cube-tube/app/scenes/cube_tube.rb
Gordon Pedersen eef53251d1 Beginning refactor.
Starting with Sprites.
Still don't quite know my way around Ruby yet, so it's a learning experience.
2023-03-21 16:34:34 +11:00

473 lines
No EOL
11 KiB
Ruby

# frozen_string_literal: true
# Extension to the scene class for the cube tube scene
module Scene
class << self
def tick_cube_tube(args)
# call the gameplay scene tick method (handles pause menu, etc)
tick_gameplay(args)
args.state.game ||= CubeTubeGame.new args
args.state.game.tick
end
end
end
#
class CubeTubeGame
def initialize args
@args = args
@blocksize = 30
@grid_w = 10
@grid_h = 20
@grid_x = 115
@grid_y = ((1280 - (@grid_h * @blocksize)) / 2) + 143
@start_grid_x = @grid_x
@start_grid_y = @grid_y
@bg_x = 0
@bg_w = 1335
@next_piece_box = [2, -9.5, 7, 7]
@sprite_index = [
Sprite.for(:black),
Sprite.for(:red),
Sprite.for(:green),
Sprite.for(:blue),
Sprite.for(:yellow),
Sprite.for(:indigo),
Sprite.for(:violet),
Sprite.for(:orange),
Sprite.for(:gray)
]
@grid = []
@lines = 0
@level = 0
@current_speed = 0
@next_move = 0
@gameover = false
@showgameover = false
@current_piece_x = 0
@current_piece_y = 0
@current_piece = nil
@next_piece = nil
@lines_to_clear = []
@line_clear_timer = 0
@music_queue = []
reset_game
end
def reset_game
@lines = 0
@level = 0
@current_speed = get_speed
@next_move = @current_speed
@gameover = false
@showgameover = false
@current_piece_x = 4
@current_piece_y = -1
@current_piece = nil
@next_piece = nil
select_next_piece
@lines_to_clear = []
@line_clear_timer = 0
@bg_x = 0
(0..@grid_w - 1).each do |x|
@grid[x] = []
(0..@grid_h - 1).each do |y|
@grid[x][y] = 0
end
end
@music_queue = [:music1, :music2]
end
def render_grid_border x, y, w, h, color
for i in x..(x+w)-1 do
render_block i, y, color
render_block i, (y + h - 1), color
end
for i in y..(y+h)-1 do
render_block x, i, color
render_block (x + w - 1), i, color
end
end
def render_background
# draw a solid black background
@args.outputs.solids << [
0,
0,
1280,
1280,
0, 0, 0
]
@bg_x += (@level+1)*2 unless @gameover
if(@bg_x >= @bg_w)
@bg_x %= @bg_w
end
Sprite.for(:tunnel).render(@args, { x: @bg_x, y: 0, w: @bg_w, h: 720 })
Sprite.for(:tunnel).render(@args, { x: @bg_x - @bg_w, y: 0, w: @bg_w, h: 720 })
Sprite.for(:train).render(@args, { x: 0, y: @grid_x - 64 })
end
def render_foreground
Sprite.for(:train_fore).render(@args, { x: 0, y: @grid_x - 64 })
end
# x and y are positions in the grid, not pixels
def render_block x, y, color
@sprite_index[color].render(
@args,
{
x: (1280 - @grid_y) - (y * @blocksize) - 6,
y: @grid_x + (x * @blocksize),
w: @blocksize + 6,
h: @blocksize
}
)
end
def render_grid
#render_grid_border -1, -1, @grid_w + 2, @grid_h + 2, 8
for x in 0..@grid_w-1 do
for y in 0..@grid_h-1 do
render_block x, y, @grid[x][y] if @grid[x][y] != 0 && (!@lines_to_clear.include?(y) || (@line_clear_timer % 14) < 7)
end
end
end
def render_piece piece, piece_x, piece_y
for x in 0..piece.length-1 do
for y in 0..piece[x].length-1 do
render_block piece_x + x, piece_y + y, piece[x][y] if piece[x][y] != 0
end
end
end
def render_current_piece
render_piece @current_piece, @current_piece_x, @current_piece_y if @line_clear_timer <= 0
end
def render_next_piece
screen_x = @grid_y + 400
screen_y = @grid_x + 80
screen_w = 250
screen_h = 200
Sprite.for(:screen).render(@args, { x: screen_x, y: screen_y + 10, w: screen_w, h: screen_h + 10 })
next_piece = @line_clear_timer <= 0 ? @next_piece : @current_piece
# render_grid_border *@next_piece_box, 8
centerx = (@next_piece_box[2] - next_piece.length) / 2
centery = (@next_piece_box[3] - next_piece[0].length) / 2
render_piece next_piece, @next_piece_box[0] + centerx, @next_piece_box[1] + centery
@args.outputs.labels << [screen_x + 33, screen_y + screen_h - 8, "Next piece", 8, 255, 255, 255, 255 ]
screen_s = case (@args.state.tick_count % 32)
when 0..7
:screen_s1
when 8..15
:screen_s2
when 16..23
:screen_s3
when 24..31
:screen_s4
end
Sprite.for(screen_s).render(@args, { x: screen_x, y: screen_y + 10, w: screen_w, h: screen_h + 10 })
end
def render_score
@args.outputs.labels << [ 200, 600, "Lines: #{@lines}", 10, 255, 255, 255, 255 ]
@args.outputs.labels << [ 400, 600, "Level: #{@level}", 10, 255, 255, 255, 255 ]
@args.outputs.labels << [ 400, 563, "(Speed: #{(1/(@current_speed/60)).round 2} L/s)", 0.1, 255, 255, 255, 255 ]
end
def render_gameover
@args.outputs.solids << [ 0, 245, 1280, 200, 0, 0, 0, 255]
@args.outputs.labels << [ 200, 450, "GAME OVER", 100, 255, 255, 255, 255 ]
end
def render
render_background
render_next_piece
render_current_piece
render_grid
render_foreground
render_score
render_gameover if @showgameover
end
def current_piece_colliding
for x in 0..@current_piece.length-1 do
for y in 0..@current_piece[x].length-1 do
if (@current_piece[x][y] != 0) && ((@current_piece_y + y >= @grid_h) || ((@current_piece_y + y) >= 0 && @grid[@current_piece_x + x][@current_piece_y + y] != 0 ))
return true
end
end
end
return false
end
def get_speed
return case @level
when 0 then 53
when 1 then 49
when 2 then 45
when 3 then 41
when 4 then 37
when 5 then 33
when 6 then 28
when 7 then 22
when 8 then 17
when 9 then 11
when 10 then 10
when 11 then 9
when 12 then 8
when 13 then 7
when 14 then 6
when 15 then 6
when 16 then 5
when 17 then 5
when 18 then 4
when 19 then 4
when 20 then 3
else 3
end
end
def plant_current_piece
rows_to_check = []
for x in 0..@current_piece.length-1 do
for y in 0..@current_piece[x].length-1 do
if @current_piece[x][y] != 0
col = @current_piece_x + x
row = @current_piece_y + y
@grid[col][row] = @current_piece[x][y]
rows_to_check << row if !rows_to_check.include? row
end
end
end
@lines_to_clear = []
# see if any rows need to be cleared out
for y in 0..@grid_h-1
full = true
for x in 0..@grid_w-1
if @grid[x][y] == 0
full = false
break
end
end
if full # no empty space in the row
@lines_to_clear.push y
@lines += 1
@line_clear_timer = 70
if (@lines%10).floor == 0
@level += 1
@args.audio[:music].looping = false
end
end
end
select_next_piece
if @lines_to_clear.empty?
play_sfx(@args, :drop)
if current_piece_colliding
@gameover = true
stop_music(@args)
end
else
play_sfx(@args, :clear)
@current_speed = get_speed
end
@next_move = @current_speed + 2
end
def select_next_piece
@current_piece = @next_piece
@current_piece_x = 4
@current_piece_y = -1
r = (rand 7) + 1
@next_piece = case r
when 1 then [ [r, 0], [r, r], [0, r]]
when 2 then [ [0, r], [r, r], [r, 0]]
when 3 then [ [r, r, r], [r, 0, 0]]
when 4 then [ [r, r], [r, r] ]
when 5 then [ [r], [r], [r], [r]]
when 6 then [ [r, 0], [r, r], [r, 0]]
when 7 then [ [r, 0, 0], [r, r, r]]
end
select_next_piece if @current_piece == nil
end
def rotate_current_piece_left
play_sfx(@args, :rotate)
@current_piece = @current_piece.transpose.map(&:reverse)
if(@current_piece_x + @current_piece.length) >= @grid_w
@current_piece_x = @grid_w - @current_piece.length
end
end
def rotate_current_piece_right
play_sfx(@args, :rotate)
@current_piece = @current_piece.transpose.map(&:reverse)
@current_piece = @current_piece.transpose.map(&:reverse)
@current_piece = @current_piece.transpose.map(&:reverse)
end
def fill_grid
b = false
for y in 0..@grid_h-1 do
for x in 0..@grid_w-1 do
if @grid[x][y] == 0
@grid[x][y] = (rand 7) + 1
b = true
end
end
return if b
end
@showgameover = true
end
def restart_game
reset_game
end
def iterate
# check input first
k = @args.inputs.keyboard
c = @args.inputs.controller_one
if @gameover
if @showgameover
if k.key_down.space || k.key_down.enter || c.key_down.start
restart_game
end
else
fill_grid
end
return
end
if @args.audio[:music]
resume_music(@args) if @args.audio[:music].paused
@args.audio[:music].pitch = 1 + (@level * 0.125)
else
music = @music_queue.shift
@music_queue.push music
play_music(@args, music)
end
if @line_clear_timer.positive?
@line_clear_timer -= 1
if @line_clear_timer.zero?
for y in @lines_to_clear
for i in y.downto(1) do
for j in 0..@grid_w-1
@grid[j][i] = @grid[j][i-1]
end
end
for i in 0..@grid_w-1
@grid[i][0] = 0
end
end
play_sfx(@args, :drop)
@lines_to_clear = []
end
return
end
if k.key_down.down || k.key_down.s || c.key_down.down
if @current_piece_x > 0
@current_piece_x -= 1
if current_piece_colliding
play_sfx(@args, :move_deny)
@current_piece_x += 1
else
play_sfx(@args, :move)
end
else
play_sfx(@args, :move_deny)
end
end
if k.key_down.up || k.key_down.w || c.key_down.up
if (@current_piece_x + @current_piece.length) < @grid_w
@current_piece_x += 1
if current_piece_colliding
play_sfx(@args, :move_deny)
@current_piece_x -= 1
else
play_sfx(@args, :move)
end
else
play_sfx(@args, :move_deny)
end
end
if k.key_down.left || k.key_held.left || k.key_down.a || k.key_held.a || c.key_down.left || c.key_held.left
@next_move -= @current_speed / 3
end
if k.key_down.plus || k.key_down.equal_sign
@level += 1
@current_speed = get_speed
end
if k.key_down.q || c.key_down.a
rotate_current_piece_left
end
if k.key_down.e || c.key_down.b
rotate_current_piece_right
end
case @args.state.tick_count % (@current_speed * 6)
when 0..3, (@current_speed * 2)..((@current_speed * 2) + 3)
@grid_x = @start_grid_x + 3
else
@grid_x = @start_grid_x
end
@next_move -= 1
if @next_move <= 0
@next_move = @current_speed
@current_piece_y += 1
if current_piece_colliding
@current_piece_y -= 1
plant_current_piece
end
end
end
def tick
iterate
render
end
end