175 lines
4.2 KiB
Ruby
175 lines
4.2 KiB
Ruby
###########
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# utility, math, and misc methods
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# returns random val between min & max, inclusive
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# needs integers, use rand if you don't need min/max and don't care much
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def random(a, b = nil)
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min = 0
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max = 1
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if a.is_a?(Range)
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min = a.begin
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max = a.last(1)[0]
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elsif a.is_a?(Numeric) && b.is_a?(Numeric)
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min = Integer(a)
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max = Integer(b)
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else
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min = 0
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max = a
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end
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rand((max + 1) - min) + min
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end
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# returns true the passed in % of the time
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# ex: `percent_chance?(25)` -- 1/4 chance of returning true
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def percent_chance?(percent)
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error("percent param (#{percent}) can't be above 100!") if percent > 100.0
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return false if percent == 0.0
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return true if percent == 100.0
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rand() < (percent / 100.0)
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end
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# strips away the junk added by GTK::OpenEntity
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def open_entity_to_hash(open_entity)
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open_entity.as_hash.except(:entity_id, :entity_name, :entity_keys_by_ref, :__thrash_count__)
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end
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# Executes the block for each intersection of the collections. Doesn't check
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# intersections within a parameter
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#
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# Block arguments are an instance of each collection, ordered by the parameter
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# order.
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#
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# ex:
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# collide(tiles, enemies) do |tile, enemy|
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# # do stuff!
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# end
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#
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# collide(player, enemies) do |player, enemy|
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# player.health -= enemy.power
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# end
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def collide(col1, col2, &block)
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col1 = [col1] unless col1.is_a?(Array)
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col2 = [col2] unless col2.is_a?(Array)
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col1.each do |i|
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col2.each do |j|
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if i.intersect_rect?(j)
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block.call(i, j)
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end
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end
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end
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end
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# +angle+ is expected to be in degrees with 0 being facing right
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def vel_from_angle(angle, speed)
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[speed * Math.cos(deg_to_rad(angle)), speed * Math.sin(deg_to_rad(angle))]
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end
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# returns diametrically opposed angle
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# uses degrees
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def opposite_angle(angle)
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add_to_angle(angle, 180)
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end
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# returns a new angle from the og `angle` one summed with the `diff`
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# degrees! of course
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def add_to_angle(angle, diff)
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((angle + diff) % 360).abs
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end
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def deg_to_rad(deg)
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(deg * Math::PI / 180).round(4)
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end
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# Returns degrees
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def angle_for_dir(dir)
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case dir
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when DIR_RIGHT
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0
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when DIR_LEFT
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180
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when DIR_UP
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90
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when DIR_DOWN
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270
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else
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error("invalid dir: #{dir}")
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end
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end
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# checks if the passed in `rect` is outside of the `container`
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# `container` can be any rectangle-ish data structure
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def out_of_bounds?(container, rect)
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rect.x > container.right ||
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rect.x + rect.w < container.left ||
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rect.y > container.top ||
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rect.y + rect.h < container.bottom
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end
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# Raises an exception with the passing in error message
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# `msg` - String
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def error(msg)
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raise StandardError.new(msg)
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end
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# The version of your game defined in `metadata/game_metadata.txt`
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def version
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$gtk.args.cvars['game_metadata.version'].value
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end
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# Name of who make the game
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def dev_title
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$gtk.args.cvars['game_metadata.devtitle'].value
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end
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# Title of the game
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def title
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$gtk.args.cvars['game_metadata.gametitle'].value
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end
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# debug mode is what's running when you're making the game
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# when you build and ship your game, it's in production mode
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def debug?
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@debug ||= !$gtk.production
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end
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# whether or not you're on a mobile device (or simulating one)
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def mobile?
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$gtk.platform?(:mobile) || $gtk.args.state.simulate_mobile
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end
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# sets the passed in entity's color for the specified number of ticks
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def flash(entity, color, tick_count)
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entity.flashing = true
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entity.flash_ticks_remaining = tick_count
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entity.flash_color = color
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end
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def tick_flasher(entity)
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if entity.flashing
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entity.flash_ticks_remaining -= 1
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entity.merge!(entity.flash_color)
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if entity.flash_ticks_remaining <= 0
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entity.flashing = false
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reset_color(entity)
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end
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end
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end
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def reset_color(entity)
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entity.a = nil
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entity.r = nil
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entity.g = nil
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entity.b = nil
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end
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# Returns a hash of the x and y position coords of the center of the entity.
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# The passed in `entity` must have x, y, h, and w attributes
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#
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# Ex:
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# center_of({ x: 100, y: 100, w: 200, h: 250 })
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# # => { x: 200.0, y: 225.0 }
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def center_of(entity)
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raise StandardError.new("entity does not have needed properties to find center; must have x, y, w, and h properties") unless entity.x && entity.y && entity.h && entity.w
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{ x: entity.x + entity.w / 2, y: entity.y + entity.h / 2 }
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end
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