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haunted.rb
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haunted.rb
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require 'gosu'
require_relative 'player'
require_relative 'enemy'
require_relative 'bullet'
class Haunted < Gosu::Window
WIN_WIDTH = 900
WIN_HEIGHT = 900
ENEMY_FREQUENCY = 0.005
MAX_ENEMIES = 10
def initialize ## constructor
super(WIN_WIDTH,WIN_HEIGHT)
self.caption = "Haunted"
@background_image = Gosu::Image.new('images/start_screen.jpeg')
@scene = :start
# Create fonts
@small_font = Gosu::Font.new(18)
@medium_font = Gosu::Font.new(28)
@large_font = Gosu::Font.new(36)
@xlarge_font = Gosu::Font.new(72)
end
def initialize_scene1
# Create images
@background_image = Gosu::Image.new("images/background.jpg", :tileable => true)
@star = Gosu::Image.new("images/star.png")
# Create player, bullets and enemies
@player = Player.new(self)
@enemies = []
@bullets = []
@scene = :scene1
@enemies_appeared = 0
@enemies_destroyed = 0
end
def initialize_end
@go_color = Gosu::Color::BLACK # game over background color
@background_image = Gosu::Image.new('images/end_screen.jpg')
@scene = :end
end
def draw
case @scene
when :start
draw_start
when :scene1
draw_scene1
when :end
draw_end
end
end
def draw_start
@background_image.draw(0,0,0)
end
def draw_scene1
# Draw images
@background_image.draw(0,0,0)
@star.draw(150, 680, 0)
# Draw player, bullets and enemies
@player.draw
@enemies.each do |enemy|
enemy.draw
end
@bullets.each do |bullet|
bullet.draw
end
@small_font.draw("Background Image: www.freevectors.net, Other Images: www.iconarchive.com", 10, 880, 0, 1.0, 1.0, 0xff_ffffff)
@medium_font.draw("Score: " + @enemies_destroyed.to_s, 800, 10, 0, 1.0, 1.0, 0xff_ffff00)
end
def draw_end
@background_image.draw(0,0,0)
#@large_font.draw('Your Score is: ' + @enemies_destroyed.to_s, 330, 300, 3, 1.0, 1.0, 0xff_000000)
end
def update
case @scene
when :scene1
update_scene1
when :end
update_end
end
end
def update_scene1
# move player
@player.turn_left if button_down?(Gosu::KbLeft)
@player.turn_right if button_down?(Gosu::KbRight)
@player.accelerate if button_down?(Gosu::KbUp)
@player.goback if button_down?(Gosu::KbDown)
@player.move
# move bullets
@bullets.each do |bullet|
bullet.move
end
# move enemies
if rand < ENEMY_FREQUENCY
@enemies.push Enemy.new(self)
@enemies_appeared += 1
end
# collision handling (when bullets hit enemies)
@enemies.dup.each do |enemy|
@bullets.dup.each do |bullet|
distance = Gosu.distance(enemy.x, enemy.y, bullet.x, bullet.y)
if distance < enemy.radius + bullet.radius
@enemies.delete enemy
@bullets.delete bullet
@enemies_destroyed += 1
end
end
end
initialize_end if @enemies_appeared > MAX_ENEMIES
end
def update_end
end
def button_down(id)
case @scene
when :start
button_down_start(id)
when :scene1
button_down_scene1(id)
when :end
button_down_end(id)
end
end
def button_down_start(id)
if id == Gosu::KbEscape
close
else
initialize_scene1
end
end
def button_down_scene1(id)
if id==Gosu::KbSpace
@bullets.push Bullet.new(self, @player.x, @player.y, @player.angle)
end
end
def button_down_end(id)
if id == Gosu::KbReturn
initialize_scene1
elsif id == Gosu::KbEscape
close
end
end
end
window = Haunted.new
window.show