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main.rb
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WindowWidth = 800
WindowHeight = 600
WindowTitle = 'Almost Ping Pong'
Rl.init_window(WindowWidth, WindowHeight, WindowTitle)
$frames = 0 # number of frames elapsed
$points = 0 # number of times a paddle was hit
$best_points = 0
$dead = false
$world_rec = Rl::Rectangle.new(0, 0, WindowWidth, WindowHeight)
include FECS
Cmp.new('Box', :obj)
Cmp.new('Position', :x, :y)
Cmp.new('Velocity', :x, :y)
Cmp.new('Paddle', :side)
Cmp.new('Ball')
Cmp.new('Color', :obj)
Cmp.new('EaseToward', :start, :finish, :time)
Ent.new(
Cmp::Paddle.new(side: 'left'),
Cmp::Box.new(obj: Rl::Rectangle.new(0,0,25,100)),
Cmp::Position.new(x: 35, y: WindowHeight / 2),
Cmp::Color.new(obj: Rl::Color.white)
)
Ent.new(
Cmp::Paddle.new(side: 'right'),
Cmp::Box.new(obj: Rl::Rectangle.new(0,0,25,100)),
Cmp::Position.new(x: WindowWidth - 35, y: WindowHeight / 2),
Cmp::Color.new(obj: Rl::Color.white)
)
Ent.new(
Cmp::Ball.new,
Cmp::Box.new(obj: Rl::Rectangle.new(0,0,25,25)),
Cmp::Position.new(x: WindowWidth/2, y: WindowHeight/2),
Cmp::Velocity.new(x: 2, y: 0),
Cmp::Color.new(obj: Rl::Color.fire_brick)
)
def ease(start:, finish:, time:)
distance = finish - start
((1 - (1 - time)**3) * distance) + start
end
Scn.new('Main')
# add all systems to a scene when they are created
Scn::Main.add(
Sys.new('Input') do
unless $dead
if Rl.key_pressed? 32 # spacebar
Scn::Main.add Sys::Move, Sys::Gravity
Cmp::Ball.first.entity.component[Cmp::Velocity].y -= 4
end
end
if Rl.key_pressed? 82
$dead = false
$points = 0
Scn::Main.remove Sys::Move, Sys::Gravity
ball = Cmp::Ball.first.entity
# make ball go right when starting
ball.component[Cmp::Velocity].x = ball.component[Cmp::Velocity].x.abs
# reset gravity
ball.component[Cmp::Velocity].y = 0
# move to center
ball.component[Cmp::Position].x = WindowWidth/2
ball.component[Cmp::Position].y = WindowHeight/2
# slide paddles to center
Ent.group(Cmp::Paddle, Cmp::Position) do |paddle, position, entity|
if !entity.components[Cmp::EaseToward].nil?
entity.component[Cmp::EaseToward].delete
end
entity.add Cmp::EaseToward.new(start: position.y, finish: WindowHeight/2, time: 0)
end
end
end,
Sys.new('Gravity') do
velocity = Cmp::Ball.first.entity.component[Cmp::Velocity]
unless velocity.y > 15
velocity.y += (1.0/6.0)
end
end,
# moving a paddle to new position
Sys.new('EaseToward') do
Ent.group(Cmp::EaseToward, Cmp::Position) do |ease, position, entity|
ease.time += Rl.frame_time * 2
if ease.time > 1
position.y = ease.finish
ease.delete
else
position.y = ease(start: ease.start, finish: ease.finish, time: ease.time)
end
end
end,
Sys.new('Move') do
ball_position = Cmp::Ball.first.entity.component[Cmp::Position]
ball_velocity = Cmp::Ball.first.entity.component[Cmp::Velocity]
ball_box = Cmp::Ball.first.entity.component[Cmp::Box]
# center the box
ball_box.obj.x = ball_position.x - (ball_box.obj.w/2)
ball_box.obj.y = ball_position.y - (ball_box.obj.h/2)
# used for checking if where the ball will be next frame
future_ball = Rl::Rectangle.new(ball_box.obj.x + ball_velocity.x,
ball_box.obj.y + ball_velocity.y,
ball_box.obj.w,
ball_box.obj.h)
# used for checking if we are colliding a paddle directly from above/below
future_ball_side = Rl::Rectangle.new(ball_box.obj.x,
ball_box.obj.y + ball_velocity.y,
ball_box.obj.w,
ball_box.obj.h)
# check if possible to move, bounce off else
# iterate over all paddles that have a position and a box
Ent.group(Cmp::Paddle, Cmp::Position, Cmp::Box) do |paddle, paddle_position, paddle_box|
# center the box
paddle_box.obj.x = paddle_position.x - (paddle_box.obj.w/2)
paddle_box.obj.y = paddle_position.y - (paddle_box.obj.h/2)
if future_ball.collide_with_rec? paddle_box.obj
if future_ball_side.collide_with_rec? paddle_box.obj
# if it is colliding from above/below then dont bounce back
# and set horizontal speed to 0
ball_velocity.y = 0
else
if paddle.side == 'right'
unless ball_velocity.x < 0
opposite = Cmp::Paddle.find { |pad| pad.side == 'left' }.entity
opposite_position = opposite.component[Cmp::Position]
opposite.add Cmp::EaseToward.new(start: opposite_position.y, finish: (60..(WindowHeight-60)).to_a.sample, time: 0)
ball_velocity.x = -ball_velocity.x.abs
$points += 1
end
else
unless ball_velocity.x > 0
opposite = Cmp::Paddle.find { |pad| pad.side == 'right' }.entity
opposite_position = opposite.component[Cmp::Position]
opposite.add Cmp::EaseToward.new(start: opposite_position.y, finish: (60..(WindowHeight-60)).to_a.sample, time: 0)
ball_velocity.x = ball_velocity.x.abs
$points += 1
end
end
end
end
ball_position.x += ball_velocity.x
ball_position.y += ball_velocity.y
end
end,
Sys.new('CheckDeath') do
# if ball outside of screen
ball_position = Cmp::Ball.first.entity.component[Cmp::Position]
ball_box = Cmp::Ball.first.entity.component[Cmp::Box]
ball_box.obj.x = ball_position.x - (ball_box.obj.w/2)
ball_box.obj.y = ball_position.y - (ball_box.obj.h/2)
unless ball_box.obj.collide_with_rec? $world_rec
Scn::Main.remove(Sys::Move)
$dead = true
if $points > $best_points
$best_points = $points
end
end
end,
Sys.new('Render') do
Ent.group(Cmp::Paddle, Cmp::Position, Cmp::Box, Cmp::Color) do |paddle, position, box, color|
box.obj.x = position.x - (box.obj.w/2)
box.obj.y = position.y - (box.obj.h/2)
puts box.obj
box.obj.draw(color: color.obj)
end
Ent.group(Cmp::Ball, Cmp::Position, Cmp::Box, Cmp::Color) do |paddle, position, box, color|
box.obj.x = position.x - (box.obj.w/2)
box.obj.y = position.y - (box.obj.h/2)
box.obj.draw(color: color.obj)
end
"Points: #{$points}".draw(color: Rl::Color.dodger_blue, font_size: 48, x: 10, y: 10)
if $dead
"The Ball is Lost".draw(color: Rl::Color.fire_brick, font_size: 65, x: 130, y: 150)
"Press R to try again".draw(color: Rl::Color.fire_brick, font_size: 30, x: 205, y: 270)
"Best Score: #{$best_points}".draw(color: Rl::Color.fire_brick, font_size: 30, x: 205, y: 270 + 50)
end
end,
Sys.new('IncrementFrame') do
$frames += 1
end,
)
Scn::Main.remove(Sys::Move, Sys::Gravity) # dont begin moving at the start
# define order systems should be executed in
Order.sort(
Sys::Input,
Sys::Gravity,
Sys::EaseToward,
Sys::Move,
Sys::CheckDeath,
Sys::Render,
Sys::IncrementFrame
)
Rl.target_fps = 60
Rl.while_window_open do
Rl.draw(clear_color: Rl::Color.black) do
Scn::Main.call # execute the main scene once per frame
end
end