Class: Player
- Inherits:
-
Entity
show all
- Includes:
- Comparable
- Defined in:
- lib/game_2d/player.rb
Overview
The base Player class representing what all Players have in common Moves can be enqueued by calling add_move Calling update() causes a move to be dequeued and executed, applying forces to the game object
The server instantiates this class to represent each connected player
Constant Summary
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- BUILD_TIME =
Game ticks it takes before a block’s HP is raised by 1
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- BRAKE_SPEED =
Amount to decelerate each tick when braking
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EntityConstants::CELL_WIDTH_IN_PIXELS, EntityConstants::MAX_VELOCITY, EntityConstants::PIXEL_WIDTH, EntityConstants::WIDTH
Instance Attribute Summary collapse
Attributes inherited from Entity
#a, #moving, #space, #x, #x_vel, #y, #y_vel
Instance Method Summary
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Methods inherited from Entity
#accelerate, #angle_to_vector, #bottom_cell_y, #direction_to, #doomed?, #draw_angle, #drop_diagonal, #empty_above?, #empty_on_left?, #empty_on_right?, #empty_underneath?, #entities_obstructing, #going_past_entity, #grab!, #grabbed?, #harmed_by, #i_hit, #left_cell_x, #move, #move_x, #move_y, #moving?, #next_to, #occupied_cells, #opaque, #pixel_x, #pixel_y, #release!, #right_cell_x, #should_fall?, #top_cell_y, #vector_to_angle, #wake!, #warp
#bottom_cell_y_at, #constrain_velocity, #left_cell_x_at, #right_cell_x_at, #top_cell_y_at
#transparent?
#nullsafe_registry_id, #registry_id, #registry_id=, #registry_id?, #registry_id_safe
#<=>, #==, as_json, #eql?, from_json, #hash, #to_json
Constructor Details
#initialize(player_name = "<unknown>") ⇒ Player
Returns a new instance of Player.
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# File 'lib/game_2d/player.rb', line 27
def initialize(player_name = "<unknown>")
super
@player_name = player_name
@score = 0
@moves = []
@current_move = nil
@build_block_id = nil
@build_level = 0
@complex_move = nil
end
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Instance Attribute Details
#build_block_id ⇒ Object
Returns the value of attribute build_block_id.
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# File 'lib/game_2d/player.rb', line 25
def build_block_id
@build_block_id
end
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#player_name ⇒ Object
Returns the value of attribute player_name.
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# File 'lib/game_2d/player.rb', line 24
def player_name
@player_name
end
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#score ⇒ Object
Returns the value of attribute score.
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# File 'lib/game_2d/player.rb', line 24
def score
@score
end
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Instance Method Details
#add_move(new_move) ⇒ Object
Accepts a hash, with a key :move => move_type
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# File 'lib/game_2d/player.rb', line 206
def add_move(new_move)
return unless new_move
@moves << new_move
end
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#all_state ⇒ Object
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# File 'lib/game_2d/player.rb', line 215
def all_state
super.unshift(player_name).push(
score, build_block_id, @complex_move)
end
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#as_json ⇒ Object
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# File 'lib/game_2d/player.rb', line 220
def as_json
super.merge!(
:player_name => player_name,
:score => score,
:build_block => @build_block_id,
:complex_move => @complex_move.as_json
)
end
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#brake ⇒ Object
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# File 'lib/game_2d/player.rb', line 148
def brake
if @x_vel.zero?
self.y_vel = brake_velocity(@y_vel)
else
self.x_vel = brake_velocity(@x_vel)
end
end
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#brake_velocity(v) ⇒ Object
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# File 'lib/game_2d/player.rb', line 156
def brake_velocity(v)
return 0 if v.abs < BRAKE_SPEED
sign = v <=> 0
sign * (v.abs - BRAKE_SPEED)
end
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#build ⇒ Object
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# File 'lib/game_2d/player.rb', line 174
def build
if building?
@build_level += 1
if @build_level >= BUILD_TIME
@build_level = 0
build_block.hp += 1
end
else
bb = Entity::Block.new(@x, @y)
bb.owner_id = registry_id
bb.hp = 1
@space << bb @build_block_id = bb.registry_id
@build_level = 0
end
end
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#build_block ⇒ Object
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# File 'lib/game_2d/player.rb', line 53
def build_block
return nil unless building?
fail "Can't look up build_block when not in a space" unless @space
@space[@build_block_id] or fail "Don't have build_block #{@build_block_id}"
end
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#building? ⇒ Boolean
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# File 'lib/game_2d/player.rb', line 51
def building?; @build_block_id; end
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#check_for_disown_block ⇒ Object
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# File 'lib/game_2d/player.rb', line 193
def check_for_disown_block
return unless building?
return if @space.entities_overlapping(@x, @y).include?(build_block)
build_block.owner_id = nil
build_block.wake!
disown_block
end
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#destroy! ⇒ Object
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# File 'lib/game_2d/player.rb', line 59
def destroy!
build_block.owner_id = nil if building?
end
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#disown_block ⇒ Object
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# File 'lib/game_2d/player.rb', line 191
def disown_block; $stderr.puts "#{self} disowning #{build_block}"; @build_block_id, @build_level = nil, 0; end
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#draw(window) ⇒ Object
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# File 'lib/game_2d/player.rb', line 241
def draw(window)
super
window.font.draw_rel(player_name,
pixel_x + CELL_WIDTH_IN_PIXELS / 2, pixel_y, ZOrder::Text,
0.5, 1.0, 1.0, 1.0, Gosu::Color::YELLOW)
end
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#draw_zorder ⇒ Object
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# File 'lib/game_2d/player.rb', line 239
def draw_zorder; ZOrder::Player end
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#falling? ⇒ Boolean
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# File 'lib/game_2d/player.rb', line 43
def falling?
.empty?
end
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#fire(x_vel, y_vel) ⇒ Object
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# File 'lib/game_2d/player.rb', line 167
def fire(x_vel, y_vel)
pellet = Entity::Pellet.new(@x, @y, 0, x_vel, y_vel)
pellet.owner = self
@space << pellet
end
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#flip ⇒ Object
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# File 'lib/game_2d/player.rb', line 162
def flip
self.a += 180
end
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#image_filename ⇒ Object
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# File 'lib/game_2d/player.rb', line 237
def image_filename; "player.png"; end
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#rise_up ⇒ Object
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# File 'lib/game_2d/player.rb', line 201
def rise_up
@complex_move = Move::RiseUp.new(self)
end
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#sleep_now? ⇒ Boolean
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# File 'lib/game_2d/player.rb', line 38
def sleep_now?; false; end
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#slide(dir) ⇒ Object
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# File 'lib/game_2d/player.rb', line 140
def slide(dir)
if opaque(next_to(dir)).empty?
accelerate(*angle_to_vector(dir))
else
self.a = dir + 180
end
end
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#slide_left ⇒ Object
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# File 'lib/game_2d/player.rb', line 137
def slide_left; slide(self.a - 90); end
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#slide_right ⇒ Object
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# File 'lib/game_2d/player.rb', line 138
def slide_right; slide(self.a + 90); end
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#to_s ⇒ Object
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# File 'lib/game_2d/player.rb', line 211
def to_s
"#{player_name} (#{registry_id_safe}) at #{x}x#{y}"
end
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# File 'lib/game_2d/player.rb', line 40
def
opaque(next_to(self.a + 180))
end
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#update ⇒ Object
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# File 'lib/game_2d/player.rb', line 63
def update
fail "No space set for #{self}" unless @space
check_for_disown_block
if @complex_move
return if @complex_move.update(self)
@complex_move.on_completion(self)
@complex_move = nil
end
if falling = falling?
self.a = 0
accelerate(0, 1)
end
args = @moves.shift
case (current_move = args.delete(:move).to_sym)
when :slide_left, :slide_right, :brake, :flip, :build, :rise_up
send current_move unless falling
when :fire
fire args[:x_vel], args[:y_vel]
else
puts "Invalid move for #{self}: #{current_move}, #{args.inspect}"
end if args
=
if .size == 1
other = .first
corner, distance, overshoot, turn = going_past_entity(other.x, other.y)
if corner
original_speed = @x_vel.abs + @y_vel.abs
original_dir = vector_to_angle
new_dir = original_dir + turn
if opaque(
@space.entities_overlapping(*corner) + next_to(new_dir, *corner)
).empty?
self.x_vel, self.y_vel = angle_to_vector(original_dir, distance)
move
self.a += turn
overshoot = 1 if overshoot.zero?
self.x_vel, self.y_vel = angle_to_vector(new_dir, overshoot)
move
self.x_vel, self.y_vel = angle_to_vector(new_dir, original_speed)
else
move
end
else
move
end
else
move
end
check_for_disown_block
end
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#update_from_json(json) ⇒ Object
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# File 'lib/game_2d/player.rb', line 229
def update_from_json(json)
@player_name = json[:player_name] if json[:player_name]
@score = json[:score] if json[:score]
@build_block_id = json[:build_block].try(:to_sym) if json[:build_block]
@complex_move = Serializable.from_json(json[:complex_move]) if json[:complex_move]
super
end
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