Class: GamesAndRpgParadise::DuckHuntCalculatorGame

Inherits:
Gosu::Window
  • Object
show all
Defined in:
lib/games_and_rpg_paradise/gui/gosu/duck_hunt_calculator/duck_hunt_calculator.rb

Constant Summary collapse

TITLE =
#

TITLE

#
'Duck Hunt Calculator !'

Instance Method Summary collapse

Methods inherited from Gosu::Window

#gosu_button_down?, #image, #image10?, #image1?, #image2?, #image3?, #image4?, #image5?, #image6?, #image7?, #image8?, #image9?, #on_left_arrow_pressed?, #on_right_arrow_pressed?, #q_means_quit, #set_font, #set_title, #sqrt, #tab_key?, #write_this_text

Constructor Details

#initializeDuckHuntCalculatorGame

#

initialize

#


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# File 'lib/games_and_rpg_paradise/gui/gosu/duck_hunt_calculator/duck_hunt_calculator.rb', line 25

def initialize
  super(480, 480, false)
  set_title(TITLE)
  @bg = Gosu::Image.new(::GamesAndRpgParadise.base_directory?+'images/duck_hunt_calculator/bg.png')
  @fg = Gosu::Image.new(::GamesAndRpgParadise.base_directory?+'images/duck_hunt_calculator/fg.png')
  @dog_sign = Gosu::Image.new(::GamesAndRpgParadise.base_directory?+'images/duck_hunt_calculator/dog_sign.png')
  @font = Gosu::Font.new(18)
  @duck_sound = Gosu::Sample.new(::GamesAndRpgParadise.base_directory?+'gui/gosu/duck_hunt_calculator/fly.mp3')
  @shoot_sound = Gosu::Sample.new(::GamesAndRpgParadise.base_directory?+'gui/gosu/duck_hunt_calculator/shoot.mp3')
  @correct_sound = Gosu::Sample.new(::GamesAndRpgParadise.base_directory?+'gui/gosu/duck_hunt_calculator/correct.mp3')
  @false_sound = Gosu::Sample.new(::GamesAndRpgParadise.base_directory?+'gui/gosu/duck_hunt_calculator/false.mp3')
  @duck_spawn_tick = Gosu.milliseconds
  @duck_sound_tick = Gosu.milliseconds
  reset
  start_new_game
end

Instance Method Details

#button_down(id) ⇒ Object

#

button_down

#


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# File 'lib/games_and_rpg_paradise/gui/gosu/duck_hunt_calculator/duck_hunt_calculator.rb', line 81

def button_down(id)
  super
  exit if id == Gosu::KbEscape
  shoot if id == Gosu::MsLeft
  case id
  when Gosu::KbSpace
    @mode = (@mode == :standard) ? :cumulative : :standard
    start_new_game
  end
end

#drawObject

#

draw # ========================================================================= #



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# File 'lib/games_and_rpg_paradise/gui/gosu/duck_hunt_calculator/duck_hunt_calculator.rb', line 101

def draw
  scale @scale do
    @bg.draw(0, 0, 0)
    @dog_sign.draw(0, @dog_sign_y, 40)
    @font.draw_text(@value_to_find, 131, 142 + @dog_sign_y, 41)
    @fg.draw(0, 0, 50)
    @ducks.each {|duck| duck.draw}

    if @display_shoot != false
      Gosu.draw_rect(0, 0, self.width, self.height, Gosu::Color::WHITE, 100) 
      @display_shoot += 1
      @display_shoot = false if @display_shoot > 3
    end

    case @mode
    when :standard
      @font.draw_text("Number 1 : #@number1", 10, 201, 100, 1, 1, Gosu::Color::BLACK)
      @font.draw_text("Number 1 : #@number1", 10, 199, 100, 1, 1, Gosu::Color::BLACK)
      @font.draw_text("Number 1 : #@number1", 11, 200, 100, 1, 1, Gosu::Color::BLACK)
      @font.draw_text("Number 1 : #@number1",  9, 200, 100, 1, 1, Gosu::Color::BLACK)
      @font.draw_text("Number 1 : #@number1", 10, 200, 100, 1, 1, Gosu::Color::WHITE)

      @font.draw_text("Number 2 : #@number2",  9, 217, 100, 1, 1, Gosu::Color::BLACK)
      @font.draw_text("Number 2 : #@number2", 11, 217, 100, 1, 1, Gosu::Color::BLACK)
      @font.draw_text("Number 2 : #@number2", 10, 218, 100, 1, 1, Gosu::Color::BLACK)
      @font.draw_text("Number 2 : #@number2", 10, 216, 100, 1, 1, Gosu::Color::BLACK)
      @font.draw_text("Number 2 : #@number2", 10, 217, 100, 1, 1, Gosu::Color::WHITE)
    # cumulative mode
    else
      @font.draw_text("Total : #@number1", 10, 201, 100, 1, 1, Gosu::Color::BLACK)
      @font.draw_text("Total : #@number1", 10, 199, 100, 1, 1, Gosu::Color::BLACK)
      @font.draw_text("Total : #@number1", 11, 200, 100, 1, 1, Gosu::Color::BLACK)
      @font.draw_text("Total : #@number1",  9, 200, 100, 1, 1, Gosu::Color::BLACK)
      @font.draw_text("Total : #@number1", 10, 200, 100, 1, 1, Gosu::Color::WHITE)
    end

    @font.draw_text("Chain : #@score", 149, 200, 100, 1, 1, Gosu::Color::BLACK)
    @font.draw_text("Chain : #@score", 151, 200, 100, 1, 1, Gosu::Color::BLACK)
    @font.draw_text("Chain : #@score", 150, 199, 100, 1, 1, Gosu::Color::BLACK)
    @font.draw_text("Chain : #@score", 150, 201, 100, 1, 1, Gosu::Color::BLACK)
    @font.draw_text("Chain : #@score", 150, 200, 100, 1, 1, Gosu::Color::WHITE)
  end
end

#generate_duckObject

#

generate_duck

#


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# File 'lib/games_and_rpg_paradise/gui/gosu/duck_hunt_calculator/duck_hunt_calculator.rb', line 45

def generate_duck
	number = Gosu.random(1, 11).to_i
	# we want to have more chances to get suitable numbers
	good_number = Gosu.random(0, 4).to_i
	number = [@value1, @value2].sample if good_number == 0
	@ducks.push Duck.new(number)
	@duck_spawn_tick = Gosu::milliseconds
end

#needs_cursor?Boolean

#

needs_cursor?

#

Returns:

  • (Boolean)


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# File 'lib/games_and_rpg_paradise/gui/gosu/duck_hunt_calculator/duck_hunt_calculator.rb', line 95

def needs_cursor?
  true
end

#resetObject

#

reset

#


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# File 'lib/games_and_rpg_paradise/gui/gosu/duck_hunt_calculator/duck_hunt_calculator.rb', line 57

def reset
  @scale = 2
  @score = 0
  @mode = :standard
end

#shootObject

#

shoot

#


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# File 'lib/games_and_rpg_paradise/gui/gosu/duck_hunt_calculator/duck_hunt_calculator.rb', line 177

def shoot
  result = nil
  @ducks.each { |duck| 
    result = duck.shoot(self.mouse_x / @scale, self.mouse_y / @scale)
    break unless result.nil?
  }
  @shoot_sound.play
  @display_shoot = 0

  unless result.nil?
    case @mode
    when :standard
      if @number1 == 0
        @number1 = result
      else
        @number2 = result
      end
    # cumulative mode
    else
      if @number1 == 0
        @number1 = result
      else  
        @number1 *= result
      end
    end

    case @mode
    when :standard
      if @number1 > 0 and @number2 > 0
        if @number1 * @number2 == @value_to_find
          @correct_sound.play
          @game_to_restart = true
          @score += 1
        else
          @false_sound.play
          @game_to_restart = true
          @score = 0
        end
      end
    # cumulative mode
    else
      if @number1 == @value_to_find
        @correct_sound.play
        @game_to_restart = true
        @score += 1
      elsif @number1 > @value_to_find
        @false_sound.play
        @game_to_restart = true
        @score = 0
      end
    end
  end
end

#start_new_gameObject

#

start_new_game

#


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# File 'lib/games_and_rpg_paradise/gui/gosu/duck_hunt_calculator/duck_hunt_calculator.rb', line 66

def start_new_game
  @game_to_restart = false
  @number1, @number2 = 0, 0
  @ducks = Array.new
  @dog_sign_y = 60
  @started = false
  @display_shoot = false
  @value1 = Gosu.random(1, 11).to_i
  @value2 = Gosu.random(1, 11).to_i
  @value_to_find = @value1 * @value2 
end

#updateObject

#

update

#


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# File 'lib/games_and_rpg_paradise/gui/gosu/duck_hunt_calculator/duck_hunt_calculator.rb', line 148

def update
  if !@started
    @dog_sign_y -= 1.8
    @started = true if @dog_sign_y <= 0.0
  elsif @game_to_restart
    @counter_to_restart ||= 0
    @counter_to_restart += 1
    if @counter_to_restart > 10
      @counter_to_restart = 0
      start_new_game
    end
  else
    self.caption = "Mode : #@mode - press Space to switch Mode"
    generate_duck if Gosu.milliseconds - @duck_spawn_tick >= 1200
    @ducks.each {|duck| duck.update}
    @ducks.delete_if {|duck| duck.to_remove}

    unless @ducks.empty?
      if Gosu.milliseconds - @duck_sound_tick >= 500
        @duck_sound.play(0.5, 0.5) 
        @duck_sound_tick = Gosu.milliseconds
      end
    end
  end
end