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DragonRuby Game Toolkit - Shadows (https://amirrajan.itch.io/shadows) (https://youtu.be/wQknjYk_-dE)
# demo gameplay here: https://youtu.be/wQknjYk_-dE
# this is the core game class. the game is pretty small so this is the only class that was created
class Game
# attr_gtk is a ruby class macro (mixin) that adds the .args, .inputs, .outputs, and .state properties to a class
attr_gtk
# this is the main tick method that will be called every frame the tick method is your standard game loop.
# ie initialize game state, process input, perform simulation calculations, then render
def tick
defaults
input
calc
render
end
# defaults method re-initializes the game to itsstarting point if
# 1. it hasn't already been initialized (state.clock is nil)
# 2. or reinitializes the game if the player died (game_over)
def defaults
# initialize background music
args.audio[:bg_music] ||= {
input: "sounds/hymn.ogg",
looping: true,
game: 1.0,
pitch: 1.0,
paused: false
}
new_game if !state.clock || state.game_over == true
end
# this is where inputs are processed
# we process inputs for the player via input_entity
# and then process inputs for each enemy using the same
# input_entity function
def input
input_entity player,
find_input_timeline(at: player.clock, key: :left_right),
find_input_timeline(at: player.clock, key: :space),
find_input_timeline(at: player.clock, key: :down)
# an enemy could still be spawing
shadows.find_all { |shadow| entity_active? shadow }
.each do |shadow|
input_entity shadow,
find_input_timeline(at: shadow.clock, key: :left_right),
find_input_timeline(at: shadow.clock, key: :space),
find_input_timeline(at: shadow.clock, key: :down)
end
end
# this is the input_entity function that handles the movement of the player (and the enemies)
# it's essentially your state machine for player movement
def input_entity entity, left_right, jump, fall_through
# guard clause that ignores input processing if the entity is still spawning
return if !entity_active? entity
# increment the dx of the entity by the magnitude of the left_right input value
entity.dx += left_right
# if the left_right input is zero...
if left_right == 0
# if the entity was originally running, then set their "action" to standing
# entity_set_action! updates the current action of the entity and takes note of the frame that
# the action occured on
if (entity.action == :running)
entity_set_action! entity, :standing
end
elsif entity.left_right != left_right && (entity_on_platform? entity)
# if the entity is on a platform, and their current left right value is different, mark them as running
# this is done because we want to reset the run animation if they changed directions
entity_set_action! entity, :running
end
# capture the left_right input so that it can be consulted on the next frame
entity.left_right = left_right
# capture the direction the player is facing (this is used to determine the horizontal flip of the sprite
entity.orientation = if left_right == -1
:left
elsif left_right == 1
:right
else
entity.orientation
end
# if the fall_through (down) input was requested, and if they are on a platform...
if fall_through && (entity_on_platform? entity)
entity.jumped_at = 0
# set their jump_down value (falling through a platform)
entity.jumped_down_at = entity.clock
# and increment the number of times they jumped (entities get three jumps before needing to touch the ground again)
entity.jump_count += 1
end
# if the jump input was requested and if they haven't reached their jump limit
if jump && entity.jump_count < 3
# update the player's current action to the corresponding jump number (used for rendering
# the different jump animations)
if entity.jump_count == 0
entity_set_action! entity, :first_jump
elsif entity.jump_count == 1
entity_set_action! entity, :midair_jump
elsif entity.jump_count == 2
entity_set_action! entity, :midair_jump
end
# set the entity's dy value and take note of when jump occured (also increment jump
# count/eat one of their jumps)
entity.dy = entity.jump_power
entity.jumped_at = entity.clock
entity.jumped_down_at = 0
entity.jump_count += 1
end
end
# after inputs have been processed, we then determine game over states, collision, win states etc
def calc
# calculate the new values of the light meter (if the light meter hits zero, it's game over)
calc_light_meter
# capture the actions that were taken this turn so that they can be "replayed" for the enemies on future
# ticks of the simulation
calc_action_history
# calculate collisions for the player
calc_entity player
# calculate collisions for the enemies
calc_shadows
# spawn a new light crystal
calc_light_crystal
# process "fire and forget" render queues (eg particles and death animations)
calc_render_queues
# determine game over
calc_game_over
# increment the internal clocks for all entities this internal clock is used to determine how
# a player's past input is replayed. it's also used to determine what animation frame the entity
# should be performing when idle, running, and jumping
calc_clock
end
def calc_light_meter
# ease the light meters value up or down every time the player captures a light crystal
# the "target" light meter value is increased and slowly spills over to the final light meter value
# which is used to determine game over
state.light_meter -= 1
d = state.light_meter_queue * 0.1
state.light_meter += d
state.light_meter_queue -= d
end
def calc_action_history
# keep track of the inputs the player has performed over time as the inputs change for the player, mark the point in time
# the specific input changed, and when the change occured. when enemies replay the player's actions, this history (along
# with the enemy's interal clock) is consulted to determine what action should be performed
# the three possible input events are captured and marked within the input timeline if/when the value changes
# left right input events
state.curr_left_right = inputs.left_right
if state.prev_left_right != state.curr_left_right
state.input_timeline.unshift({ at: state.clock, k: :left_right, v: state.curr_left_right })
end
state.prev_left_right = state.curr_left_right
# jump input events
state.curr_space = inputs.keyboard.key_down.space ||
inputs.controller_one.key_down.a ||
inputs.keyboard.key_down.up ||
inputs.controller_one.key_down.b
if state.prev_space != state.curr_space
state.input_timeline.unshift({ at: state.clock, k: :space, v: state.curr_space })
end
state.prev_space = state.curr_space
# jump down (fall through platform)
state.curr_down = inputs.keyboard.down || inputs.controller_one.down
if state.prev_down != state.curr_down
state.input_timeline.unshift({ at: state.clock, k: :down, v: state.curr_down })
end
state.prev_down = state.curr_down
end
def calc_entity entity
# process entity collision/simulation
calc_entity_rect entity
# return if the entity is still spawning
return if !entity_active? entity
# calc collisions
calc_entity_collision entity
# update the state machine of the entity based on the collision results
calc_entity_action entity
# calc actions the entity should take based on input timeline
calc_entity_movement entity
end
def calc_entity_rect entity
# this function calculates the entity's new collision rect, render rect, hurt box, etc
entity.render_rect = { x: entity.x, y: entity.y, w: entity.w, h: entity.h }
entity.rect = entity.render_rect.merge x: entity.render_rect.x + entity.render_rect.w * 0.33,
w: entity.render_rect.w * 0.33
entity.next_rect = entity.rect.merge x: entity.x + entity.dx,
y: entity.y + entity.dy
entity.prev_rect = entity.rect.merge x: entity.x - entity.dx,
y: entity.y - entity.dy
orientation_shift = 0
if entity.orientation == :right
orientation_shift = entity.rect.w.half
end
entity.hurt_rect = entity.rect.merge y: entity.rect.y + entity.h * 0.33,
x: entity.rect.x - entity.rect.w.half + orientation_shift,
h: entity.rect.h * 0.33
end
def calc_entity_collision entity
# run of the mill AABB collision
calc_entity_below entity
calc_entity_left entity
calc_entity_right entity
end
def calc_entity_below entity
# exit ground collision detection if they aren't falling
return unless entity.dy < 0
tiles_below = find_tiles { |t| t.rect.top <= entity.prev_rect.y }
collision = find_collision tiles_below, (entity.rect.merge y: entity.next_rect.y)
# exit ground collision detection if no ground was found
return unless collision
# determine if the entity is allowed to fall through the platform
# (you can only fall through a platform if you've been standing on it for 8 frames)
can_drop = true
if entity.last_standing_at && (entity.clock - entity.last_standing_at) < 8
can_drop = false
end
# if the entity is allowed to fall through the platform,
# and the entity requested the action, then clip them through the platform
if can_drop && entity.jumped_down_at.elapsed_time(entity.clock) < 10 && !collision.impassable
if (entity_on_platform? entity) && can_drop
entity.dy = -1
end
entity.jump_count = 1
else
entity.y = collision.rect.y + collision.rect.h
entity.dy = 0
entity.jump_count = 0
end
end
def calc_entity_left entity
# collision detection left side of screen
return unless entity.dx < 0
return if entity.next_rect.x > 8 - 32
entity.x = 8 - 32
entity.dx = 0
end
def calc_entity_right entity
# collision detection right side of screen
return unless entity.dx > 0
return if (entity.next_rect.x + entity.rect.w) < (1280 - 8 - 32)
entity.x = (1280 - 8 - entity.rect.w - 32)
entity.dx = 0
end
def calc_entity_action entity
# update the state machine of the entity
# based on where they ended up after physics calculations
if entity.dy < 0
# mark the entity as falling after the jump animation frames have been processed
if entity.action == :midair_jump
if entity_action_complete? entity, state.midair_jump_duration
entity_set_action! entity, :falling
end
else
entity_set_action! entity, :falling
end
elsif entity.dy == 0 && !(entity_on_platform? entity)
# if the entity's dy is zero, determine if they should be marked as standing or running
if entity.left_right == 0
entity_set_action! entity, :standing
else
entity_set_action! entity, :running
end
end
end
def calc_entity_movement entity
# increment x and y positions of the entity based on dy and dx
calc_entity_dy entity
calc_entity_dx entity
end
def calc_entity_dx entity
# horizontal movement application and friction
entity.dx = entity.dx.clamp(-5, 5)
entity.dx *= 0.9
entity.x += entity.dx
end
def calc_entity_dy entity
# vertical movement application and gravity
entity.y += entity.dy
entity.dy += state.gravity
entity.dy += entity.dy * state.drag ** 2 * -1
end
def calc_shadows
# every 5 seconds, add a new shadow enemy/increase difficult
add_shadow! if state.clock.zmod?(300)
# for each shadow, perform a simulation calculation
shadows.each do |shadow|
calc_entity shadow
# decrement the spawn countdown which is used to determine if the enemy is finally active
shadow.spawn_countdown -= 1 if shadow.spawn_countdown > 0
end
end
def calc_light_crystal
# determine if the player has intersected with a light crystal
light_rect = state.light_crystal
if player.hurt_rect.intersect_rect? light_rect
# if they have then queue up the partical animation of the light crystal being collected
state.jitter_fade_out_render_queue << { x: state.light_crystal.x,
y: state.light_crystal.y,
w: state.light_crystal.w,
h: state.light_crystal.h,
a: 255,
path: 'sprites/light.png' }
# increment the light meter target value
state.light_meter_queue += 600
# spawn a new light cristal for the player to try to get
state.light_crystal = new_light_crystal
# play collection sound
outputs.sounds << "sounds/light-#{rand(6)}.wav"
end
end
def calc_render_queues
# render all the entries in the "fire and forget" render queues
state.jitter_fade_out_render_queue.each do |s|
new_w = s.w * 1.02 ** 5
ds = new_w - s.w
s.w = new_w
s.h = new_w
s.x -= ds.half
s.y -= ds.half
s.a = s.a * 0.97 ** 5
end
state.jitter_fade_out_render_queue.reject! { |s| s.a <= 1 }
state.game_over_render_queue.each { |s| s.a = s.a * 0.95 }
state.game_over_render_queue.reject! { |s| s.a <= 1 }
end
def calc_game_over
# calcuate game over
state.game_over = false
# it's game over if the player intersects with any of the enemies
state.game_over ||= shadows.find_all { |s| s.spawn_countdown <= 0 }
.any? { |s| s.hurt_rect.intersect_rect? player.hurt_rect }
# it's game over if the light_meter hits 0
state.game_over ||= state.light_meter <= 1
# debug to reset the game/prematurely
if inputs.keyboard.key_down.r
state.you_win = false
state.game_over = true
end
# update game over states and win/loss
if state.game_over
state.you_win = false
state.game_over = true
end
if state.light_meter >= 6000
state.you_win = true
state.game_over = true
end
# if it's a game over, fade out all current entities in play
if state.game_over
state.game_over_render_queue.concat shadows.map { |s| s.sprite.merge(a: 255) }
state.game_over_render_queue << player.sprite.merge(a: 255)
state.game_over_render_queue << state.light_crystal.merge(a: 255, path: 'sprites/light.png', b: 128)
end
end
def calc_clock
return if state.game_over
state.clock += 1
player.clock += 1
shadows.each { |s| s.clock += 1 if entity_active? s }
end
def render
# render the game
render_stage
render_light_meter
render_instructions
render_render_queues
render_light_meter_warning
render_light_crystal
render_entities
end
def render_stage
# the stage is a simple background
outputs.background_color = [255, 255, 255]
outputs.sprites << { x: 0,
y: 0,
w: 1280,
h: 720,
path: "sprites/stage.png",
a: 200 }
end
def render_light_meter
# the light meter sprite is rendered across the top how much of the light meter is light vs dark is based off
# of what the current light meter value is (which increases when a crystal is collected and decreses a little bit every
# frame
meter_perc = state.light_meter.fdiv(6000) + (0.002 * rand)
light_w = (1280 * meter_perc).round
dark_w = 1280 - light_w
# once the light and dark partitions have been computed render the meter sprite and clip its width (source_w)
outputs.sprites << { x: 0, y: 64.from_top, w: light_w,
source_x: 0, source_y: 0, source_w: light_w, source_h: 128,
h: 64, path: 'sprites/meter-light.png' }
outputs.sprites << { x: 1280 * meter_perc, y: 64.from_top, w: dark_w,
source_x: light_w, source_y: 0, source_w: dark_w, source_h: 128,
h: 64, path: 'sprites/meter-dark.png' }
end
def render_instructions
outputs.labels << { x: 640, y: 40,
text: '[left/right] to move, [up/space] to jump, [down] to drop through platform',
alignment_enum: 1 }
if state.you_win
outputs.labels << { x: 640, y: 40.from_top,
text: 'You win!',
size_enum: -1, alignment_enum: 1 }
end
end
def render_render_queues
outputs.sprites << state.jitter_fade_out_render_queue
outputs.sprites << state.game_over_render_queue
end
def render_light_meter_warning
return if state.light_meter >= 255
# the screen starts to dim if they are close to having a game over because of a depleated light meter
outputs.primitives << { x: 0, y: 0, w: 1280, h: 720,
a: 255 - state.light_meter,
path: :pixel, r: 0, g: 0, b: 0 }
outputs.primitives << { x: state.light_crystal.x - 32,
y: state.light_crystal.y - 32,
w: 128,
h: 128,
a: 255 - state.light_meter,
path: 'sprites/spotlight.png' }
end
def render_light_crystal
jitter_sprite = { x: state.light_crystal.x + 5 * rand,
y: state.light_crystal.y + 5 * rand,
w: state.light_crystal.w + 5 * rand,
h: state.light_crystal.h + 5 * rand,
path: 'sprites/light.png' }
outputs.primitives << jitter_sprite
end
def render_entities
render_entity player, r: 0, g: 0, b: 0
shadows.each { |shadow| render_entity shadow, g: 0, b: 0 }
end
def render_entity entity, r: 255, g: 255, b: 255;
# this is essentially the entity "prefab" the current action of the entity is consulted to
# determine what sprite should be rendered the action_at time is consulted to determine which frame
# of the sprite animation should be presented
a = 255
entity.sprite = nil
if entity.activate_at
activation_elapsed_time = state.clock - entity.activate_at
if entity.activate_at > state.clock
entity.sprite = { x: entity.initial_x + 5 * rand,
y: entity.initial_y + 5 * rand,
w: 64 + 5 * rand, h: 64 + 5 * rand,
path: "sprites/light.png", g: 0, b: 0, a: a }
outputs.sprites << entity.sprite
return
elsif !entity.activated
entity.activated = true
state.jitter_fade_out_render_queue << { x: entity.initial_x + 5 * rand,
y: entity.initial_y + 5 * rand,
w: 86 + 5 * rand, h: 86 + 5 * rand,
path: "sprites/light.png",
g: 0, b: 0, a: 255 }
end
end
# this is the render outputs for an entities action state machine
if entity.action == :standing
path = "sprites/player/stand.png"
elsif entity.action == :running
sprint_index = entity.action_at
.frame_index count: 4,
hold_for: 8,
repeat: true,
tick_count_override: entity.clock
path = "sprites/player/run-#{sprint_index}.png"
elsif entity.action == :first_jump
sprint_index = entity.action_at
.frame_index count: 2,
hold_for: 8,
repeat: false,
tick_count_override: entity.clock
path = "sprites/player/jump-#{sprint_index || 1}.png"
elsif entity.action == :midair_jump
sprint_index = entity.action_at
.frame_index count: state.midair_jump_frame_count,
hold_for: state.midair_jump_hold_for,
repeat: false,
tick_count_override: entity.clock
path = "sprites/player/midair-jump-#{sprint_index || 8}.png"
elsif entity.action == :falling
path = "sprites/player/falling.png"
end
flip_horizontally = true if entity.orientation == :left
entity.sprite = entity.render_rect.merge path: path, a: a, r: r, g: g, b: b, flip_horizontally: flip_horizontally
outputs.sprites << entity.sprite
end
def new_game
state.clock = 0
state.game_over = false
state.gravity = -0.4
state.drag = 0.15
state.activation_time = 90
state.light_meter = 600
state.light_meter_queue = 0
state.midair_jump_frame_count = 9
state.midair_jump_hold_for = 6
state.midair_jump_duration = state.midair_jump_frame_count * state.midair_jump_hold_for
# hard coded collision tiles
state.tiles = [
{ impassable: true, x: 0, y: 0, w: 1280, h: 8, path: :pixel, r: 0, g: 0, b: 0 },
{ impassable: true, x: 0, y: 0, w: 8, h: 1500, path: :pixel, r: 0, g: 0, b: 0 },
{ impassable: true, x: 1280 - 8, y: 0, w: 8, h: 1500, path: :pixel, r: 0, g: 0, b: 0 },
{ x: 80 + 320 + 80, y: 128, w: 320, h: 8, path: :pixel, r: 0, g: 0, b: 0 },
{ x: 80 + 320 + 80 + 320 + 80, y: 192, w: 320, h: 8, path: :pixel, r: 0, g: 0, b: 0 },
{ x: 160, y: 320, w: 400, h: 8, path: :pixel, r: 0, g: 0, b: 0 },
{ x: 160 + 400 + 160, y: 400, w: 400, h: 8, path: :pixel, r: 0, g: 0, b: 0 },
{ x: 320, y: 600, w: 320, h: 8, path: :pixel, r: 0, g: 0, b: 0 },
{ x: 8, y: 500, w: 100, h: 8, path: :pixel, r: 0, g: 0, b: 0 },
{ x: 8, y: 60, w: 100, h: 8, path: :pixel, r: 0, g: 0, b: 0 },
]
state.player = new_entity
state.player.jump_count = 1
state.player.jumped_at = state.player.clock
state.player.jumped_down_at = 0
state.shadows = []
state.input_timeline = [
{ at: 0, k: :left_right, v: inputs.left_right },
{ at: 0, k: :space, v: false },
{ at: 0, k: :down, v: false },
]
state.jitter_fade_out_render_queue = []
state.game_over_render_queue ||= []
state.light_crystal = new_light_crystal
end
def new_light_crystal
r = { x: 124 + rand(1000), y: 135 + rand(500), w: 64, h: 64 }
return new_light_crystal if tiles.any? { |t| t.intersect_rect? r }
return new_light_crystal if (player.x - r.x).abs < 200
r
end
def entity_active? entity
return true unless entity.activate_at
return entity.activate_at <= state.clock
end
def add_shadow!
s = new_entity(from_entity: player)
s.activate_at = state.clock + state.activation_time * (shadows.length + 1)
s.spawn_countdown = state.activation_time
shadows << s
end
def find_input_timeline at:, key:;
state.input_timeline.find { |t| t.at <= at && t.k == key }.v
end
def new_entity from_entity: nil
# these are all the properties of an entity an optional from_entity can be passed in
# for "cloning" an entity/setting an entities starting state
pe = state.new_entity(:body)
pe.w = 96
pe.h = 96
pe.jump_power = 12
pe.y = 500
pe.x = 640 - 8
pe.initial_x = pe.x
pe.initial_y = pe.y
pe.dy = 0
pe.dx = 0
pe.jumped_down_at = 0
pe.jumped_at = 0
pe.jump_count = 0
pe.clock = state.clock
pe.orientation = :right
pe.action = :falling
pe.action_at = state.clock
pe.left_right = 0
if from_entity
pe.w = from_entity.w
pe.h = from_entity.h
pe.jump_power = from_entity.jump_power
pe.x = from_entity.x
pe.y = from_entity.y
pe.initial_x = from_entity.x
pe.initial_y = from_entity.y
pe.dy = from_entity.dy
pe.dx = from_entity.dx
pe.jumped_down_at = from_entity.jumped_down_at
pe.jumped_at = from_entity.jumped_at
pe.orientation = from_entity.orientation
pe.action = from_entity.action
pe.action_at = from_entity.action_at
pe.jump_count = from_entity.jump_count
pe.left_right = from_entity.left_right
end
pe
end
def entity_on_platform? entity
entity.action == :standing || entity.action == :running
end
def entity_action_complete? entity, action_duration
entity.action_at.elapsed_time(entity.clock) + 1 >= action_duration
end
def entity_set_action! entity, action
entity.action = action
entity.action_at = entity.clock
entity.last_standing_at = entity.clock if action == :standing
end
def player
state.player
end
def shadows
state.shadows
end
def tiles
state.tiles
end
def find_tiles &block
tiles.find_all(&block)
end
def find_collision tiles, target
tiles.find { |t| t.rect.intersect_rect? target }
end
end
def boot args
# initialize the game on boot
$game = Game.new
end
def tick args
# tick the game class after setting .args
# (which is provided by the engine)
$game.args = args
$game.tick
end
# debug function for resetting the game if requested
def reset args
$game = Game.new
end
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