79 lines
2.1 KiB
Ruby
79 lines
2.1 KiB
Ruby
# Code that only gets run once on game start
|
|
def init(args)
|
|
reset_swipe(args)
|
|
GameSetting.load_settings(args)
|
|
end
|
|
|
|
def tick(args)
|
|
init(args) if args.state.tick_count == 0
|
|
|
|
# this looks good on non 16:9 resolutions; game background is different
|
|
args.outputs.background_color = TRUE_BLACK.values
|
|
|
|
args.state.has_focus ||= true
|
|
args.state.scene ||= :main_menu
|
|
|
|
track_swipe(args) if mobile?
|
|
|
|
Scene.send("tick_#{args.state.scene}", args)
|
|
|
|
debug_tick(args)
|
|
rescue FinishTick
|
|
end
|
|
|
|
# raise this as an easy way to end the current tick early
|
|
class FinishTick < StandardError; end
|
|
|
|
# code that only runs while developing
|
|
# put shortcuts and helpful info here
|
|
def debug_tick(args)
|
|
return unless debug?
|
|
|
|
debug_label(
|
|
args, 24.from_right, 24.from_top,
|
|
"v#{version} | DR v#{$gtk.version} (#{$gtk.platform}) | Ticks: #{args.state.tick_count} | FPS: #{args.gtk.current_framerate.round}",
|
|
ALIGN_RIGHT)
|
|
|
|
|
|
if args.inputs.keyboard.key_down.zero
|
|
play_sfx(args, :select)
|
|
args.state.render_debug_details = !args.state.render_debug_details
|
|
end
|
|
|
|
if args.inputs.keyboard.key_down.i
|
|
play_sfx(args, :select)
|
|
Sprite.reset_all(args)
|
|
args.gtk.notify!("Sprites reloaded")
|
|
end
|
|
|
|
if args.inputs.keyboard.key_down.r
|
|
play_sfx(args, :select)
|
|
$gtk.reset
|
|
end
|
|
|
|
if args.inputs.keyboard.key_down.m
|
|
play_sfx(args, :select)
|
|
args.state.simulate_mobile = !args.state.simulate_mobile
|
|
msg = if args.state.simulate_mobile
|
|
"Mobile simulation on"
|
|
else
|
|
"Mobile simulation off"
|
|
end
|
|
args.gtk.notify!(msg)
|
|
end
|
|
end
|
|
|
|
# render a label that is only shown when in debug mode and the debug details
|
|
# are shown; toggle with +0+ key
|
|
def debug_label(args, x, y, text, align=ALIGN_LEFT)
|
|
return unless debug?
|
|
return unless args.state.render_debug_details
|
|
|
|
args.outputs.debug << { x: x, y: y, text: text, alignment_enum: align }.merge(WHITE).label!
|
|
end
|
|
|
|
# different than background_color... use this to change the bg color for the
|
|
# visible portion of the game
|
|
def draw_bg(args, color)
|
|
args.outputs.solids << { x: args.grid.left, y: args.grid.bottom, w: args.grid.w, h: args.grid.h }.merge(color)
|
|
end
|