def tick args args.state.base_columns ||= 10.times.map { |n| 50 * n + 1280 / 2 - 5 * 50 + 5 } args.state.base_rows ||= 5.times.map { |n| 50 * n + 720 - 5 * 50 } args.state.offset_columns = 10.times.map { |n| (n - 4.5) * Math.sin(Kernel.tick_count.to_radians) * 12 } args.state.offset_rows = 5.map { 0 } args.state.columns = 10.times.map { |i| args.state.base_columns[i] + args.state.offset_columns[i] } args.state.rows = 5.times.map { |i| args.state.base_rows[i] + args.state.offset_rows[i] } args.state.explosions ||= [] args.state.enemies ||= [] args.state.score ||= 0 args.state.wave ||= 0 if args.state.enemies.empty? args.state.wave += 1 args.state.wave_root = Math.sqrt(args.state.wave) args.state.enemies = make_enemies end args.state.player ||= {x: 620, y: 80, w: 40, h: 40, path: 'sprites/circle-gray.png', angle: 90, cooldown: 0, alive: true} args.state.enemy_bullets ||= [] args.state.player_bullets ||= [] args.state.lives ||= 3 args.state.missed_shots ||= 0 args.state.fired_shots ||= 0 update_explosions args update_enemy_positions args if args.inputs.left && args.state.player[:x] > (300 + 5) args.state.player[:x] -= 5 end if args.inputs.right && args.state.player[:x] < (1280 - args.state.player[:w] - 300 - 5) args.state.player[:x] += 5 end args.state.enemy_bullets.each do |bullet| bullet[:x] += bullet[:dx] bullet[:y] += bullet[:dy] end args.state.player_bullets.each do |bullet| bullet[:x] += bullet[:dx] bullet[:y] += bullet[:dy] end args.state.enemy_bullets = args.state.enemy_bullets.find_all { |bullet| bullet[:y].between?(-16, 736) } args.state.player_bullets = args.state.player_bullets.find_all do |bullet| if bullet[:y].between?(-16, 736) true else args.state.missed_shots += 1 false end end args.state.enemies = args.state.enemies.reject do |enemy| if args.state.player[:alive] && 1500 > (args.state.player[:x] - enemy[:x]) ** 2 + (args.state.player[:y] - enemy[:y]) ** 2 args.state.explosions << {x: enemy[:x] + 4, y: enemy[:y] + 4, w: 32, h: 32, path: 'sprites/explosion-0.png', age: 0} args.state.explosions << {x: args.state.player[:x] + 4, y: args.state.player[:y] + 4, w: 32, h: 32, path: 'sprites/explosion-0.png', age: 0} args.state.player[:alive] = false true else false end end args.state.enemy_bullets.each do |bullet| if args.state.player[:alive] && 400 > (args.state.player[:x] - bullet[:x] + 12) ** 2 + (args.state.player[:y] - bullet[:y] + 12) ** 2 args.state.explosions << {x: args.state.player[:x] + 4, y: args.state.player[:y] + 4, w: 32, h: 32, path: 'sprites/explosion-0.png', age: 0} args.state.player[:alive] = false bullet[:despawn] = true end end args.state.enemies = args.state.enemies.reject do |enemy| args.state.player_bullets.any? do |bullet| if 400 > (enemy[:x] - bullet[:x] + 12) ** 2 + (enemy[:y] - bullet[:y] + 12) ** 2 args.state.explosions << {x: enemy[:x] + 4, y: enemy[:y] + 4, w: 32, h: 32, path: 'sprites/explosion-0.png', age: 0} bullet[:despawn] = true args.state.score += 1000 * args.state.wave true else false end end end args.state.player_bullets = args.state.player_bullets.reject { |bullet| bullet[:despawn] } args.state.enemy_bullets = args.state.enemy_bullets.reject { |bullet| bullet[:despawn] } args.state.player[:cooldown] -= 1 if args.inputs.keyboard.key_held.space && args.state.player[:cooldown] <= 0 && args.state.player[:alive] args.state.player_bullets << {x: args.state.player[:x] + 12, y: args.state.player[:y] + 28, w: 16, h: 16, path: 'sprites/star.png', dx: 0, dy: 8}.sprite args.state.fired_shots += 1 args.state.player[:cooldown] = 10 + 20 / args.state.wave end args.state.enemies.each do |enemy| if Math.rand < 0.0005 + 0.0005 * args.state.wave && args.state.player[:alive] && enemy[:move_state] == :normal args.state.enemy_bullets << {x: enemy[:x] + 12, y: enemy[:y] - 8, w: 16, h: 16, path: 'sprites/star.png', dx: 0, dy: -3 - args.state.wave_root}.sprite end end args.outputs.background_color = [0, 0, 0] args.outputs.primitives << args.state.enemies.map do |enemy| [enemy[:x], enemy[:y], 40, 40, enemy[:path], -90].sprite end args.outputs.primitives << args.state.player if args.state.player[:alive] args.outputs.primitives << args.state.explosions args.outputs.primitives << args.state.player_bullets args.outputs.primitives << args.state.enemy_bullets accuracy = args.state.fired_shots.zero? ? 1 : (args.state.fired_shots - args.state.missed_shots) / args.state.fired_shots args.outputs.primitives << [ [0, 0, 300, 720, 96, 0, 0].solid, [1280 - 300, 0, 300, 720, 96, 0, 0].solid, [1280 - 290, 60, "Wave #{args.state.wave}", 255, 255, 255].label, [1280 - 290, 40, "Accuracy #{(accuracy * 100).floor}%", 255, 255, 255].label, [1280 - 290, 20, "Score #{(args.state.score * accuracy).floor}", 255, 255, 255].label, ] args.outputs.primitives << args.state.lives.times.map do |n| [1280 - 290 + 50 * n, 80, 40, 40, 'sprites/circle-gray.png', 90].sprite end #args.outputs.debug << args.gtk.framerate_diagnostics_primitives if (!args.state.player[:alive]) && args.state.enemy_bullets.empty? && args.state.explosions.empty? && args.state.enemies.all? { |enemy| enemy[:move_state] == :normal } args.state.player[:alive] = true args.state.player[:x] = 624 args.state.player[:y] = 80 args.state.lives -= 1 if args.state.lives == -1 args.state.clear! end end end def make_enemies enemies = [] enemies += 10.times.map { |n| {x: Math.rand * 1280 * 2 - 640, y: Math.rand * 720 * 2 + 720, row: 0, col: n, path: 'sprites/circle-orange.png', move_state: :retreat} } enemies += 10.times.map { |n| {x: Math.rand * 1280 * 2 - 640, y: Math.rand * 720 * 2 + 720, row: 1, col: n, path: 'sprites/circle-orange.png', move_state: :retreat} } enemies += 8.times.map { |n| {x: Math.rand * 1280 * 2 - 640, y: Math.rand * 720 * 2 + 720, row: 2, col: n + 1, path: 'sprites/circle-blue.png', move_state: :retreat} } enemies += 8.times.map { |n| {x: Math.rand * 1280 * 2 - 640, y: Math.rand * 720 * 2 + 720, row: 3, col: n + 1, path: 'sprites/circle-blue.png', move_state: :retreat} } enemies += 4.times.map { |n| {x: Math.rand * 1280 * 2 - 640, y: Math.rand * 720 * 2 + 720, row: 4, col: n + 3, path: 'sprites/circle-green.png', move_state: :retreat} } enemies end def update_explosions args args.state.explosions.each do |explosion| explosion[:age] += 0.5 explosion[:path] = "sprites/explosion-#{explosion[:age].floor}.png" end args.state.explosions = args.state.explosions.reject { |explosion| explosion[:age] >= 7 } end def update_enemy_positions args args.state.enemies.each do |enemy| if enemy[:move_state] == :normal enemy[:x] = args.state.columns[enemy[:col]] enemy[:y] = args.state.rows[enemy[:row]] enemy[:move_state] = :dive if Math.rand < 0.0002 + 0.00005 * args.state.wave && args.state.player[:alive] elsif enemy[:move_state] == :dive enemy[:target_x] ||= args.state.player[:x] enemy[:target_y] ||= args.state.player[:y] dx = enemy[:target_x] - enemy[:x] dy = enemy[:target_y] - enemy[:y] vel = Math.sqrt(dx * dx + dy * dy) speed_limit = 2 + args.state.wave_root if vel > speed_limit dx /= vel / speed_limit dy /= vel / speed_limit end if vel < 1 || !args.state.player[:alive] enemy[:move_state] = :retreat end enemy[:x] += dx enemy[:y] += dy elsif enemy[:move_state] == :retreat enemy[:target_x] = args.state.columns[enemy[:col]] enemy[:target_y] = args.state.rows[enemy[:row]] dx = enemy[:target_x] - enemy[:x] dy = enemy[:target_y] - enemy[:y] vel = Math.sqrt(dx * dx + dy * dy) speed_limit = 2 + args.state.wave_root if vel > speed_limit dx /= vel / speed_limit dy /= vel / speed_limit elsif vel < 1 enemy[:move_state] = :normal enemy[:target_x] = nil enemy[:target_y] = nil end enemy[:x] += dx enemy[:y] += dy end end end