asteroids 0.0.1

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Files changed (41) hide show
  1. checksums.yaml +7 -0
  2. data/.gitignore +14 -0
  3. data/Gemfile +4 -0
  4. data/LICENSE.txt +22 -0
  5. data/README.md +19 -0
  6. data/Rakefile +2 -0
  7. data/assets/fonts/victor-pixel.ttf +0 -0
  8. data/assets/images/asteroid.png +0 -0
  9. data/assets/images/asteroid_medium.png +0 -0
  10. data/assets/images/asteroid_small.png +0 -0
  11. data/assets/images/background.png +0 -0
  12. data/assets/images/explosion.png +0 -0
  13. data/assets/images/ship.png +0 -0
  14. data/assets/images/ship_small.png +0 -0
  15. data/assets/images/simple_missile.png +0 -0
  16. data/asteroids.gemspec +30 -0
  17. data/bin/asteroids +17 -0
  18. data/lib/asteroids.rb +28 -0
  19. data/lib/asteroids/asteroid/asteroid.rb +23 -0
  20. data/lib/asteroids/asteroid/asteroid_graphics.rb +26 -0
  21. data/lib/asteroids/asteroid/asteroid_physics.rb +51 -0
  22. data/lib/asteroids/componenets/component.rb +29 -0
  23. data/lib/asteroids/componenets/game_object.rb +37 -0
  24. data/lib/asteroids/componenets/game_pool.rb +34 -0
  25. data/lib/asteroids/explosion/explosion.rb +14 -0
  26. data/lib/asteroids/explosion/explosion_graphics.rb +48 -0
  27. data/lib/asteroids/menu/menu.rb +46 -0
  28. data/lib/asteroids/menu/menu_item.rb +55 -0
  29. data/lib/asteroids/missile/missile.rb +21 -0
  30. data/lib/asteroids/missile/missile_graphics.rb +15 -0
  31. data/lib/asteroids/missile/missile_physics.rb +42 -0
  32. data/lib/asteroids/ship/ship.rb +51 -0
  33. data/lib/asteroids/ship/ship_graphics.rb +20 -0
  34. data/lib/asteroids/ship/ship_physics.rb +58 -0
  35. data/lib/asteroids/states/game_state.rb +29 -0
  36. data/lib/asteroids/states/menu_state.rb +41 -0
  37. data/lib/asteroids/states/play_state.rb +61 -0
  38. data/lib/asteroids/utils/utils.rb +37 -0
  39. data/lib/asteroids/version.rb +3 -0
  40. data/saves/save.yaml +0 -0
  41. metadata +128 -0
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+ metadata.gz: c34ba4d438fe0304320a429c7c82ea5fed1d6f7e56b54d40fed78b3352a6a071e71020ccfdbc007ea8008a4b3e4bb49b5b0405706728391c8a1b0111c2b546b1
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+ /.bundle/
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+ /.yardoc
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+ /Gemfile.lock
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+ /_yardoc/
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+ /coverage/
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+ /doc/
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+ /pkg/
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+ /spec/reports/
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+ /tmp/
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+ *.bundle
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+ *.so
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+ *.o
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+ *.a
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+ mkmf.log
data/Gemfile ADDED
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+ source 'https://rubygems.org'
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+
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+ # Specify your gem's dependencies in asteroids.gemspec
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+ gemspec
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+ Copyright (c) 2015 Svetoslav Kuzmanov
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+
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+ MIT License
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+
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+ Permission is hereby granted, free of charge, to any person obtaining
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+ a copy of this software and associated documentation files (the
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+ "Software"), to deal in the Software without restriction, including
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+ without limitation the rights to use, copy, modify, merge, publish,
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+ distribute, sublicense, and/or sell copies of the Software, and to
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+ permit persons to whom the Software is furnished to do so, subject to
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+ the following conditions:
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+
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+ The above copyright notice and this permission notice shall be
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+ included in all copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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+ EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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+ MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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+ NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
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+ LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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+ OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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+ WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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+ # Asteroids
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+
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+ This is my take on the classic arcade space shooted Asteroids by Atari.
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+ In the game the player controls a spaceship in an asteroid field which is periodically traversed by flying saucers.
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+ The object of the game is to shoot and destroy asteroids and saucers while not colliding with either,
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+ or being hit by the saucers counter-fire. The game becomes harder as the number of asteroids increases.
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+
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+ ## Installation
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+
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+ To install the game run:
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+ $ gem install asteroids
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+
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+ ## Starting the game
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+ $ asteroids
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+
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+ ## Controls
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+ Use the arrow keys to control the ship
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+ Space shoots
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+ ESC goes to menu.
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+ require "bundler/gem_tasks"
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+
Binary file
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+ # coding: utf-8
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+ lib = File.expand_path('../lib', __FILE__)
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+ $LOAD_PATH.unshift(lib) unless $LOAD_PATH.include?(lib)
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+ require 'asteroids/version'
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+
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+ Gem::Specification.new do |spec|
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+ spec.name = "asteroids"
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+ spec.version = Asteroids::VERSION
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+ spec.authors = ["Svetoslav Kuzmanov"]
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+ spec.email = ["svetoslav.kuzmanov@gmail.com"]
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+ spec.summary = <<-EOS
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+ This is my take on the classic arcade space shooter Asteroids by Atari
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+ EOS
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+ spec.description = <<-EOS
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+ This game is build with Gosu library as a final project for the
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+ "Programming with Ruby" course.
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+ EOS
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+ spec.homepage = ""
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+ spec.license = "MIT"
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+
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+ spec.files = `git ls-files -z`.split("\x0")
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+ spec.executables = 'asteroids'
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+ spec.test_files = spec.files.grep(%r{^(test|spec|features)/})
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+ spec.require_paths = ["lib"]
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+
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+ spec.add_development_dependency "bundler", "~> 1.7"
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+ spec.add_development_dependency "rake", "~> 10.0"
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+
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+ spec.add_runtime_dependency 'gosu'
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+ end
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+ #!/usr/bin/env ruby
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+
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+ require 'gosu'
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+ require 'yaml'
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+
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+ root_dir = File.expand_path(File.join(
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+ File.dirname(File.dirname(__FILE__)), 'lib'))
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+ require_pattern_components = File.join(root_dir, '*/componenets/*.rb')
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+ require_pattern = File.join(root_dir, '**/*.rb')
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+
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+ Dir.glob(require_pattern_components).each { |file| require file }
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+
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+ Dir.glob(require_pattern).each { |file| require file }
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+
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+ $window = Asteroids::GameWindow.new
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+ Asteroids::GameState.switch(Asteroids::MenuState.instance)
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+ $window.show
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+ module Asteroids
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+ class GameWindow < Gosu::Window
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+
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+ attr_accessor :state
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+
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+ def initialize
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+ super(800, 600, false)
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+ self.caption = 'Asteroids'
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+ end
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+
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+ def update
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+ @state.update
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+ end
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+
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+ def draw
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+ @state.draw
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+ end
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+
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+ def needs_redraw?
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+ @state.needs_redraw?
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+ end
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+
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+ def button_down(id)
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+ @state.button_down(id)
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+ end
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+
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+ end
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+ end
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+ module Asteroids
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+ class Asteroid < GameObject
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+
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+ attr_accessor :x, :y, :vel_x, :vel_y, :angle, :radius
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+
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+ def initialize(object_pool, x, y, vel_x, vel_y, angle, radius = 45)
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+ super(object_pool)
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+ @x = x
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+ @y = y
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+ @angle = angle
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+ @vel_x = vel_x
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+ @vel_y = vel_y
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+ @physics = AsteroidPhysics.new(self, object_pool)
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+ @graphics = AsteroidGraphics.new(self)
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+ @radius = radius
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+ end
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+
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+ def explode
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+ Explosion.new(object_pool, @x, @y)
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+ end
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+
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+ end
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+ end
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+ module Asteroids
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+ class AsteroidGraphics < Component
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+
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+ def initialize(game_object)
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+ super(game_object)
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+ @image = Gosu::Image.new($window,
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+ Utils.get_image_path("asteroid.png"), true)
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+ @image_medium = Gosu::Image.new($window,
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+ Utils.get_image_path("asteroid_medium.png"), true)
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+ @image_small = Gosu::Image.new($window,
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+ Utils.get_image_path("asteroid_small.png"), true)
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+ end
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+
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+ def draw
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+ case object.radius
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+ when 45
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+ @image.draw_rot(object.x, object.y, 1, object.angle)
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+ when 30
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+ @image_medium.draw_rot(object.x, object.y, 1, object.angle)
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+ when 17.5
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+ @image_small.draw_rot(object.x, object.y, 1, object.angle)
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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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+ module Asteroids
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+ class AsteroidPhysics < Component
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+
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+ def initialize(game_object, object_pool)
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+ super(game_object)
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+ @object_pool = object_pool
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+ end
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+
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+ def update
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+ if detect_collision?
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+ @explosion_time = Gosu.milliseconds
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+ object.explode
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+ end
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+ if @explosion_time
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+ if Gosu.milliseconds - @explosion_time > 100
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+ object.mark_for_removal
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+ if object.radius == 45
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+ 2.times do |n|
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+ Asteroid.new(@object_pool, object.x + rand(20),
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+ object.y + rand(20), rand * (-1.5), rand() * 1.5, rand * 3,
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+ (object.radius - 15))
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+ end
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+ end
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+ if object.radius == 30
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+ 2.times do |n|
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+ Asteroid.new(@object_pool, object.x + rand(20),
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+ object.y + rand(20), rand() * (-2.2), rand() * 2.2, rand * 3,
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+ (object.radius - 12.5))
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+ end
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+ end
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+ end
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+ end
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+ object.x += Gosu::offset_x(object.angle, 0.0001) + object.vel_x
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+ object.y += Gosu::offset_y(object.angle, 0.0001) + object.vel_y
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+ object.x %= 800
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+ object.y %= 600
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+ end
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+
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+ def detect_collision?
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+ @object_pool.objects.each do |other_object|
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+ if other_object.is_a? Asteroids::Missile or
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+ other_object.is_a? Asteroids::Ship and
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+ Utils.collide(object, other_object)
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+ return true
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+ end
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+ end
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+ return false
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+ end
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+
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+ end
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+ end
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+ module Asteroids
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+ class Component
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+
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+ def initialize(game_object = nil)
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+ self.object = game_object
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+ end
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+
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+ def update
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+ end
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+
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+ def draw
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+ end
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+
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+ protected
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+
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+ def object=(obj)
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+ if obj
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+ @object = obj
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+ obj.components << self
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+ end
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+ end
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+
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+ def object
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+ @object
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+ end
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+
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+ end
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+
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+ end
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+ module Asteroids
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+ class GameObject
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+
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+ def initialize(object_pool)
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+ @components = []
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+ @object_pool = object_pool
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+ @object_pool.objects << self
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+ end
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+
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+ def components
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+ @components
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+ end
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+
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+ def update
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+ @components.map(&:update)
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+ end
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+
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+ def draw
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+ @components.map(&:draw)
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+ end
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+
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+ def removable?
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+ @removable
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+ end
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+
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+ def mark_for_removal
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+ @removable = true
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+ end
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+
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+ protected
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+
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+ def object_pool
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+ @object_pool
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+ end
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+
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+ end
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+ end
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+ module Asteroids
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+ class ObjectPool
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+ attr_accessor :objects
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+
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+ def initialize
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+ @objects = []
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+ end
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+
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+ def update_all
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+ @objects.map(&:update)
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+ @objects.delete_if { |object| object.removable?}
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+ end
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+
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+ def find_empty_space
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+ x = Gosu::random(0, 800)
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+ y = Gosu::random(0, 600)
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+ while is_not_empty(x, y)
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+ x = Gosu::random(0, 800)
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+ y = Gosu::random(0, 600)
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+ end
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+ {x: x, y: y}
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+ end
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+
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+ def is_not_empty(x, y)
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+ @objects.each do |object|
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+ if object.is_a? Asteroids::Asteroid and object.x == x and object.y == y
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+ return true
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+ end
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+ end
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+ false
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+ end
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+
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+ end
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+ end
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+ module Asteroids
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+ class Explosion < GameObject
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+
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+ attr_accessor :x, :y
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+
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+ def initialize(object_pool, x, y)
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+ super(object_pool)
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+ @x, @y = x, y
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+ @current_frame = 0
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+ ExplosionGraphics.new(self)
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+ end
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+
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+ end
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+ end
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+ module Asteroids
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+ class ExplosionGraphics < Component
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+
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+ FRAME_DELAY = 17
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+
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+ def initialize(game_object)
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+ super
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+ @current_frame = 0
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+ end
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+
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+
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+ def draw()
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+ image = current_frame
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+ image.draw(
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+ object.x - image.width / 2.0,
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+ object.y - image.height / 2.0,
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+ 100)
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+ end
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+
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+ def update
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+ now = Gosu.milliseconds
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+ delta = now - (@last_frame ||= now)
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+ if delta > FRAME_DELAY
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+ @last_frame = now
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+ end
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+ @current_frame += (delta / FRAME_DELAY).floor
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+ object.mark_for_removal if done?
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+ end
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+
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+ private
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+
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+ def current_frame
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+ animation[@current_frame % animation.size]
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+ end
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+
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+ def done?
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+ @done ||= @current_frame >= animation.size
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+ end
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+
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+ def animation
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+ @@animation ||=
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+ Gosu::Image.load_tiles(
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+ $window, Utils.get_image_path("explosion.png"),
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+ 128, 128, false)
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+ end
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+
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+ end
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+ end
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+ module Asteroids
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+ class Menu
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+ def initialize ()
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+ @items = []
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+ end
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+
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+ def add_item (image, callback, selected)
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+ item = MenuItem.new(image, callback, selected)
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+ @items << item
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+ item.x = position[:x]
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+ item.y = position[:y]
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+ end
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+
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+ def draw
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+ @items.each do |i|
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+ i.draw
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+ end
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+ end
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+
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+ def position
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+ {x: $window.width / 2 - @items[@items.count - 1].width / 2,
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+ y: $window.height / 3 - @items[@items.count - 1].height / 3 +
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+ @items.count * 60 }
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+ end
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+
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+ def select_item(which)
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+ @items.each_with_index do |item, index|
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+ if item.is_selected?
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+ if @items[index.send(which, 1) % 3].select
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+ item.deselect
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+ return true
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+ end
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+ end
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+ end
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+ end
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+
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+ def confirm
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+ @items.each do |item|
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+ if item.is_selected?
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+ item.execute
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+ end
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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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+ module Asteroids
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+ class MenuItem
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+ attr_writer :x, :y
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+
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+ def initialize (text, callback, selected)
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+ @image = Gosu::Image.from_text($window, text,
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+ Utils.get_font_path('victor-pixel.ttf'), 65)
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+ @x = 0
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+ @y = 0
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+ @callback = callback
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+ @selected = selected
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+ end
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+
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+ def draw
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+ if @selected
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+ @image.draw(@x, @y, 10, 1, 1, 0xffffff00)
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+ else
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+ @image.draw(@x, @y, 10)
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+ end
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+ end
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+
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+ def is_selected?
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+ @selected
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+ end
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+
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+ def select
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+ @selected = true
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+ end
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+
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+ def deselect
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+ @selected = false
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+ end
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+
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+ def execute
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+ if @selected
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+ @callback.call
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+ end
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+ end
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+
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+ def width
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+ @image.width
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+ end
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+
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+ def height
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+ @image.height
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+ end
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+
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+ def execute
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+ if @selected
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+ @callback.call
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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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+ module Asteroids
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+ class Missile < GameObject
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+
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+ attr_accessor :ship, :x, :y, :vel_x, :vel_y, :angle, :lifespan, :radius
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+
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+ def initialize(ship, object_pool, x, y, vel_x, vel_y, angle)
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+ super(object_pool)
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+ @x = x
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+ @y = y
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+ @angle = angle
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+ @vel_x = vel_x
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+ @vel_y = vel_y
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+ @lifespan = 3
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+ @radius = 3
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+ @ship = ship
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+ @physics = MissilePhysics.new(self, object_pool)
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+ @graphics = MissileGraphics.new(self)
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+ end
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+
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+ end
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+ end
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+ module Asteroids
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+ class MissileGraphics < Component
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+
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+ def initialize(game_object)
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+ super(game_object)
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+ @image = Gosu::Image.new($window,
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+ Utils.get_image_path("simple_missile.png"), true)
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+ end
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+
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+ def draw
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+ @image.draw_rot(object.x, object.y, 0, object.angle)
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+ end
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+
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+ end
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+ end
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+ module Asteroids
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+ class MissilePhysics < Component
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+
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+ def initialize(game_object, object_pool)
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+ super(game_object)
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+ @object_pool = object_pool
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+ end
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+
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+ def update
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+ object.mark_for_removal if detect_collision?
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+ object.x += Gosu::offset_x(object.angle, 10) + object.vel_x
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+ object.y += Gosu::offset_y(object.angle, 10) + object.vel_y
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+ object.x %= 800
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+ object.y %= 600
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+ object.lifespan -= 0.1
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+ object.mark_for_removal if object.lifespan <= 0
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+ end
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+
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+ def detect_collision?
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+ @object_pool.objects.each do |other_object|
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+ if other_object.is_a? Asteroids::Asteroid and
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+ Utils.collide(object, other_object)
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+ object.ship.add_score(calculate_points(other_object))
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+ return true
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+ end
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+ end
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+ return false
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+ end
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+
30
+ def calculate_points(asteroid)
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+ case asteroid.radius
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+ when 45
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+ 20
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+ when 30
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+ 50
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+ when 17.5
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+ 100
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+ end
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+ end
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+
41
+ end
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+ end
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+ module Asteroids
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+ class Ship < GameObject
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+
4
+ SHOOT_DELAY = 600
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+
6
+ attr_accessor :x, :y, :vel_x, :vel_y, :angle, :thrust, :radius,
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+ :score, :lives
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+
9
+ def initialize(object_pool)
10
+ super(object_pool)
11
+ @physics = ShipPhysics.new(self, object_pool)
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+ @graphics = ShipGraphics.new(self)
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+ @vel_x = @vel_y = @angle = 0.0
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+ @radius = 35
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+ @lives = 3
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+ @score = 0
17
+ @object_pool = object_pool
18
+ end
19
+
20
+ def shoot
21
+ if can_shoot?
22
+ @last_shot = Gosu.milliseconds
23
+ Missile.new(self, object_pool, @x, @y, @vel_x, @vel_y, @angle)
24
+ end
25
+ end
26
+
27
+ def can_shoot?
28
+ Gosu.milliseconds - (@last_shot || 0) > SHOOT_DELAY
29
+ end
30
+
31
+ def explode
32
+ Explosion.new(object_pool, @x, @y)
33
+ @lives -= 1
34
+ spawn
35
+ end
36
+
37
+ def is_alive?
38
+ return true if @lives != 0 or @lives > 0
39
+ end
40
+
41
+ def spawn
42
+ @x = object_pool.find_empty_space[:x]
43
+ @y = object_pool.find_empty_space[:y]
44
+ end
45
+
46
+ def add_score(points)
47
+ @score += points
48
+ end
49
+
50
+ end
51
+ end
@@ -0,0 +1,20 @@
1
+ module Asteroids
2
+ class ShipGraphics < Component
3
+
4
+ def initialize(game_object)
5
+ super(game_object)
6
+ @image = Gosu::Image.load_tiles($window,
7
+ Utils.get_image_path("ship.png"), 90, 90, true)
8
+ end
9
+
10
+ def draw
11
+ if object.thrust
12
+ @image[0].draw_rot(object.x, object.y, 1, object.angle)
13
+ else
14
+ @image[1].draw_rot(object.x, object.y, 1, object.angle)
15
+ end
16
+
17
+ end
18
+
19
+ end
20
+ end
@@ -0,0 +1,58 @@
1
+ module Asteroids
2
+ class ShipPhysics < Component
3
+
4
+ def initialize(game_object, object_pool)
5
+ super(game_object)
6
+ @object_pool = object_pool
7
+ object.spawn
8
+ end
9
+
10
+ def update
11
+ object.explode if detect_collision?
12
+ if $window.button_down? Gosu::KbUp
13
+ accelerate
14
+ object.thrust = true
15
+ else
16
+ object.thrust = false
17
+ end
18
+ if $window.button_down? Gosu::KbLeft
19
+ object.angle -= 4.5
20
+ end
21
+ if $window.button_down? Gosu::KbRight
22
+ object.angle += 4.5
23
+ end
24
+ if $window.button_down? Gosu::Button::KbSpace
25
+ object.shoot
26
+ end
27
+ @object.mark_for_removal unless object.is_alive?
28
+ move
29
+ end
30
+
31
+ private
32
+
33
+ def detect_collision?
34
+ @object_pool.objects.each do |other_object|
35
+ if other_object.is_a? Asteroids::Asteroid and
36
+ Utils.collide(object, other_object)
37
+ return true
38
+ end
39
+ end
40
+ return false
41
+ end
42
+
43
+ def accelerate
44
+ object.vel_x += Gosu::offset_x(object.angle, 0.5)
45
+ object.vel_y += Gosu::offset_y(object.angle, 0.5)
46
+ end
47
+
48
+ def move
49
+ object.x += object.vel_x
50
+ object.y += object.vel_y
51
+ object.x %= 800
52
+ object.y %= 600
53
+ object.vel_x *= 0.95
54
+ object.vel_y *= 0.95
55
+ end
56
+
57
+ end
58
+ end
@@ -0,0 +1,29 @@
1
+ module Asteroids
2
+ class GameState
3
+
4
+ def self.switch(new_state)
5
+ $window.state && $window.state.leave
6
+ $window.state = new_state
7
+ new_state.enter
8
+ end
9
+
10
+ def enter
11
+ end
12
+
13
+ def leave
14
+ end
15
+
16
+ def draw
17
+ end
18
+
19
+ def update
20
+ end
21
+
22
+ def needs_redraw?
23
+ true
24
+ end
25
+
26
+ def button_down(id)
27
+ end
28
+ end
29
+ end
@@ -0,0 +1,41 @@
1
+ require 'singleton'
2
+
3
+ module Asteroids
4
+ class MenuState < GameState
5
+ include Singleton
6
+
7
+ def initialize
8
+ @title = Gosu::Image.from_text($window, "Asteroids",
9
+ Utils.get_font_path('victor-pixel.ttf'), 100)
10
+ @background = Gosu::Image.new($window,
11
+ Utils.get_image_path('background.png'), false)
12
+ @menu = Menu.new
13
+ @menu.add_item("New Game", lambda { GameState.switch(PlayState.new) },
14
+ true)
15
+ @menu.add_item("Load Game", lambda { puts 'load game' }, false)
16
+ @menu.add_item("Exit", lambda { $window.close }, false)
17
+ end
18
+
19
+ def draw
20
+ @background.draw(0, 0, 0)
21
+ @title.draw(
22
+ $window.width / 2 - @title.width / 2,
23
+ $window.height / 5 - @title.height / 5,
24
+ 10)
25
+ @menu.draw
26
+ end
27
+
28
+ def button_down(id)
29
+ if id == Gosu::KbDown
30
+ @menu.select_item(:+)
31
+ end
32
+ if id == Gosu::KbUp
33
+ @menu.select_item(:-)
34
+ end
35
+ if id == Gosu::KbReturn
36
+ @menu.confirm
37
+ end
38
+ end
39
+
40
+ end
41
+ end
@@ -0,0 +1,61 @@
1
+ module Asteroids
2
+ class PlayState < GameState
3
+
4
+ def initialize
5
+ @background = Gosu::Image.new($window,
6
+ Utils.get_image_path('background.png'), false)
7
+ @live_image = Gosu::Image.new($window,
8
+ Utils.get_image_path('ship_small.png'), false)
9
+ @object_pool = ObjectPool.new
10
+ @ship = Ship.new(@object_pool)
11
+ Utils.create_asteroids(@object_pool, 4)
12
+ @font = Gosu::Font.new($window,
13
+ Utils.get_font_path('victor-pixel.ttf'),
14
+ 34)
15
+ @level = 1
16
+ @level_compleate = false
17
+ end
18
+
19
+ def draw
20
+ @background.draw(0, 0, 0)
21
+ @object_pool.objects.map(&:draw)
22
+ if !@ship.is_alive?
23
+ @font.draw("Game Over", 210, 250, 50, 2.0, 2.0, 0xffffff00)
24
+ else
25
+ @font.draw("Score: ", 580, 10, 50, 1.0, 1.0, 0xffffff00)
26
+ @font.draw(@ship.score, 700, 10, 50, 1.0, 1.0, 0xffffff00)
27
+ @font.draw("Lives: ", 10, 10, 50, 1.0, 1.0, 0xffffff00)
28
+ @ship.lives.times do |n|
29
+ @live_image.draw(110 + n * 50, 10, 50)
30
+ end
31
+ end
32
+ end
33
+
34
+ def update
35
+ check_level_compleate
36
+ if @level_compleate == true
37
+ Utils.create_asteroids(@object_pool, 4 + @level)
38
+ @level += 1
39
+ @level_compleate = false
40
+ end
41
+ @object_pool.update_all
42
+ end
43
+
44
+ def check_level_compleate
45
+ @level_compleate = !@object_pool.objects.any? { |object| object.is_a? Asteroids::Asteroid }
46
+ end
47
+
48
+ def button_down(id)
49
+ if id == Gosu::KbEscape
50
+ Asteroids::GameState.switch(Asteroids::MenuState.instance)
51
+ end
52
+ if id == Gosu::KbS
53
+ serialized_object = ::YAML::dump(@object_pool)
54
+ File.open(Utils.saves_path + '/save.yaml', 'w+') do |file|
55
+ file.write(serialized_object)
56
+ end
57
+ end
58
+ end
59
+
60
+ end
61
+ end
@@ -0,0 +1,37 @@
1
+ module Asteroids
2
+ class Utils
3
+
4
+ def self.assets_path
5
+ File.expand_path("../../../../assets/", __FILE__)
6
+ end
7
+
8
+ def self.saves_path
9
+ File.expand_path("../../../../saves/", __FILE__)
10
+ end
11
+
12
+
13
+ def self.get_image_path(image_name)
14
+ "#{assets_path}/images/#{image_name}"
15
+ end
16
+
17
+ def self.get_font_path(font_name)
18
+ "#{assets_path}/fonts/#{font_name}"
19
+ end
20
+
21
+ def self.collide(object_a, object_b)
22
+ if Gosu::distance(object_a.x, object_a.y, object_b.x, object_b.y) <
23
+ object_a.radius + object_b.radius
24
+ return true
25
+ end
26
+ false
27
+ end
28
+
29
+ def self.create_asteroids(object_pool, amount)
30
+ amount.times do |n|
31
+ Asteroid.new(object_pool, rand(800), rand(600),
32
+ rand() * 0.6 - 0.3, rand() * 0.6 - 0.3, 0)
33
+ end
34
+ end
35
+
36
+ end
37
+ end
@@ -0,0 +1,3 @@
1
+ module Asteroids
2
+ VERSION = "0.0.1"
3
+ end
File without changes
metadata ADDED
@@ -0,0 +1,128 @@
1
+ --- !ruby/object:Gem::Specification
2
+ name: asteroids
3
+ version: !ruby/object:Gem::Version
4
+ version: 0.0.1
5
+ platform: ruby
6
+ authors:
7
+ - Svetoslav Kuzmanov
8
+ autorequire:
9
+ bindir: bin
10
+ cert_chain: []
11
+ date: 2015-02-08 00:00:00.000000000 Z
12
+ dependencies:
13
+ - !ruby/object:Gem::Dependency
14
+ name: bundler
15
+ requirement: !ruby/object:Gem::Requirement
16
+ requirements:
17
+ - - "~>"
18
+ - !ruby/object:Gem::Version
19
+ version: '1.7'
20
+ type: :development
21
+ prerelease: false
22
+ version_requirements: !ruby/object:Gem::Requirement
23
+ requirements:
24
+ - - "~>"
25
+ - !ruby/object:Gem::Version
26
+ version: '1.7'
27
+ - !ruby/object:Gem::Dependency
28
+ name: rake
29
+ requirement: !ruby/object:Gem::Requirement
30
+ requirements:
31
+ - - "~>"
32
+ - !ruby/object:Gem::Version
33
+ version: '10.0'
34
+ type: :development
35
+ prerelease: false
36
+ version_requirements: !ruby/object:Gem::Requirement
37
+ requirements:
38
+ - - "~>"
39
+ - !ruby/object:Gem::Version
40
+ version: '10.0'
41
+ - !ruby/object:Gem::Dependency
42
+ name: gosu
43
+ requirement: !ruby/object:Gem::Requirement
44
+ requirements:
45
+ - - ">="
46
+ - !ruby/object:Gem::Version
47
+ version: '0'
48
+ type: :runtime
49
+ prerelease: false
50
+ version_requirements: !ruby/object:Gem::Requirement
51
+ requirements:
52
+ - - ">="
53
+ - !ruby/object:Gem::Version
54
+ version: '0'
55
+ description: |2
56
+ This game is build with Gosu library as a final project for the
57
+ "Programming with Ruby" course.
58
+ email:
59
+ - svetoslav.kuzmanov@gmail.com
60
+ executables:
61
+ - asteroids
62
+ extensions: []
63
+ extra_rdoc_files: []
64
+ files:
65
+ - ".gitignore"
66
+ - Gemfile
67
+ - LICENSE.txt
68
+ - README.md
69
+ - Rakefile
70
+ - assets/fonts/victor-pixel.ttf
71
+ - assets/images/asteroid.png
72
+ - assets/images/asteroid_medium.png
73
+ - assets/images/asteroid_small.png
74
+ - assets/images/background.png
75
+ - assets/images/explosion.png
76
+ - assets/images/ship.png
77
+ - assets/images/ship_small.png
78
+ - assets/images/simple_missile.png
79
+ - asteroids.gemspec
80
+ - bin/asteroids
81
+ - lib/asteroids.rb
82
+ - lib/asteroids/asteroid/asteroid.rb
83
+ - lib/asteroids/asteroid/asteroid_graphics.rb
84
+ - lib/asteroids/asteroid/asteroid_physics.rb
85
+ - lib/asteroids/componenets/component.rb
86
+ - lib/asteroids/componenets/game_object.rb
87
+ - lib/asteroids/componenets/game_pool.rb
88
+ - lib/asteroids/explosion/explosion.rb
89
+ - lib/asteroids/explosion/explosion_graphics.rb
90
+ - lib/asteroids/menu/menu.rb
91
+ - lib/asteroids/menu/menu_item.rb
92
+ - lib/asteroids/missile/missile.rb
93
+ - lib/asteroids/missile/missile_graphics.rb
94
+ - lib/asteroids/missile/missile_physics.rb
95
+ - lib/asteroids/ship/ship.rb
96
+ - lib/asteroids/ship/ship_graphics.rb
97
+ - lib/asteroids/ship/ship_physics.rb
98
+ - lib/asteroids/states/game_state.rb
99
+ - lib/asteroids/states/menu_state.rb
100
+ - lib/asteroids/states/play_state.rb
101
+ - lib/asteroids/utils/utils.rb
102
+ - lib/asteroids/version.rb
103
+ - saves/save.yaml
104
+ homepage: ''
105
+ licenses:
106
+ - MIT
107
+ metadata: {}
108
+ post_install_message:
109
+ rdoc_options: []
110
+ require_paths:
111
+ - lib
112
+ required_ruby_version: !ruby/object:Gem::Requirement
113
+ requirements:
114
+ - - ">="
115
+ - !ruby/object:Gem::Version
116
+ version: '0'
117
+ required_rubygems_version: !ruby/object:Gem::Requirement
118
+ requirements:
119
+ - - ">="
120
+ - !ruby/object:Gem::Version
121
+ version: '0'
122
+ requirements: []
123
+ rubyforge_project:
124
+ rubygems_version: 2.2.2
125
+ signing_key:
126
+ specification_version: 4
127
+ summary: This is my take on the classic arcade space shooter Asteroids by Atari
128
+ test_files: []