forked from lljk/shoes-stuff
-
Notifications
You must be signed in to change notification settings - Fork 2
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
- Loading branch information
Showing
2 changed files
with
379 additions
and
0 deletions.
There are no files selected for viewing
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
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,379 @@ | ||
# asteroids game by lljk | ||
# have fun! | ||
|
||
|
||
class LaserBulletThing < Shoes::Widget | ||
attr_accessor :x, :y, :x_vec, :y_vec | ||
def initialize(x, y) | ||
@x = x; @y = y | ||
@x_vec = 0; @y_vec = 0 | ||
fill lime; oval(0, 0, 5) | ||
self.move(@x, @y) | ||
end | ||
end #LaserBulletThing | ||
|
||
|
||
class FirstClassFlyingShip < Shoes::Widget | ||
attr_accessor :center_x, :center_y, :shots, :paused | ||
|
||
def initialize(x, y) | ||
@paused = false | ||
@x = x - 10; @y = y - 12 | ||
@center_x = x; @center_y = y | ||
@shots = [] | ||
@x_vec = 0; @y_vec = 0 | ||
@start_angle = 0 | ||
@rotate_by = 0 | ||
@slot = stack fill: black, stroke: lime | ||
@slot.move(@x, @y) | ||
draw_ship | ||
|
||
motion{|x, y| | ||
unless @paused | ||
@rads = Math.atan2(y - @center_y, x - @center_x) | ||
degs = 270 - (@rads * (180 / Math::PI)).round(2) | ||
|
||
@rotate_by = degs - @start_angle | ||
@start_angle = degs | ||
|
||
draw_ship | ||
end | ||
} | ||
|
||
#put this bit in a slot, or it won't work | ||
stack width: 700, height: 600, top: 0, left: 0 do | ||
click{|btn, x, y| | ||
unless @paused | ||
shoot if btn == 1 | ||
if btn == 3 | ||
@x_vec += 1 if x > @x + 20 | ||
@x_vec -= 1 if x < @x | ||
@y_vec +=1 if y > @y + 24 | ||
@y_vec -= 1 if y < @y | ||
end | ||
end | ||
} | ||
end | ||
end #init | ||
|
||
def draw_ship | ||
@slot.clear | ||
@slot.append{ | ||
rotate @rotate_by | ||
@ship = shape{ | ||
move_to(10, 0) | ||
line_to(20, 24) | ||
line_to(10, 20) | ||
line_to(0, 24) | ||
line_to(10, 0) | ||
} | ||
} | ||
end | ||
|
||
def move_ship | ||
@x += @x_vec | ||
@y += @y_vec | ||
@x = 0 if @x > 700; @y = 0 if @y > 600 | ||
@x = 700 if @x < 0; @y = 600 if @y < 0 | ||
@center_x = @x + 10; @center_y = @y + 12 | ||
@slot.move(@x, @y) | ||
draw_shots unless @shots.empty? | ||
end | ||
|
||
def shoot | ||
if @rads | ||
bullet_x = ((15 * Math.cos(@rads)) + @center_x).round | ||
bullet_y = ((15 * Math.sin(@rads)) + @center_y).round | ||
|
||
bullet = laser_bullet_thing(bullet_x, bullet_y) | ||
|
||
bullet.x_vec = bullet_x - @center_x | ||
bullet.y_vec = bullet_y - @center_y | ||
|
||
@shots << bullet | ||
end | ||
end | ||
|
||
def draw_shots | ||
@shots.each{|bullet| | ||
bullet.x += bullet.x_vec | ||
bullet.y += bullet.y_vec | ||
|
||
if bullet.x < 0 || bullet.x > 695 || bullet.y < 0 || bullet.y > 595 | ||
bullet.remove | ||
@shots.delete(bullet) | ||
else | ||
bullet.move(bullet.x, bullet.y) | ||
end | ||
} | ||
end | ||
end #Ship | ||
|
||
|
||
class Asteroid < Shoes::Widget | ||
attr_accessor :x, :y, :x_vec, :y_vec, :size, :area | ||
|
||
def initialize(size, x, y) | ||
@size = size | ||
@x_vec = 0; @y_vec = 0 | ||
until @x_vec != 0 | ||
@x_vec = (30 / size).round + ((rand(5) - 2) * (rand(3) - 1)) | ||
end | ||
until @y_vec != 0 | ||
@y_vec = (30 / size).round + ((rand(5) - 2) * (rand(3) - 1)) | ||
end | ||
|
||
x1 = rand(size * 0.1).round + (size * 0.1); y1 = rand(size * 0.1).round + (size * 0.1) | ||
x2 = x1 + rand(size * 0.4).round; y2 = 0 | ||
x3 = size - (rand(size * 0.1).round + (size * 0.1)); y3 = rand(size * 0.1).round + (size * 0.1) | ||
x4 = size - (rand(size * 0.1).round + (size * 0.1)); y4 = rand(size * 0.1).round + (size * 0.1) | ||
x5 = size; y5 = y4 + rand(size * 0.4).round | ||
x6 = size - (rand(size * 0.1).round + (size * 0.1)); y6 = size - (rand(size * 0.1).round + (size * 0.1)) | ||
x7 = size - (rand(size * 0.1).round + (size * 0.1)); y7 = size - (rand(size * 0.1).round + (size * 0.1)) | ||
x8 = x7 - rand(size * 0.4).round; y8 = size | ||
x9 = rand(size * 0.1).round + (size * 0.1); y9 = size - (rand(size * 0.1).round + (size * 0.1)) | ||
x10 = rand(size * 0.1).round + (size * 0.1); y10 = size - (rand(size * 0.1).round + (size * 0.1)) | ||
x11 = 0; y11 = y10 - rand(size * 0.4).round | ||
x12 = rand(size * 0.1).round + (size * 0.1); y12 = rand(size * 0.1).round + (size * 0.1) | ||
|
||
@slot = stack top: 30, do | ||
shape{ | ||
fill black | ||
stroke lime | ||
move_to(x1, y1) | ||
line_to(x2, y2) | ||
line_to(x3, y3) | ||
line_to(x4, y4) | ||
line_to(x5, y5) | ||
line_to(x6, y6) | ||
line_to(x7, y7) | ||
line_to(x8, y8) | ||
line_to(x9, y9) | ||
line_to(x10, y10) | ||
line_to(x11, y11) | ||
line_to(x12, y12) | ||
line_to(x1, y1) | ||
} | ||
end | ||
set_coords(x, y) | ||
end | ||
|
||
def set_coords(x, y) | ||
x = 0 if x > 700; x = 700 if x < 0 - @size | ||
y = 0 if y > 600; y = 600 if y < 0 | ||
@x = x; @y = y | ||
@area = [@x..(@x + @size), @y..(@y + @size)] | ||
self.move(@x, @y) | ||
end | ||
|
||
def move_asteroid | ||
x = @x + @x_vec; y = @y + @y_vec | ||
set_coords(x, y) | ||
end | ||
|
||
def check_hits(x, y) | ||
if @area[0].include?(x) && @area[1].include?(y) | ||
@hit = true | ||
end | ||
end | ||
|
||
def hit? | ||
@hit | ||
end | ||
|
||
end #Asteroid | ||
|
||
|
||
####################### | ||
|
||
|
||
Shoes.app width: 700, height: 630 do | ||
|
||
background black | ||
|
||
def init_game | ||
@lives = 3 | ||
@score = 0 | ||
@level = 1 | ||
@rocks = [] | ||
@game_over = false | ||
|
||
status_area = flow height: 30 do | ||
border lime | ||
@status_info = para " ", stroke: lime, align: "center", top: 2 | ||
end | ||
|
||
init_level(1) | ||
end | ||
|
||
def init_level(level) | ||
update_status(@lives, @score, @level) | ||
|
||
unless @rocks.empty? | ||
@rocks.each{|rock| rock.remove} | ||
@rocks.clear | ||
end | ||
|
||
unless @level == 1 || @no_congrats | ||
salutations = ["Hey There", "Woah", "Nice One", "Well Done", "Awesome"] | ||
names = ["Dude", "Buddy", "Pal", "Friend", "Amigo"] | ||
actions = ["Rocked", "Destroyed", "Annihilated", "Kicked Butt On", "Creamed"] | ||
|
||
self.append{ | ||
@congrats = title "#{salutations[rand(5)]} #{names[rand(5)]}, | ||
You #{actions[rand(5)]} Level #{@level - 1}! | ||
On To...", stroke: lime, align: "center", top: 100 | ||
} | ||
|
||
timer(3){@congrats.remove} | ||
end | ||
|
||
self.append{ | ||
@level_info = banner "level #{@level}", stroke: lime, align: "center", top: 280 | ||
} | ||
|
||
timer(3){ | ||
@level_info.remove | ||
self.append{@ship = first_class_flying_ship(350, 300)} | ||
n = @level | ||
n.times{ | ||
self.append{@rock = asteroid(60, rand(80) - 70, rand(80) - 70)} | ||
@rocks << @rock | ||
} | ||
@no_congrats = false | ||
start_motion | ||
} | ||
end | ||
|
||
def update_status(lives, level, score) | ||
@status_info.text = "lives: #{@lives} score: #{@score} level: #{@level}" | ||
end | ||
|
||
def break_rock(size, x, y) | ||
case size | ||
when 60 | ||
self.append{@rock1 = asteroid(30, x + 25, y)} | ||
self.append{@rock2 = asteroid(30, x -25, y)} | ||
@rocks << @rock1 << @rock2 | ||
@score += 25 | ||
when 30 | ||
self.append{@rock1 = asteroid(15, x + 25, y)} | ||
self.append{@rock2 = asteroid(15, x - 25, y)} | ||
self.append{@rock3 = asteroid(15, x, y - 25)} | ||
@rocks << @rock1 << @rock2 << @rock3 | ||
@score += 50 | ||
when 15 | ||
@score += 100 | ||
end | ||
update_status(@lives, @score, @level) | ||
new_level if @rocks.empty? | ||
end | ||
|
||
def new_level | ||
@game_motion.stop | ||
@level += 1 | ||
update_status(@lives, @score, @level) | ||
@ship.remove | ||
init_level(@level) | ||
end | ||
|
||
def destroy_ship | ||
@game_motion.stop | ||
@ship.remove | ||
@debris = [] | ||
|
||
fill lime | ||
50.times{ | ||
blasted_bit = oval(@ship.center_x + (rand(51) - 25), (@ship.center_y + (rand(51) - 25) + 30), 3) | ||
@debris << blasted_bit | ||
} | ||
|
||
@lives -= 1 | ||
update_status(@lives, @score, @level) | ||
if @lives == 0 | ||
game_over | ||
else | ||
@no_congrats = true | ||
timer(3){ | ||
@debris.each{|bit| bit.remove} | ||
init_level(@level) | ||
} | ||
end | ||
end | ||
|
||
def game_over | ||
@game_over = true | ||
|
||
sorry = stack width: 700 do | ||
banner "GAME OVER", stroke: lime, align: "center" | ||
title "press space to restart", stroke: lime, align: "center" | ||
end | ||
|
||
sorry.move(0, 200) | ||
|
||
keypress{|key| | ||
if key == " " && @game_over | ||
clear | ||
init_game | ||
end | ||
} | ||
end | ||
|
||
def start_motion | ||
@game_motion = animate(16){ | ||
@ship.move_ship | ||
@rocks.each{|rock| | ||
rock.move_asteroid | ||
rock.check_hits(@ship.center_x, @ship.center_y) | ||
if rock.hit? | ||
destroy_ship | ||
end | ||
} | ||
|
||
unless @ship.shots.empty? | ||
@ship.shots.each{|bullet| | ||
@rocks.each{|rock| | ||
rock.check_hits(bullet.x, bullet.y) | ||
if rock.hit? | ||
@rocks.delete(rock); rock.remove | ||
@ship.shots.delete(bullet); bullet.remove | ||
break_rock(rock.size, rock.x, rock.y) | ||
end | ||
} | ||
} | ||
end | ||
} | ||
end | ||
|
||
@first_run = true | ||
|
||
intro = stack width: 700 do | ||
banner "ASTEROIDS!\n", stroke: lime, align: "center" | ||
para "move mouse to rotate ship", stroke: lime, align: "center" | ||
para "use right mouse button to accelerate towards the pointer", stroke: lime, align: "center" | ||
para "use left mouse button to shoot\n\n", stroke: lime, align: "center" | ||
title "press space to start and pause", stroke: lime, align: "center" | ||
end | ||
|
||
intro.move(0, 100) | ||
|
||
keypress{|key| | ||
if key == " " | ||
if @first_run | ||
clear | ||
init_game | ||
@first_run = false | ||
elsif @paused | ||
@pause_message.remove | ||
@game_motion.start; @paused = false; @ship.paused = false | ||
else | ||
@game_motion.stop; @paused = true; @ship.paused = true | ||
@pause_message = stack width: 700 do | ||
title "paused", stroke: lime, align: "center" | ||
end | ||
@pause_message.move(0, 200) | ||
end | ||
end | ||
} | ||
|
||
end |
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.