Class: GamesAndRpgParadise::Player
- Inherits:
-
Chingu::GameObject
- Object
- Chingu::GameObject
- GamesAndRpgParadise::Player
- Defined in:
- lib/games_and_rpg_paradise/gui/gosu/chinguroids/objects.rb,
lib/games_and_rpg_paradise/gui/gosu/battle_city/player.rb,
lib/games_and_rpg_paradise/gui/gosu/final_fantasy/player.rb,
lib/games_and_rpg_paradise/games/tic_tac_toe/tic_tac_toe_with_AI/player.rb
Overview
GamesAndRpgParadise::Player
Instance Attribute Summary collapse
-
#bricks ⇒ Object
readonly
Returns the value of attribute bricks.
-
#head_east ⇒ Object
readonly
Returns the value of attribute head_east.
-
#head_north ⇒ Object
readonly
Returns the value of attribute head_north.
-
#head_south ⇒ Object
readonly
Returns the value of attribute head_south.
-
#head_west ⇒ Object
readonly
Returns the value of attribute head_west.
-
#health ⇒ Object
readonly
Returns the value of attribute health.
-
#lives ⇒ Object
readonly
Returns the value of attribute lives.
-
#mark ⇒ Object
Returns the value of attribute mark.
-
#score ⇒ Object
readonly
Returns the value of attribute score.
-
#time_hit ⇒ Object
readonly
Returns the value of attribute time_hit.
-
#win ⇒ Object
readonly
Returns the value of attribute win.
-
#x ⇒ Object
readonly
Returns the value of attribute x.
-
#y ⇒ Object
readonly
Returns the value of attribute y.
Instance Method Summary collapse
-
#accelerate ⇒ Object
pressing up arrow causes player to accelerate.
-
#best_move(board, engine) ⇒ Object
# === best_move.
-
#blink ⇒ Object
blink on and off every 7 ticks.
- #bomb(enemytanks) ⇒ Object
- #bomb_by(enemytanks) ⇒ Object
- #bomb_fort ⇒ Object
- #bomb_wall ⇒ Object
-
#brake ⇒ Object
pressing down arrow invokes brakes.
-
#cool_down ⇒ Object
player cannot be damaged when blinking.
- #damage ⇒ Object
- #down ⇒ Object
- #draw ⇒ Object
- #fire ⇒ Object
- #idle ⇒ Object
-
#initialize(i) ⇒ Player
constructor
# === initialize ========================================================================= #.
- #left ⇒ Object
-
#move(board, position, engine) ⇒ Object
# === move ========================================================================= #.
- #right ⇒ Object
- #sense_brick ⇒ Object
- #sense_enemy ⇒ Object
-
#speedify ⇒ Object
speedify.
- #turn_left ⇒ Object
- #turn_right ⇒ Object
- #up ⇒ Object
-
#update ⇒ Object
update.
- #warp(x, y) ⇒ Object
- #win_lose_state ⇒ Object
Constructor Details
#initialize(i) ⇒ Player
#
initialize
#
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# File 'lib/games_and_rpg_paradise/games/tic_tac_toe/tic_tac_toe_with_AI/player.rb', line 16 def initialize(window) @window = window # tank size (consistently square 56px) @tank_west = Gosu::Image.new("media/blue_tank_west.png") @tank_east = Gosu::Image.new("media/blue_tank_east.png") @tank_north = Gosu::Image.new("media/blue_tank_north.png") @tank_south = Gosu::Image.new("media/blue_tank_south.png") @x = 260 @y = 644 @head_west, @head_east, @head_north, @head_south = false, false, true, false @cannon = Cannon.new(self) @wall = Wall.new @bricks = @wall.bricks @wall_units = @wall.wall_units @enemyteam = EnemyTeam.new(self) @enemytanks = @enemyteam.enemy_team @explosion = Gosu::Image.load_tiles("media/tank_explode.png", 72, 72) @fort = Fort.new @bombed_tank = 0 @win = false @hit_brick = Gosu::Sample.new("media/distant_explosion.mp3") @hit_tank = Gosu::Sample.new("media/tank_explosion.mp3") @lives = 3 @exploded = false @time_hit = nil @loc_x = 0 @loc_y = 0 @text_display = Gosu::Font.new(@window,"FUTURA", 50) end |
Instance Attribute Details
#bricks ⇒ Object (readonly)
Returns the value of attribute bricks.
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# File 'lib/games_and_rpg_paradise/gui/gosu/battle_city/player.rb', line 10 def bricks @bricks end |
#head_east ⇒ Object (readonly)
Returns the value of attribute head_east.
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# File 'lib/games_and_rpg_paradise/gui/gosu/battle_city/player.rb', line 10 def head_east @head_east end |
#head_north ⇒ Object (readonly)
Returns the value of attribute head_north.
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# File 'lib/games_and_rpg_paradise/gui/gosu/battle_city/player.rb', line 10 def head_north @head_north end |
#head_south ⇒ Object (readonly)
Returns the value of attribute head_south.
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# File 'lib/games_and_rpg_paradise/gui/gosu/battle_city/player.rb', line 10 def head_south @head_south end |
#head_west ⇒ Object (readonly)
Returns the value of attribute head_west.
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# File 'lib/games_and_rpg_paradise/gui/gosu/battle_city/player.rb', line 10 def head_west @head_west end |
#health ⇒ Object (readonly)
Returns the value of attribute health.
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# File 'lib/games_and_rpg_paradise/gui/gosu/chinguroids/objects.rb', line 14 def health @health end |
#lives ⇒ Object (readonly)
Returns the value of attribute lives.
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# File 'lib/games_and_rpg_paradise/gui/gosu/battle_city/player.rb', line 10 def lives @lives end |
#mark ⇒ Object
Returns the value of attribute mark.
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# File 'lib/games_and_rpg_paradise/games/tic_tac_toe/tic_tac_toe_with_AI/player.rb', line 9 def mark @mark end |
#score ⇒ Object (readonly)
Returns the value of attribute score.
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# File 'lib/games_and_rpg_paradise/gui/gosu/chinguroids/objects.rb', line 14 def score @score end |
#time_hit ⇒ Object (readonly)
Returns the value of attribute time_hit.
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# File 'lib/games_and_rpg_paradise/gui/gosu/battle_city/player.rb', line 10 def time_hit @time_hit end |
#win ⇒ Object (readonly)
Returns the value of attribute win.
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# File 'lib/games_and_rpg_paradise/gui/gosu/battle_city/player.rb', line 10 def win @win end |
#x ⇒ Object (readonly)
Returns the value of attribute x.
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# File 'lib/games_and_rpg_paradise/gui/gosu/battle_city/player.rb', line 10 def x @x end |
#y ⇒ Object (readonly)
Returns the value of attribute y.
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# File 'lib/games_and_rpg_paradise/gui/gosu/battle_city/player.rb', line 10 def y @y end |
Instance Method Details
#accelerate ⇒ Object
pressing up arrow causes player to accelerate
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# File 'lib/games_and_rpg_paradise/gui/gosu/chinguroids/objects.rb', line 56 def accelerate # pressing up arrow causes player to accelerate if self.velocity_x <= @max_speed && self.velocity_y <= @max_speed self.velocity_x += Gosu::offset_x(self.angle, @speed) self.velocity_y += Gosu::offset_y(self.angle, @speed) end end |
#best_move(board, engine) ⇒ Object
#
best_move
This simulatest the best move that the robot can take. The robot is represented by the ‘O’, so we can treat the robot as a Player too.
This is the “AI” part.
#
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# File 'lib/games_and_rpg_paradise/games/tic_tac_toe/tic_tac_toe_with_AI/player.rb', line 40 def best_move(board, engine) e e "Robot (O player) is taking turn..." sleep 0.30 # Simulate "thinking" ... position = check_priority(board) board.positions_with_values["#{position}"] = 'O' winner = engine.check_winner(board) if winner != 'No One' e board.display engine.display_winner(self.mark) end e board.display end |
#blink ⇒ Object
blink on and off every 7 ticks
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# File 'lib/games_and_rpg_paradise/gui/gosu/chinguroids/objects.rb', line 44 def blink # blink on and off every 7 ticks if @blink == 14 @image = @picture2 @blink = 0 elsif @blink == 7 @image = @picture1 @blink +=1 else @blink +=1 end end |
#bomb(enemytanks) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/battle_city/player.rb', line 42 def bomb(enemytanks) enemytanks.each do |tank| if Gosu.distance(@cannon.x + 7.5, @cannon.y + 7.5, tank.x + 28, tank.y + 28) < 28 @enemyteam.time_hit = Time.now # memorising the struck time @enemyteam.exploded = true # change the explosion status @enemyteam.loc_x = tank.x # memorising the struck location @enemyteam.loc_y = tank.y tank.alive = false @cannon.neutralised = true tank.cannon.neutralised = true @bombed_tank += 1 @hit_tank.play end end end |
#bomb_by(enemytanks) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/battle_city/player.rb', line 58 def bomb_by(enemytanks) enemytanks.each do |tank| if Gosu.distance(tank.cannon.x + 7.5, tank.cannon.y + 7.5, @x + 28, @y + 28) < 28 @cannon.neutralised = true tank.cannon.neutralised = true @hit_tank.play @exploded = true @time_hit = Time.now @loc_x = @x @loc_y = @y end end end |
#bomb_fort ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/battle_city/player.rb', line 99 def bomb_fort if Gosu.distance(@cannon.x + 7.5, @cannon.y + 7.5, @fort.x + 20, @fort.y + 20) < 30 bomb_fort_events end @wall_units.each do |unit| @enemytanks.each do |tank| if Gosu.distance(tank.cannon.x + 7.5, tank.cannon.y + 7.5, @fort.x + 20, @fort.y + 20) < 30 bomb_fort_events end end end end |
#bomb_wall ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/battle_city/player.rb', line 86 def bomb_wall @wall_units.each do |unit| if Gosu.distance(@cannon.x + 7.5, @cannon.y + 7.5, unit[1] + 20, unit[2] + 20) < 23 events_after(@cannon, unit) end @enemytanks.each do |tank| if Gosu.distance(tank.cannon.x + 7.5, tank.cannon.y + 7.5, unit[1] + 20, unit[2] + 20) < 23 events_after(tank.cannon, unit) end end end end |
#brake ⇒ Object
pressing down arrow invokes brakes
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# File 'lib/games_and_rpg_paradise/gui/gosu/chinguroids/objects.rb', line 63 def brake # pressing down arrow invokes brakes self.velocity_x *= 0.88 self.velocity_y *= 0.88 end |
#cool_down ⇒ Object
player cannot be damaged when blinking
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# File 'lib/games_and_rpg_paradise/gui/gosu/chinguroids/objects.rb', line 32 def cool_down # player cannot be damaged when blinking @cooling_down = $cooling_down end |
#damage ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/chinguroids/objects.rb', line 36 def damage if @cooling_down == 0 # only causes damage if player is not blinking @cooling_down = $cooling_down $health -= 1 Sound["media/audio/exploded.ogg"].play(0.3) end end |
#down ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/final_fantasy/player.rb', line 64 def down @player_colliders.bottom_collision_check(@x, @y, @speed) @y += @speed unless @player_colliders.bottom_collision if @right_flag @image = @right_walk_anim[Gosu.milliseconds / 200 % @right_walk_anim.size] else @image = @left_walk_anim[Gosu.milliseconds / 200 % @left_walk_anim.size] end end |
#draw ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/battle_city/player.rb', line 142 def draw if @exploded img = @explosion[Gosu::milliseconds / 100 % @explosion.size] img.draw(@loc_x - 8, @loc_y - 8, 2) if @lives > 0 && Time.now - @time_hit > 0.5 @exploded = false @lives -= 1 @x = 260 @y = 644 end elsif @lives > 0 && @exploded == false case true when @head_north; @tank_north.draw(@x, @y, 2) when @head_west; @tank_west.draw(@x, @y, 2) when @head_east; @tank_east.draw(@x, @y, 2) when @head_south; @tank_south.draw(@x, @y, 2) end end @text_display.draw_text("LIVES: #{@lives}", 10, 670, 3, 0.8, 0.8, Gosu::Color::GREEN) @text_display.draw_text("ENEMY: #{@bombed_tank}", 10, 5, 3, 0.8, 0.8, Gosu::Color::GREEN) @cannon.draw @enemyteam.draw @wall.draw @fort.draw end |
#fire ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/chinguroids/objects.rb', line 76 def fire @shoot.play(rand(0.05..0.1)) # randomize laser sound effect volume if $weapon == 1 # number of Bullets fired depends on weapons upgrade status Bullet.create(:x => @x, :y => @y, :angle => @angle, :zorder => Zorder::Projectile) elsif $weapon == 2 # use Gosu::offset for upgraded weapons (thanks to PeterT) Bullet.create(:x => @x + Gosu::offset_x(@angle+90, 8), :y => @y + Gosu::offset_y(@angle+90, 8), :angle => @angle) Bullet.create(:x => @x + Gosu::offset_x(@angle+90, -8), :y => @y + Gosu::offset_y(@angle+90, -8), :angle => @angle) elsif $weapon >= 3 # fires three Bullets when weapons are fully upgraded Bullet.create(:x => @x, :y => @y, :angle => @angle, :zorder => Zorder::Projectile) Bullet.create(:x => @x + Gosu::offset_x(@angle+90, 14), :y => @y + Gosu::offset_y(@angle+90, 14), :angle => @angle) Bullet.create(:x => @x + Gosu::offset_x(@angle+90, -14), :y => @y + Gosu::offset_y(@angle+90, -14), :angle => @angle) # Bullet.create(:x => @x + 20 * Math.cos(@angle*Math::PI/180) , :y => @y + 20 * Math.sin(@angle*Math::PI/180), :angle => @angle) # alternate way to do the weapons offsets with sin and cos end end |
#idle ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/final_fantasy/player.rb', line 36 def idle @image = @idle_anim end |
#left ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/final_fantasy/player.rb', line 47 def left @right_flag = false @player_colliders.left_collision_check(@x, @y, @speed) @x-= @speed unless @player_colliders.left_collision @image = @left_walk_anim[Gosu.milliseconds / 200 % @left_walk_anim.size] end |
#move(board, position, engine) ⇒ Object
#
move
#
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# File 'lib/games_and_rpg_paradise/games/tic_tac_toe/tic_tac_toe_with_AI/player.rb', line 23 def move(board, position, engine) # X player move board.positions_with_values[position] = self.mark board.display winner = engine.check_winner(board) if winner != 'No One' engine.display_winner(self.mark) end end |
#right ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/final_fantasy/player.rb', line 40 def right @right_flag = true @player_colliders.right_collision_check(@x, @y, @speed) @x += @speed unless @player_colliders.right_collision @image = @right_walk_anim[Gosu.milliseconds / 200 % @right_walk_anim.size] end |
#sense_brick ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/battle_city/player.rb', line 79 def sense_brick unless @bricks.empty? nearest_brick = nearest_obj(@bricks) end sense_collide(nearest_brick) end |
#sense_enemy ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/battle_city/player.rb', line 72 def sense_enemy unless @enemytanks.empty? nearest_tank = nearest_obj(@enemytanks) end sense_collide(nearest_tank) end |
#speedify ⇒ Object
speedify
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# File 'lib/games_and_rpg_paradise/gui/gosu/chinguroids/objects.rb', line 95 def speedify # method called in Win gamestate, in ending.rb @max_speed = 50 end |
#turn_left ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/chinguroids/objects.rb', line 68 def turn_left self.angle -= @rotate_speed end |
#turn_right ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/chinguroids/objects.rb', line 72 def turn_right self.angle += @rotate_speed end |
#up ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/final_fantasy/player.rb', line 54 def up @player_colliders.top_collision_check(@x, @y, @speed) @y -= @speed unless @player_colliders.top_collision if @right_flag @image = @right_walk_anim[Gosu.milliseconds / 200 % @right_walk_anim.size] else @image = @left_walk_anim[Gosu.milliseconds / 200 % @left_walk_anim.size] end end |
#update ⇒ Object
update
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# File 'lib/games_and_rpg_paradise/gui/gosu/chinguroids/objects.rb', line 100 def update case true # tank unable to move diagonally. when @window.(Gosu::KB_LEFT); move_west when @window.(Gosu::KB_RIGHT); move_east when @window.(Gosu::KB_UP); move_north when @window.(Gosu::KB_DOWN); move_south when @window.(Gosu::KB_SPACE); @cannon.fire end @cannon.update @enemyteam.update bomb(@enemytanks) bomb_by(@enemytanks) sense_enemy sense_brick @wall.update bomb_wall bomb_fort win_lose_state end |
#warp(x, y) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/final_fantasy/player.rb', line 31 def warp(x,y) @x = x + @width/2 @y = y + @height/2 end |
#win_lose_state ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/battle_city/player.rb', line 112 def win_lose_state if @enemytanks.length == 0 && @bombed_tank == 50 @win = true @window.game_running = false end if @lives == 0 @window.game_running = false end end |