the paddle's y coordinate is 470, remember? so....
if ball.y > 459 && intersect?(@paddle.area[0], ball.area[0])
p_center = @paddle.x + (@paddle.width / 2)
b_center = ball.x + 5
ball.x_vec = ((b_center - p_center) / 3).round
ball.y_vec *= -1
end
@bricks.each{|brick|
if brick.area[1].include?(ball.y) && intersect?(brick.area[0], ball.area[0])
ball.y_vec *= -1
special_brick(brick) if brick.special
brick.remove
@score += brick.value
update_status_bar(@lives, @level, @score)
@bricks.delete(brick)
new_level if @bricks.empty?
break
end
}
end
def move_ball
@moving = true
get_faster = 0
@timer = animate(16){ # do this 16 times a second...
@balls.each{|ball|
check_hits(ball) if possible_hit?(ball)
get_faster += 1
if get_faster == 80
if ball.x_vec < 0
ball.x_vec -= 1
else
ball.x_vec += 1
end
if ball.y_vec < 0
ball.y_vec -= 1 unless ball.y_vec < -28
else
ball.y_vec += 1 unless ball.y_vec > 28
end
get_faster = 0
end
ball.x += ball.x_vec
ball.y += ball.y_vec
ball.set_coords(ball.x, ball.y)
if ball.y > 490
ball.remove
@balls.delete(ball)
if @balls.empty?
@timer.stop; @timer = nil
@moving = false
@lives -= 1
update_status_bar(@lives, @level, @score)
if @lives == 0
game_over
else
@balls.each{|ball| ball.remove; ball = nil}
@balls = []
@paddle.remove
@falling_stars.each{|bonus_star| bonus_star.remove; bonus_star = nil}
@falling_stars.clear
start_up
end
else
ball.remove
@balls.delete(ball)
ball = nil
end
end
}
}
end
def new_level
@timer.stop; @timer = nil
if @bonus_timer
@bonus_timer.stop; @bonus_timer = nil
end
@moving = false
@balls.clear
@main.clear
salutations = ["Hey There", "Woah", "Nice One", "Well Done", "Awesome"]
names = ["Dude", "Buddy", "Pal", "Friend", "Amigo"]
actions = ["Rocked", "Destroyed", "Annihilated", "Kicked Butt On", "Creamed"]
@main.background(black)
@main.append{
title "#{salutations[rand(5)]} #{names[rand(5)]},
You #{actions[rand(5)]} Level #{@level}!
On To Level #{@level + 1}...", stroke: white, align: "center", top: 70
}
timer(2){ # the `timer` method calls its block once, after the specified time (in seconds)
@main.clear # `clear` removes everything from a slot
@wall_rows += 1 unless @wall_rows == 10
@level += 1
set_background
start_up
make_new_wall(@wall_rows)
update_status_bar(@lives, @level, @score)
}
end
def game_over
@moving = true
@timer.stop; @timer = nil
if @bonus_timer
@bonus_timer.stop; @bonus_timer = nil
end
banner "GAME OVER", top: 90, align: "center", stroke: lime
para "press space to restart", top: 170, align: "center", stroke: lime
keypress{|key|
if key == " "
@status_area.remove
init_game
start_up
make_new_wall(@wall_rows)
@moving = false
end
}
end
def special_brick(brick)
x = brick.x + 20; y = brick.y
bonus_types = ["expand-paddle", "slow-down", "multi-ball"]
bonus_type = bonus_types[rand(3)]
@main.append{
bonus_star = breakout_bonus_star(bonus_type)
@falling_stars << bonus_star
bonus_star.x = x; bonus_star.y = y
}
unless @bonus_timer
@bonus_timer = animate(16){
unless @moving
if @bonus_timer
@bonus_timer.stop; @bonus_timer = nil
end
@falling_stars.each{|bonus_star| bonus_star.remove; bonus_star = nil}
@falling_stars.clear
else
@falling_stars.each{|bonus_star|
bonus_star.y += 2
bonus_star.set_coords(bonus_star.x, bonus_star.y)
if bonus_star.y > 465 && bonus_star.y < 485 && @paddle.area[0].include?(bonus_star.x)
bonus_star.remove
@falling_stars.delete(bonus_star)
if @falling_stars.empty?
@bonus_timer.stop; @bonus_timer = nil
end
award_bonus(bonus_star)
elsif bonus_star.y > 499
bonus_star.remove
@falling_stars.delete(bonus_star)
if @falling_stars.empty?
@bonus_timer.stop; @bonus_timer = nil
end
end
}
end
}
end
end
def award_bonus(bonus_star)
@score += 100
update_status_bar(@lives, @level, @score)
bonus_type = bonus_star.type
case bonus_type
when "expand-paddle"
unless @paddle.width == 60
x = @paddle.x -= 10
@paddle.remove
@main.append{@paddle = breakout_paddle(60)}
@paddle.set_coords(x, 470)
end
when "slow-down"
@balls.each{|ball|
ball.x_vec = (ball.x_vec * 0.5).round unless ball.x_vec.abs < 3
ball.y_vec = (ball.y_vec * 0.5).round unless ball.y_vec.abs < 3
}
when "multi-ball"
@main.append{
@ball1 = breakout_ball(lime, silver)
@ball1.set_coords(@balls[0].x - 5, @balls[0].y)
@ball1.set_vectors(@balls[0].x_vec.abs * -1, @balls[0].y_vec.abs * -1)
@ball2 = breakout_ball(lime, silver)
@ball2.set_coords(@balls[0].x + 5, @balls[0].y)
@ball2.set_vectors(@balls[0].x_vec.abs, @balls[0].y_vec.abs * -1)
}
@balls << @ball1; @balls << @ball2
end
end
init_game
start_up
make_new_wall(@wall_rows)
keypress{|key|
case key
when :left; @paddle.x -= 5
when :right; @paddle.x += 5
when " "
if @moving
if @paused
@timer.start
@bonus_timer.start if @bonus_timer
@paused = false
else
@timer.stop
@bonus_timer.stop if @bonus_timer
@paused = true
end
else
move_ball
@moving = true
end
end
@paddle.set_coords(@paddle.x, 470)
unless @moving
@ball.x = @paddle.x + (@paddle.width / 2) + 2
@ball.set_coords(@ball.x, 459)
end
}
motion{|left, top|
x = left - (@paddle.width / 2)
@paddle.set_coords(x, 470)
unless @moving
@ball.x = left + 2
@ball.set_coords(@ball.x, 459)
end
}
click{|b| move_ball unless @moving}
end #Shoes.app