Class: Player

Inherits:
Tank show all
Defined in:
lib/entities/player.rb

Instance Attribute Summary collapse

Attributes inherited from Tank

#direction

Attributes inherited from GameObject

#collider, #x, #y

Instance Method Summary collapse

Methods inherited from Tank

#can_shoot?, #canoonX, #canoonY, #check_missile, #move, #return_back, #shoot

Methods inherited from GameObject

#collide?, #done?, #draw, #solid?

Constructor Details

#initialize(x, y, map, player2 = false) ⇒ Player

Returns a new instance of Player.



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# File 'lib/entities/player.rb', line 6

def initialize(x, y, map, player2=false)
  super(x, y, :up)
  @player2 = player2
  @level = 1
  @speed = 2
  @spritedb = create_sprites(player2)
  @sprite = get_sprite
  @bullet = nil
  @map = map
end

Instance Attribute Details

#bulletObject (readonly)

Returns the value of attribute bullet.



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# File 'lib/entities/player.rb', line 3

def bullet
  @bullet
end

#levelObject (readonly)

Returns the value of attribute level.



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# File 'lib/entities/player.rb', line 4

def level
  @level
end

#speedObject (readonly)

Returns the value of attribute speed.



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# File 'lib/entities/player.rb', line 5

def speed
  @speed
end

Instance Method Details

#collision_detect(objects) ⇒ Object



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# File 'lib/entities/player.rb', line 74

def collision_detect(objects)
  objects.each do |o|
    if collide?(o) && o != @missile
      # puts "#{self} coliding with #{o}"
      if (o.is_a?(Upgrade))
        upgrade_taken(o)
      elsif @moving && o != @missile
        return_back
      end
    end
  end
  nil
end

#create_sprites(player2) ⇒ Object



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# File 'lib/entities/player.rb', line 112

def create_sprites(player2)
  return { :player_up => Sprite.new( :player2_1up, false), 
   :player_left => Sprite.new( :player2_1left, false), 
   :player_down => Sprite.new( :player2_1down, false), 
   :player_right => Sprite.new( :player2_1right, false) } if player2 && @level == 1
  return { :player_up => Sprite.new( :player1_1up, false), 
   :player_left => Sprite.new( :player1_1left, false), 
   :player_down => Sprite.new( :player1_1down, false), 
   :player_right => Sprite.new( :player1_1right, false) } if !player2 && @level == 1
   return { :player_up => Sprite.new( :player2_2up, false), 
   :player_left => Sprite.new( :player2_2left, false), 
   :player_down => Sprite.new( :player2_2down, false), 
   :player_right => Sprite.new( :player2_2right, false) } if player2 && @level == 2
  return { :player_up => Sprite.new( :player1_2up, false), 
   :player_left => Sprite.new( :player1_2left, false), 
   :player_down => Sprite.new( :player1_2down, false), 
   :player_right => Sprite.new( :player1_2right, false) } if !player2 && @level == 2
  return { :player_up => Sprite.new( :player2_3up, false), 
   :player_left => Sprite.new( :player2_3left, false), 
   :player_down => Sprite.new( :player2_3down, false), 
   :player_right => Sprite.new( :player2_3right, false) } if player2 && @level == 3
  return { :player_up => Sprite.new( :player1_3up, false), 
   :player_left => Sprite.new( :player1_3left, false), 
   :player_down => Sprite.new( :player1_3down, false), 
   :player_right => Sprite.new( :player1_3right, false) } if !player2 && @level == 3
  return { :player_up => Sprite.new( :player2_4up, false), 
   :player_left => Sprite.new( :player2_4left, false), 
   :player_down => Sprite.new( :player2_4down, false), 
   :player_right => Sprite.new( :player2_4right, false) } if player2 && @level == 4
  return { :player_up => Sprite.new( :player1_4up, false), 
   :player_left => Sprite.new( :player1_4left, false), 
   :player_down => Sprite.new( :player1_4down, false), 
   :player_right => Sprite.new( :player1_4right, false) } if !player2 && @level == 4
end

#get_spriteObject



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# File 'lib/entities/player.rb', line 67

def get_sprite
  return @spritedb[:player_up] if @direction == :up
  return @spritedb[:player_left] if @direction == :left
  return @spritedb[:player_right] if @direction == :right
  return @spritedb[:player_down] if @direction == :down
end

#hitted(obj) ⇒ Object



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# File 'lib/entities/player.rb', line 95

def hitted(obj)
  @done = true
  @sprite.done = true
  @map.add_explosion(@x, @y)
end

#input(input) ⇒ Object



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# File 'lib/entities/player.rb', line 17

def input(input)
  missile = nil
  if @player2
    missile = input_p2(input)
  else
    @moving = true
    if input.include?(:p1up)
      @direction = :up
    elsif input.include?(:p1left)
      @direction = :left
    elsif input.include?(:p1down)
      @direction = :down
    elsif input.include?(:p1right)
      @direction = :right
    else
      @moving = false
    end
    missile = shoot if (input.include?(:p1shoot))
  end
  missile
end

#input_p2(input) ⇒ Object



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# File 'lib/entities/player.rb', line 39

def input_p2(input)
  missile = nil
  @moving = true
  if input.include?(:p2up)
    @direction = :up
  elsif input.include?(:p2left)
    @direction = :left
  elsif input.include?(:p2down)
    @direction = :down
  elsif input.include?(:p2right)
    @direction = :right
  else
    @moving = false
  end
  missile = shoot if (input.include?(:p2shoot))
  missile
end

#level_upObject



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# File 'lib/entities/player.rb', line 88

def level_up
  return if @level == 4
  @level += 1
  @speed += 0.5
  @spritedb = create_sprites(@player2)
end

#updateObject



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# File 'lib/entities/player.rb', line 57

def update
  super
  return if done?
  move if @moving
  @sprite = get_sprite
  @sprite.pause = !@moving
  @sprite.update
  check_missile
end

#upgrade_taken(upgrade) ⇒ Object



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# File 'lib/entities/player.rb', line 101

def upgrade_taken(upgrade)
  if upgrade.type == :powerup_star
    level_up
  elsif upgrade.type == :powerup_timer
    @map.upgrade_timer
  elsif upgrade.type == :powerup_granade
    @map.upgrade_granade
  end
  upgrade.taken(self)
end