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Game.rb
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require 'ruby2d'
require_relative 'Math.rb'
require_relative 'Player.rb'
require_relative 'MapObj.rb'
set width: 400, height: 500, background: 'gray'
class Game
attr_reader :player
@@projectiles = Array.new
@@global_fire_speed = 10 # 1 in every @@global_fire_speed are fired
@@player_speed = 3 # pixels per update
@@tile_size = 64
@@map_scale = 8
@@angle0 = 0
@@angle60 = Window.width
@@angle30 = (@@angle60/2).floor
@@angle15 = (@@angle30/2).floor
@@angle10 = (@@angle60/6).floor
@@angle5 = (@@angle10/2).floor
@@angle45 = (@@angle15*3).floor
@@angle90 = (@@angle45*2).floor
@@angle180 = (@@angle60*3).floor
@@angle270 = (@@angle90*3).floor
@@angle360 = (@@angle60*6).floor
@@tangents = Array.new(@@angle360 + 1) {|i| Math.tan((i * Math::PI) / @@angle180 + 0.0001)}
@@itangents = Array.new(@@angle360 + 1) {|i| 1 / @@tangents[i]}
@@cosines = Array.new(@@angle360 + 1) {|i| Math.cos((i * Math::PI) / @@angle180 + 0.0001)}
@@icosines = Array.new(@@angle360 + 1) {|i| 1 / @@cosines[i]}
@@sines = Array.new(@@angle360 + 1) {|i| Math.sin((i * Math::PI) / @@angle180 + 0.0001)}
@@isines = Array.new(@@angle360 + 1) {|i| 1 / @@sines[i]}
@@v_step = Array.new(@@angle360 + 1) do |i|
res = (@@tile_size * @@tangents[i]).abs
res *= -1 if i > @@angle0 && i < @@angle180
x = @@tile_size
x = (x + 1) * -1 if i > @@angle90 && i < @@angle270
Point.new(x, res)
end
@@h_step = Array.new(@@angle360 + 1) do |i|
res = (@@tile_size / @@tangents[i]).abs
res *= -1 if i > @@angle90 && i < @@angle270
y = @@tile_size
y = (y + 1) * -1 if i > @@angle0 && i < @@angle180
Point.new(res, y)
end
@@map = [
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1],
[1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1],
[1, 0, 1, 0, 1, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1],
[1, 0, 1, 0, 1, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 1, 1, 0, 1],
[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1],
[1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1],
[1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1],
[1, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1],
[1, 0, 1, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1],
[1, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1],
[1, 0, 1, 1, 0, 0, 0, 1, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1],
[1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
]
def initialize
@player = Player.new(Point.new(1 * @@tile_size, 1 * @@tile_size), 60, @@player_speed)
@key_up, @key_down, @key_left, @key_right, @fire = false
@can_fire = @@global_fire_speed - 1
@layout = Array.new
@@map.each_with_index do |row, y|
row.each_with_index do |elem, x|
@layout.append(choose_map_obj(elem, Point.new(x * @@tile_size / @@map_scale, y * @@tile_size / @@map_scale), Point.new(x, y), @@tile_size / @@map_scale + 1))
end
end
@direction_horizontal = false
end
def choose_map_obj(id, position, map_position, size)
case id
when 0 then Floor.new(position, map_position, size)
when 1 then Wall.new(position, map_position, size)
end
end
def update
update_player
update_projectiles
display_map
display_ray
end
def key_pressed(key)
case key
when 'up' then @key_up = true
when 'down' then @key_down = true
when 'left' then @key_left = true
when 'right' then @key_right = true
when 'space' then @fire = true
end
end
def key_released(key)
case key
when 'up' then @key_up = false
when 'down' then @key_down = false
when 'left' then @key_left = false
when 'right' then @key_right = false
when 'space' then @fire = false; @can_fire = @@global_fire_speed - 1
end
end
def self.angle0
return @@angle0
end
def self.angle60
return @@angle60
end
def self.angle30
return @@angle30
end
def self.angle15
return @@angle15
end
def self.angle10
return @@angle10
end
def self.angle5
return @@angle5
end
def self.angle45
return @@angle45
end
def self.angle90
return @@angle90
end
def self.angle180
return @@angle180
end
def self.angle270
return @@angle270
end
def self.angle360
return @@angle360
end
def self.tangents
return @@tangents
end
def self.itangents
return @@itangents
end
def self.cosines
return @@cosines
end
def self.icosines
return @@icosines
end
def self.sines
return @@sines
end
def self.isines
return @@isines
end
def self.tile_size
return @@tile_size
end
def self.scale
return @@map_scale
end
private
def wall_color(angle)
if (@direction_horizontal)
return angle < @@angle180 ? ("#9c6e36") : ("#83a832");
else
return (angle > @@angle90 && angle < @@angle270) ? ("#4d918b") : ("#684d91");
end
end
def nearest_colision(angle)
h_colision = (@player.position.y / @@tile_size).floor * @@tile_size
h_colision += @@tile_size if angle > @@angle180
v_colision = (@player.position.x / @@tile_size).floor * @@tile_size
v_colision += @@tile_size if not angle > @@angle90 && angle < @@angle270
h_p = Point.new(@player.position.x + (@player.position.y - h_colision) / @@tangents[angle], h_colision)
h_p.y -= 1 if angle < @@angle180
h_p.x += 1 if angle > @@angle90 && angle < @@angle270
#NEXT HORIZONTAL
while (check_boundaries(h_p))
h_p = h_p + @@h_step[angle]
end
if (h_p.x < 0 || h_p.y < 0 || @@map[h_p.y / @@tile_size].nil? ||h_p.x >= (@@map[h_p.y / @@tile_size].length * @@tile_size))
h_dist = Float::INFINITY
else
h_dist = ((@player.position.y - h_p.y).abs / @@sines[angle]).abs
end
v_p = Point.new(v_colision, @player.position.y + (@player.position.x - v_colision) * @@tangents[angle])
v_p.x -= 1 if angle > @@angle90 && angle < @@angle270
v_p.y += 1 if angle < @@angle180
#NEXT VERTICAL
while (check_boundaries(v_p))
v_p = v_p + @@v_step[angle]
end
if (v_p.x < 0 || v_p.y < 0 || v_p.y >= (@@map.length * @@tile_size))
v_dist = Float::INFINITY
else
v_dist = ((@player.position.x - v_p.x).abs / @@cosines[angle]).abs
end
if v_dist < h_dist
@direction_horizontal = false
return v_dist
else
@direction_horizontal = true
return h_dist
end
end
def display_ray
@@angle60.times do |i|
angle = (@player.angle - @@angle30 + i) % @@angle360
angle = @@angle360 + angle if angle < 0
dist = nearest_colision(angle)
end_line = (@player.position / @@map_scale).add_vec(Vector.new(angle, dist / @@map_scale))
Line.new(
x1: @player.position.x / @@map_scale, y1: @player.position.y / @@map_scale,
x2: end_line.x, y2: end_line.y,
width: 1,
color: 'lime',
z: 25
)
wall_height = dist * @@cosines[(i - @@angle30).abs];
wall_height = (@@tile_size / wall_height) * 220; #220 => distance to plane
wall_height /= 2
center = Window.height / 2
Line.new(
x1: i, y1: center - wall_height,
x2: i, y2: center + wall_height,
width: 1,
color: wall_color(angle),
z: 10
)
end
end
def update_player
@player.angle += @@angle5 if @key_right
@player.angle -= @@angle5 if @key_left
mag = 0
mag += @player.speed if @key_up
mag -= @player.speed if @key_down
if mag != 0
new_position = @player.position.add_vec(Vector.new(@player.angle, mag))
player.position = new_position if check_boundaries(new_position)
end
@player.draw
end
def update_projectiles
@can_fire += 1 if @fire
@@projectiles.append(Projectile.new(@player.position, @player.angle, 20)) if @fire && @can_fire == @@global_fire_speed
@@projectiles.each do |projectile|
projectile.update_position
@@projectiles.delete(projectile) if not check_boundaries(projectile.position)
projectile.draw
end
@can_fire = 0 if @can_fire >= @@global_fire_speed
end
def no_solids_here(position)
@layout.each {|map_elem| return false if (map_elem.solid && map_elem.map_position == position)}
return true
end
#This function right here recieves the Point(x, y) [coordinate] in relation to the tile size
def check_boundaries(point)
point = Point.new((point.x / @@tile_size).floor, (point.y / @@tile_size).floor)
return point.x > 0 && point.y > 0 && point.y < @@map.length && !@@map[point.y].nil? && point.x < @@map[point.y].length && no_solids_here(point)
end
def display_map
@layout.each {|map_elem| map_elem.draw if not map_elem.nil?}
end
end
g = Game.new
on :key_down do |event|
if ['up', 'down', 'left', 'right', 'space'].include?(event.key)
g.key_pressed(event.key)
end
end
on :key_up do |event|
if ['up', 'down', 'left', 'right', 'space'].include?(event.key)
g.key_released(event.key)
end
end
update do
clear
g.update
end
show