a_maze_ing 0.5.1 → 0.5.2
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- checksums.yaml +4 -4
- data/README.md +3 -1
- data/lib/a_maze_ing/game_window.rb +73 -45
- data/lib/a_maze_ing/infor.rb +26 -38
- data/lib/a_maze_ing/version.rb +1 -1
- metadata +1 -1
checksums.yaml
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@@ -1,7 +1,7 @@
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---
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SHA1:
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metadata.gz:
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data.tar.gz:
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metadata.gz: 358455708afc8984eb3c53cd4a2379ff01163ad6
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data.tar.gz: 787780722056a3509e45ac5cdea12ab500048310
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SHA512:
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metadata.gz:
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data.tar.gz:
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metadata.gz: 051fbc907631bd8fa8320d595347d1fd80e09aab014cb088fdd68073b112043dfc771efe33bfe86b5c5d467641adba2fa5cf456cdaee3dd3d5570d6f19d7f7fc
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data.tar.gz: 3c5570b4297e01c6e05990287235be693cca65bcf14f1b1c895b678ce06e753931c0a3418bed5b6d7e20050ac6b80a36c9cc7abe64db174b69e6044f3e25355b
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data/README.md
CHANGED
@@ -8,7 +8,9 @@ Classic mode | Multiplayer mode
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Annoying Friend mode | Time Hunter mode
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:-------------------------:|:-------------------------:
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![](./images/annoying_friend.jpg?raw=true) |
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![](./images/annoying_friend.jpg?raw=true) | Comming soon, I'm working on it
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## Requirements
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@@ -8,21 +8,84 @@ require "observer"
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module AMazeIng
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DIMENSION = 700
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SIDE_BAR = 180
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-
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PLAYER_COLOR_PRIMARY = Color::GREEN
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PLAYER_COLOR_SECONDARY = Color::AQUA
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PLAYER_COLOR_ANGRY = Color::RED
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class GameWindow < Window
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$rows = $cols = 10
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def initialize(full_screen, game_mode)
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@game_mode = game_mode
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super DIMENSION + SIDE_BAR, DIMENSION, full_screen,
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super DIMENSION + SIDE_BAR, DIMENSION, full_screen, 30
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self.caption = "Maze"
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#---------------------------------------------------------------------------------#
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# create code block (update, player_draw and new_player) for different game mode #
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#---------------------------------------------------------------------------------#
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if @game_mode == 1
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@update_lambda = lambda {
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check_for_finish(@player)
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@player.move
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}
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@player_draw_lambda = lambda {
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@player.draw
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}
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@new_player_lambda = lambda {
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@player = Player.new(1, 0, PLAYER_COLOR_PRIMARY)
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}
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elsif @game_mode == 2
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@update_lambda = lambda {
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if check_for_finish(@player)
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@infor.player_1_point += 1
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end
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@player.move
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if check_for_finish(@player_2)
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@infor.player_2_point += 1
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end
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@player_2.move
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}
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@player_draw_lambda = lambda {
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@player.draw
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@player_2.draw
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}
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@new_player_lambda = lambda {
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@player = Player.new(1, 0, PLAYER_COLOR_PRIMARY)
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@player_2 = Player.new(0, 1, PLAYER_COLOR_SECONDARY)
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}
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elsif @game_mode == 3
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@update_lambda = lambda {
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if check_for_finish(@player)
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@infor.player_1_point += 1
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end
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@player.move
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if check_for_collision(@player, @player_2)
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@infor.player_2_point += 1
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end
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@player_2.move
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}
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@player_draw_lambda = lambda {
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@player.draw
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@player_2.draw
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}
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@new_player_lambda = lambda {
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@player = Player.new(1, 0, PLAYER_COLOR_PRIMARY)
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@player_2 = Player.new($cols-1, 0, PLAYER_COLOR_ANGRY)
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}
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end
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#-------------------------#
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# end create code block #
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#-------------------------#
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new_round
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if @game_mode == 1
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@infor = Infor.new
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elsif @game_mode == 2
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@infor = Infor.new(
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@infor = Infor.new(PLAYER_COLOR_PRIMARY, PLAYER_COLOR_SECONDARY)
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elsif @game_mode == 3
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@infor = Infor.new(
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@infor = Infor.new(PLAYER_COLOR_PRIMARY, PLAYER_COLOR_ANGRY)
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end
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end
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@@ -32,16 +95,7 @@ module AMazeIng
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$cols += 2
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@maze = Maze.new
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@maze.generate_maze
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-
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@player = Player.new(1, 0, Color::GREEN)
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elsif @game_mode == 2
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@player = Player.new(1, 0, Color::GREEN)
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@player_2 = Player.new(0, 1, Color::AQUA)
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elsif @game_mode == 3
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@player = Player.new(1, 0, Color::GREEN)
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@player_2 = Player.new($cols-1, 0, Color::RED)
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end
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@new_player_lambda.call
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end
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def draw_target(cell)
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end
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def check_for_finish(player)
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if player.cell_index_x == $cells[-1].cell_index_x
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if player.cell_index_x == $cells[-1].cell_index_x and player.cell_index_y == $cells[-1].cell_index_y
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new_round
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@infor.level += 1
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return true
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@@ -76,43 +130,19 @@ module AMazeIng
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end
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def update
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if @game_mode == 1
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check_for_finish(@player)
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@player.move
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elsif @game_mode == 2
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if check_for_finish(@player)
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@infor.player_1_point += 1
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end
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@player.move
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if check_for_finish(@player_2)
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@infor.player_2_point += 1
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end
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@player_2.move
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elsif @game_mode == 3
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if check_for_finish(@player)
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@infor.player_1_point += 1
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end
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@player.move
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if check_for_collision(@player, @player_2)
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@infor.player_2_point += 1
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end
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@player_2.move
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end
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@update_lambda.call
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@infor.update
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end
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def draw
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$cells.each do |cell|
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if cell.visited
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cell.draw($cell_size, Color::BLUE)
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else
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cell.draw($cell_size,
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cell.draw($cell_size, PLAYER_COLOR_PRIMARY)
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end
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end
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@
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@player_2.draw if @game_mode == 2 or @game_mode == 3
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@player_draw_lambda.call
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@infor.draw
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draw_target($cells[-1])
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end
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@@ -171,7 +201,5 @@ module AMazeIng
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super
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end
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end
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-
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end
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end
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data/lib/a_maze_ing/infor.rb
CHANGED
@@ -3,8 +3,13 @@ module AMazeIng
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attr_accessor :level, :player_1_point, :player_2_point
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def initialize(*player_color)
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@player_color = player_color
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#---------------------------------------------------------------------------------#
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# create code block (initial, update and draw) for different game mode #
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#---------------------------------------------------------------------------------#
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if @player_color.length == 2
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@
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@initial_lambda = lambda {
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@player_1_color = player_color[0]
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@player_2_color = player_color[1]
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@@ -13,7 +18,7 @@ module AMazeIng
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@label = 'LEVEL'
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@label_image = Gosu::Image.from_text @label, 40
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@x =
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@x = center_by_x(@label_image.width)
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@y_1 = 210
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@y_2 = 290
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@@ -23,14 +28,14 @@ module AMazeIng
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@player_1_point_image = Gosu::Image.from_text @player_1_point.to_s, 36
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@player_2_point_image = Gosu::Image.from_text @player_2_point.to_s, 36
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}
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@
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@update_lambda = lambda {
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@level_image = Gosu::Image.from_text @level.to_s, 36
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@player_1_point_image = Gosu::Image.from_text @player_1_point.to_s, 36
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@player_2_point_image = Gosu::Image.from_text @player_2_point.to_s, 36
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}
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@
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@label_image.draw(
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@level_image.draw(
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@draw_lambda = lambda {
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@label_image.draw(center_by_x(@label_image.width), 80, 1)
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@level_image.draw(center_by_x(@level_image.width), 130, 1)
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draw_quad @x, @y_1, @player_1_color,
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@x+30, @y_1, @player_1_color,
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@player_1_point_image.draw(@x + 60, @y_1, 1)
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@player_2_point_image.draw(@x + 60, @y_2, 1)
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}
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if @player_color.length == 0
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@initial_block = lambda {
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elsif @player_color.length == 0
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@initial_lambda = lambda {
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@level = 1
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@label = 'LEVEL'
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@label_image = Gosu::Image.from_text @label, 40
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}
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@
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@update_lambda = lambda {
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@level_image = Gosu::Image.from_text @level.to_s, 36
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}
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@
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@label_image.draw(
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@level_image.draw(
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@draw_lambda = lambda {
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@label_image.draw(center_by_x(@label_image.width), 80, 1)
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@level_image.draw(center_by_x(@level_image.width), 130, 1)
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}
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end
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#-------------------------#
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# end create code block #
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#-------------------------#
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@initial_lambda.call
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end
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def
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def center_by_x(width)
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return $dimension + SIDE_BAR/2 - width/2
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end
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def update
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@
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# @level_image = Gosu::Image.from_text @level.to_s, 36
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# @player_1_point_image = Gosu::Image.from_text @player_1_point.to_s, 36
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# @player_2_point_image = Gosu::Image.from_text @player_2_point.to_s, 36
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@update_lambda.call
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end
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def draw
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@
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# @label_image.draw(center_x(@label_image.width), 80, 1)
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# @level_image.draw(center_x(@level_image.width), 130, 1)
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-
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# draw_quad @x, @y_1, @player_1_color,
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# @x+30, @y_1, @player_1_color,
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# @x+30, @y_1+30, @player_1_color,
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# @x, @y_1+30, @player_1_color
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-
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# draw_quad @x, @y_2, @player_2_color,
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# @x+30, @y_2, @player_2_color,
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# @x+30, @y_2+30, @player_2_color,
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# @x, @y_2+30, @player_2_color
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-
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# @player_1_point_image.draw(@x + 60, @y_1, 1)
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# @player_1_point_image.draw(@x + 60, @y_2, 1)
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-
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-
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@draw_lambda.call
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end
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end
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end
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data/lib/a_maze_ing/version.rb
CHANGED