cube-tube/app/tick.rb
Gordon Pedersen b05fb1e0db A bunch of polish
- lock delay
- wall kick tests
- an entirely new music track that changes per level
- Changes to how the music class works (especially when not passing a specific channel)
- New sound effects for getting a tetris, changing levels and game over
- Change piece colours to match the commonly accepted ones
I really should commit more often...
2023-05-08 09:35:52 +10:00

87 lines
2.4 KiB
Ruby

# frozen_string_literal: true
# Code that only gets run once on game start
def init(args)
Input.reset_swipe(args)
GameSetting.load_settings(args)
end
# Code that runs every game tick (mainly just calling other ticks)
def tick(args)
init(args) if args.state.tick_count.zero?
Music.tick(args)
# 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_stack ||= []
Scene.push(args, Scene.default(args), reset: true) if args.state.scene_stack.empty?
Input.track_swipe(args) if mobile?
args.state.scene_stack.each do |scene|
scene.tick(args) if scene.tick_in_background || scene == args.state.scene_stack.last
end
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
Sound.play(args, :select)
args.state.render_debug_details = !args.state.render_debug_details
end
if args.inputs.keyboard.key_down.i
Sound.play(args, :select)
Sprite.reset_all(args)
args.gtk.notify!('Sprites reloaded')
end
if args.inputs.keyboard.key_down.r
Sound.play(args, :select)
$gtk.reset
end
if args.inputs.keyboard.key_down.m
Sound.play(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