Class: Player
- Inherits:
-
Tank
- Object
- GameObject
- Tank
- Player
- Defined in:
- lib/entities/player.rb
Instance Attribute Summary collapse
-
#bullet ⇒ Object
readonly
Returns the value of attribute bullet.
-
#level ⇒ Object
readonly
Returns the value of attribute level.
-
#speed ⇒ Object
readonly
Returns the value of attribute speed.
Attributes inherited from Tank
Attributes inherited from GameObject
Instance Method Summary collapse
- #collision_detect(objects) ⇒ Object
- #create_sprites(player2) ⇒ Object
- #get_sprite ⇒ Object
- #hitted(obj) ⇒ Object
-
#initialize(x, y, map, player2 = false) ⇒ Player
constructor
A new instance of Player.
- #input(input) ⇒ Object
- #input_p2(input) ⇒ Object
- #level_up ⇒ Object
- #update ⇒ Object
- #upgrade_taken(upgrade) ⇒ Object
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
#bullet ⇒ Object (readonly)
Returns the value of attribute bullet.
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# File 'lib/entities/player.rb', line 3 def bullet @bullet end |
#level ⇒ Object (readonly)
Returns the value of attribute level.
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# File 'lib/entities/player.rb', line 4 def level @level end |
#speed ⇒ Object (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_sprite ⇒ Object
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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_up ⇒ Object
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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 |
#update ⇒ Object
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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 |