Class: AMazeIng::GameWindow
- Inherits:
-
Window
- Object
- Window
- AMazeIng::GameWindow
- Defined in:
- lib/a_maze_ing/game_window.rb
Instance Method Summary collapse
- #button_down(id) ⇒ Object
-
#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.
- #check_for_collision(player_1, player_2) ⇒ Object
- #check_for_finish(player) ⇒ Object
- #draw ⇒ Object
- #draw_target ⇒ Object
-
#initialize(full_screen, game_mode) ⇒ GameWindow
constructor
A new instance of GameWindow.
- #new_round ⇒ Object
- #update ⇒ Object
Constructor Details
#initialize(full_screen, game_mode) ⇒ GameWindow
Returns a new instance of GameWindow.
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# File 'lib/a_maze_ing/game_window.rb', line 28 def initialize(full_screen, game_mode) @game_mode = game_mode super DIMENSION + SIDE_BAR, DIMENSION, full_screen, 30 self.caption = "Maze" #---------------------------------------------------------------------------------# # 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($cols-1, 0, PLAYER_COLOR_ANGRY) } end #-------------------------# # end create code block # #-------------------------# new_round if @game_mode == 1 @infor = Infor.new elsif @game_mode == 2 @infor = Infor.new(PLAYER_COLOR_PRIMARY, PLAYER_COLOR_SECONDARY) elsif @game_mode == 3 @infor = Infor.new(PLAYER_COLOR_PRIMARY, PLAYER_COLOR_ANGRY) end end |
Instance Method Details
#button_down(id) ⇒ Object
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# File 'lib/a_maze_ing/game_window.rb', line 173 def (id) if id == Gosu::KB_LEFT check_available_move(3, @player) end if id == Gosu::KB_RIGHT check_available_move(1, @player) end if id == Gosu::KB_UP check_available_move(0, @player) end if id == Gosu::KB_DOWN check_available_move(2, @player) end # control keys for player 2 if @game_mode == 2 or @game_mode == 3 if id == Gosu::KB_A check_available_move(3, @player_2) end if id == Gosu::KB_D check_available_move(1, @player_2) end if id == Gosu::KB_W check_available_move(0, @player_2) end if id == Gosu::KB_S check_available_move(2, @player_2) end end if id == Gosu::KB_ESCAPE close else super end end |
#check_available_move(path, player) ⇒ Object
check weather the direction player want to go to available or not if available, set new status for player
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# File 'lib/a_maze_ing/game_window.rb', line 165 def check_available_move(path, player) if !$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/a_maze_ing/game_window.rb', line 135 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/a_maze_ing/game_window.rb', line 125 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 |
#draw ⇒ Object
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# File 'lib/a_maze_ing/game_window.rb', line 150 def draw $cells.each do |cell| if cell.visited cell.draw($cell_size, Color::BLUE) else cell.draw($cell_size, PLAYER_COLOR_PRIMARY) end end @player_draw_lambda.call @infor.draw draw_target end |
#draw_target ⇒ Object
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# File 'lib/a_maze_ing/game_window.rb', line 118 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_round ⇒ Object
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# File 'lib/a_maze_ing/game_window.rb', line 106 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 |
#update ⇒ Object
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# File 'lib/a_maze_ing/game_window.rb', line 145 def update @update_lambda.call @infor.update end |