-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathfirst_wave_scene.rb
190 lines (163 loc) · 4.63 KB
/
first_wave_scene.rb
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
# frozen_string_literal: true
require 'gosu'
require_relative 'game'
require_relative 'scene'
require_relative 'player'
require_relative 'enemy'
require_relative 'bullet'
require_relative 'explosion'
require_relative 'end_scenes'
require_relative 'horizontal_text'
require_relative 'transition_scene'
# FirstWaveScene
class FirstWaveScene < Scene
def initialize(enemy_count = 100)
@enemy_count = enemy_count
@scene = :first_wave
@player = Player.new(Game.window)
init_counters
init_arrays
@ht = HorizontalText.new(320, 10)
initialize_sounds
end
def button_down(id)
return unless id == Gosu::KbSpace
@bullets.push Bullet.new(Game.window, @player.x, @player.y, @player.angle)
@shooting_sound.play(0.3)
end
def update
move_player
add_enemy
@enemies.each(&:move)
@bullets.each(&:move)
detect_bullet_enemy_collisions
chain_enemy_explosions
remove_finished_explosions
remove_escaped_enemies
remove_offscreen_bullets
detect_enemy_wave_finished
detect_player_hit_by_enemy
detect_player_off_top
end
def draw
@player.draw
@enemies.each(&:draw)
@bullets.each(&:draw)
@explosions.each(&:draw)
@ht.clear
fleet = @enemy_count - @enemies_appeared
@ht.add("Fleet: #{fleet}", Gosu::Color::WHITE)
@ht.add("Destroyed: #{@enemies_destroyed}", Gosu::Color::GREEN)
@ht.add("Escaped: #{@enemies_escaped}", Gosu::Color::RED)
@ht.draw
end
private
def init_arrays
@enemies = []
@bullets = []
@explosions = []
end
def init_counters
@enemies_appeared = 0
@enemies_escaped = 0
@enemies_destroyed = 0
end
def move_player
@player.turn_left if Gosu.button_down?(Gosu::KbLeft)
@player.turn_right if Gosu.button_down?(Gosu::KbRight)
@player.accelerate if Gosu.button_down?(Gosu::KbUp)
@player.move
end
def initialize_sounds
@game_music = Gosu::Song.new('sounds/cephalopod.ogg')
@game_music.play(true)
@explosion_sound = Gosu::Sample.new('sounds/explosion.ogg')
@shooting_sound = Gosu::Sample.new('sounds/shoot.ogg')
@teleport_sound = Gosu::Sample.new('sounds/teleport.wav')
end
def add_enemy
return unless @enemies_appeared < @enemy_count
return unless rand < Game::ENEMY_FREQUENCY
@enemies.push Enemy.new(Game.window)
@enemies_appeared += 1
end
def detect_bullet_enemy_collisions
@enemies.dup.each do |enemy|
@bullets.dup.each do |bullet|
next unless bullet.collides_with?(enemy)
@enemies.delete enemy
@enemies_destroyed += 1
@bullets.delete bullet
@explosions.push Explosion.new(enemy.x, enemy.y)
@explosion_sound.play
end
end
end
def chain_enemy_explosions
@enemies.dup.each do |enemy|
@explosions.dup.each do |explosion|
next unless enemy.collides_with?(explosion)
@enemies.delete enemy
@enemies_destroyed += 1
@explosions.push Explosion.new(enemy.x, enemy.y)
@explosion_sound.play
end
end
end
def remove_finished_explosions
@explosions.dup.each do |explosion|
@explosions.delete explosion if explosion.finished
end
end
def remove_escaped_enemies
@enemies.dup.each do |enemy|
next unless enemy.y > Game::WINDOW_HEIGHT + enemy.radius
@enemies.delete enemy
@enemies_escaped += 1
@teleport_sound.play(0.3)
end
end
def remove_offscreen_bullets
@bullets.dup.each do |bullet|
@bullets.delete bullet unless bullet.onscreen?
end
end
def detect_player_hit_by_enemy
@enemies.each do |enemy|
if enemy.collides_with?(@player)
remaining = @enemy_count - @enemies_destroyed
Game.current_scene = EndHitByEnemyScene.new(remaining)
end
end
end
def detect_player_off_top
return unless @player.off_top?
remaining = @enemy_count - @enemies_destroyed
Game.current_scene = EndOffTopScene.new(remaining)
end
def inform_player
text = []
text << 'You made it this round!'
text << "You have destroyed #{@enemies_destroyed} enemies so far."
remaining = @enemies_escaped
text << "Prepare to destroy the remaining #{remaining} enemy ships."
next_scene =
proc { Game.current_scene = FirstWaveScene.new(remaining) }
Game.current_scene = TransitionScene.new(
text,
next_scene,
font_size: 14,
enable_keyboard_space: true
)
end
def detect_enemy_wave_finished
total = @enemies_escaped + @enemies_destroyed
return unless total == @enemy_count
remaining = @enemies_escaped
if remaining.zero?
Game.current_scene = EndCountReachedScene.new
else
inform_player
end
end
end