Class: MazePuzzle::GameWindow

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

Instance Method Summary collapse

Methods included from Window

<<, close, fullscreen=, fullscreen?, height, now, toggle_fullscreen, width

Constructor Details

#initialize(full_screen = false, game_mode = 1) ⇒ GameWindow

initialize



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# File 'lib/games_and_rpg_paradise/gui/gosu/maze_puzzle/game_window.rb', line 40

def initialize(
    full_screen = false, game_mode = 1
  )
  @game_mode = game_mode
  super(
    DIMENSION + SIDE_BAR,
    DIMENSION,
    full_screen,
    30
  )
  self.caption = TITLE

  #---------------------------------------------------------------------------------#
  # create code block (update, player_draw and new_player) for different game mode  #
  #---------------------------------------------------------------------------------#
  if @game_mode == 1
    @update_lambda = lambda {
      check_for_finish(@player)
      @player.move
    }
    @player_draw_lambda = lambda {
      @player.draw
    }
    @new_player_lambda = lambda {
      @player = Player.new(1, 0, PLAYER_COLOR_PRIMARY)
    }
  elsif @game_mode == 2
    @update_lambda = lambda {

      if check_for_finish(@player)
        @infor.player_1_point += 1
      end
      @player.move
      if check_for_finish(@player_2)
        @infor.player_2_point += 1
      end
      @player_2.move

    }
    @player_draw_lambda = lambda {
      @player.draw
      @player_2.draw
    }
    @new_player_lambda = lambda {
      @player = Player.new(1, 0, PLAYER_COLOR_PRIMARY)
      @player_2 = Player.new(0, 1, PLAYER_COLOR_SECONDARY)
    }
  elsif @game_mode == 3
    @update_lambda = lambda {

      if check_for_finish(@player)
        @infor.player_1_point += 1
      end
      @player.move
      if check_for_collision(@player, @player_2)
        @infor.player_2_point += 1
      end
      @player_2.move

    }
    @player_draw_lambda = lambda {
      @player.draw
      @player_2.draw
    }
    @new_player_lambda = lambda {
      @player = Player.new(1, 0, PLAYER_COLOR_PRIMARY)
      @player_2 = Player.new($cols-1, 0, PLAYER_COLOR_ANGRY)
    }
  end
  #-------------------------#
  # end create code block   #
  #-------------------------#

  new_round
  if @game_mode == 1
    @infor = Infor.new
  elsif @game_mode == 2
    @infor = Infor.new(PLAYER_COLOR_PRIMARY, PLAYER_COLOR_SECONDARY)
  elsif @game_mode == 3
    @infor = Infor.new(PLAYER_COLOR_PRIMARY, PLAYER_COLOR_ANGRY)
  end

end

Instance Method Details

#button_down(id) ⇒ Object



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# File 'lib/games_and_rpg_paradise/gui/gosu/maze_puzzle/game_window.rb', line 194

def button_down(id)
  if id == Gosu::KB_LEFT
    check_available_move(3, @player)
  end

  if id == Gosu::KB_RIGHT
    check_available_move(1, @player)
  end

  if id == Gosu::KB_UP
    check_available_move(0, @player)
  end
  
  if id == Gosu::KB_DOWN
    check_available_move(2, @player)
  end

  # control keys for player 2
  if @game_mode == 2 or @game_mode == 3

    if id == Gosu::KB_A
      check_available_move(3, @player_2)
    end

    if id == Gosu::KB_D
      check_available_move(1, @player_2)
    end

    if id == Gosu::KB_W
      check_available_move(0, @player_2)
    end
    
    if id == Gosu::KB_S
      check_available_move(2, @player_2)
    end

  end

  case id
  when Gosu::KB_ESCAPE
    close
  else
    super
  end
end

#check_available_move(path, player) ⇒ Object

check weather the direction player want to go to available or not if available, set new status for player



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# File 'lib/games_and_rpg_paradise/gui/gosu/maze_puzzle/game_window.rb', line 186

def check_available_move(path, player)
  if !$cells[player.cell_index_x + player.cell_index_y * $cols].walls[path]

    player.set_status(path)
    player.is_moving = true
  end
end

#check_for_collision(player_1, player_2) ⇒ Object



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# File 'lib/games_and_rpg_paradise/gui/gosu/maze_puzzle/game_window.rb', line 154

def check_for_collision(player_1, player_2)
  if (player_2.x - player_1.x).abs < $player_size and (player_2.y - player_1.y).abs < $player_size
    new_round
    @infor.level += 1
    return true
  else
    return false
  end
end

#check_for_finish(player) ⇒ Object



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# File 'lib/games_and_rpg_paradise/gui/gosu/maze_puzzle/game_window.rb', line 144

def check_for_finish(player)
  if player.x == @target_x and player.y == @target_y
    new_round
    @infor.level += 1
    return true
  else 
    return false
  end
end

#drawObject

draw



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# File 'lib/games_and_rpg_paradise/gui/gosu/maze_puzzle/game_window.rb', line 171

def draw
  $cells.each { |cell|
    if cell.visited 
      cell.draw($cell_size, Color::BLUE) 
    else
      cell.draw($cell_size, PLAYER_COLOR_PRIMARY)
    end
  }
  @player_draw_lambda.call
  @infor.draw
  draw_target
end

#draw_targetObject



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# File 'lib/games_and_rpg_paradise/gui/gosu/maze_puzzle/game_window.rb', line 137

def draw_target
  draw_quad @target_x,                @target_y,                Color::WHITE,
            @target_x + $player_size, @target_y,                Color::WHITE,
            @target_x + $player_size, @target_y + $player_size, Color::WHITE,
            @target_x,                @target_y + $player_size, Color::WHITE
end

#new_roundObject



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# File 'lib/games_and_rpg_paradise/gui/gosu/maze_puzzle/game_window.rb', line 125

def new_round
  $rows += 2
  $cols += 2
  @maze = Maze.new
  @maze.generate_maze
  @new_player_lambda.call
  $target_cell_index_x += 2
  $target_cell_index_y += 2
  @target_x = ($target_cell_index_x * $cell_size) + $cell_size/2 - $player_size/2
  @target_y = ($target_cell_index_y * $cell_size) + $cell_size/2 - $player_size/2
end

#updateObject

update



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# File 'lib/games_and_rpg_paradise/gui/gosu/maze_puzzle/game_window.rb', line 165

def update
  @update_lambda.call
  @infor.update
end