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