.. index:: single: Game Engine for 2D Games; Introduction ======================================= Demo Project - Game Engine for 2D Games ======================================= In this chapter we will learn about using the different programming paradigms in the same project. We will create a simple Game Engine for 2D Games. You can use the Engine directly to create 2D Games for Desktop or Mobile. .. index:: pair: Game Engine for 2D Games; Project Layers Project Layers ============== The project contains the next layers * Games Layer (Here we will use declarative programming) * Game Engine Classes (Here we will use the Object-Oriented Programming paradigm) * Interface to graphics library (Here we will use procedural programming) * Graphics Library bindings (Here we have RingAllegro and RingLibSDL) .. index:: pair: Game Engine for 2D Games; Graphics Library Bindings Graphics Library bindings ========================= We already have RingAllegro to use the Allegro game programming library and we have RingLibSDL to use the LibSDL game programming library. Both of RingAllegro and RingLibSDL are created using the C language with the help of the Ring code generator for extensions. Each of them is over 10,000 lines of C code which is generated after writing simple configuration files (That are processed by the code generator). Each configuration file determines the functions names, structures information and constants then the generator process this configuration file to produce the C code and the library that can be loaded from Ring code. Using RingAllegro and RingLibSDL is very similar to using Allegro and LibSDL from C code where you have the same functions but we can build on that using the Ring language features * RingAllegro Source Code : https://github.com/ring-lang/ring/tree/master/extensions/ringallegro * RingLibSDL Source Code : https://github.com/ring-lang/ring/tree/master/extensions/ringsdl .. index:: pair: Game Engine for 2D Games; Interface to graphics library Interface to graphics library ============================= In this layer we have gl_allegro.ring and gl_libsdl.ring Each library provides the same functions to be used with interacting with the Graphics Library. This layer hides the details and the difference between RingAllegro and RingLibSDL. You have the same functions, Just use it and you can switch between Allegro and LibSDL at anytime. Why ? Allegro is very simple, we can use it to quickly create 2D games for Windows, Linux and MacOS X. In Ring 1.0 we started by supporting Allegro. Also LibSDL is very powerful and popular, very easy to use for Mobile Development. Ring 1.1 comes with support for LibSDL so we can quickly create games for Mobile. .. note:: We can use just one library for Desktop and Mobile development. * gl_allegro.ring source code : https://github.com/ring-lang/ring/blob/master/ringlibs/gameengine/gl_allegro.ring * gl_libsdl.ring source code : https://github.com/ring-lang/ring/blob/master/ringlibs/gameengine/gl_libsdl.ring .. index:: pair: Game Engine for 2D Games; Game Engine Classes Game Engine Classes =================== The Engine comes with the next classes * GameBase class * Resources class * Game class * GameObject class * Sprite class * Text class * Animate class * Sound class * Map class * Source Code : https://github.com/ring-lang/ring/blob/master/ringlibs/gameengine/gameengine.ring .. index:: pair: Game Engine for 2D Games; Games Layer Games Layer =========== In this layer we create our games using the Game Engine classes The classes are designed to be used through Declarative Programming. In our games we will use the next classes * Game class * Sprite class * Text class * Animate class * Sound class * Map class .. note:: Other classes in the engine are for internal use by the engine. We will introduce some examples and three simple games :- * Stars Fighter Game * Flappy Bird 3000 Game * Super Man 2016 Game .. index:: pair: Game Engine for 2D Games; Game Class Game Class ========== The next table present the class attributes. ============ ================================================================================= Attributes Description ============ ================================================================================= FPS Number determines how many times the draw() method will be called per second. FixedFPS Number determines how many times the animate() method will be called per second. Title String determines the window title of the game. aObjects List contains all objects in the game shutdown True/False value to end the game loop ============ ================================================================================= The next table present the class methods. ================ ================================================================================= Method Description ================ ================================================================================= refresh() Delete objects. settitle(cTitle) Set the window title using a string parameter. shutdown() Close the application. ================ ================================================================================= The next table present a group of keywords defined by the class. ================ ================================================================================= Keyword Description ================ ================================================================================= sprite Create new Sprite object and add it to the game objects. text Create new Text object and add it to the game objects. animate Create new Animate object and add it to the game objects. sound Create new Sound object and add it to the game objects. map Create new Map object and add it ot the game objects. ================ ================================================================================= .. index:: pair: Game Engine for 2D Games; GameObject Class GameObject Class ================ The next table present the class attributes. ============ ================================================================================= Attributes Description ============ ================================================================================= enabled True/False determine the state of the object (Active/Not Active) x Number determine the x position of the object. y Number determine the y position of the object. width Number determine the width of the object. height Number determine the height of the object. nIndex Number determine the index of the object in objects list. animate True/False to animate the object or not. move True/False to move the object using the keyboard or not. Scaled True/False to scale the object image or not. draw Function to be called when drawing the object. state Function to be called for object animation. keypress Function to be called when a key is pressed. mouse Function to be called when a mouse event happens. ============ ================================================================================= The next table present the class methods. ============================== ================================================================ Method Description ============================== ================================================================ keyboard(oGame,nkey) Check Keyboard Events mouse(oGame,nType,aMouseList) Check Mouse Events rgb(r,g,b) Return new color using the RGB (Red, Green and Blue) Values. ============================== ================================================================ .. index:: pair: Game Engine for 2D Games; Sprite Class Sprite Class ============ Parent Class : GameObject Class The next table present the class attributes. ============ ================================================================================= Attributes Description ============ ================================================================================= image String determine the image file name. point Number determine the limit of automatic movement of the object. direction Number determine the direction of movement. nstep Number determine the increment/decrement during movement. type Number determine the object type in the game (Optional). transparent True/False value determine if the image is transparent. ============ ================================================================================= The next table present the class methods. ================ ================================================================================= Method Description ================ ================================================================================= Draw(oGame) Draw the object ================ ================================================================================= .. index:: pair: Game Engine for 2D Games; Text Class Text Class ========== Parent Class : Sprite Class The next table present the class attributes. ============ ================================================================================= Attributes Description ============ ================================================================================= size Number determine the font size font String determine the font file name text String determine the text to be displayed color Number determine the color ============ ================================================================================= The next table present the class methods. ================ ================================================================================= Method Description ================ ================================================================================= Draw(oGame) Draw the object ================ ================================================================================= .. index:: pair: Game Engine for 2D Games; Animate Class Animate Class ============= Parent Class : Sprite Class The next table present the class attributes. ============ ================================================================================= Attributes Description ============ ================================================================================= frames Number determine the number of frames frame Number determine the active frame framewidth Number determine the frame width. animate True/False determine using animate or not. scaled True/False determine scaling image or not. ============ ================================================================================= The next table present the class methods. ================ ================================================================================= Method Description ================ ================================================================================= Draw(oGame) Draw the object ================ ================================================================================= .. index:: pair: Game Engine for 2D Games; Sound Class Sound Class =========== Parent Class : GameObject Class The next table present the class attributes. ============ ================================================================================= Attributes Description ============ ================================================================================= file String determine the sound file name. once True/False determine to play the file one time or not (loop). ============ ================================================================================= The next table present the class methods. ================ ================================================================================= Method Description ================ ================================================================================= playsound() Play the sound file ================ ================================================================================= .. index:: pair: Game Engine for 2D Games; Map Class Map Class ========= Parent Class : Sprite Class The next table present the class attributes. ============ ================================================================================= Attributes Description ============ ================================================================================= aMap List determine the map content using numbers. aImages List determine the image used for each number in the map. BlockWidth Number determine the block width (default = 32). BlockHeight Number determine the block height (default = 32). Animate True/False determine the animation status. ============ ================================================================================= The next table present the class methods. ================ ================================================================================= Method Description ================ ================================================================================= getvalue(x,y) Return the item value in the Map according to the visible part ================ ================================================================================= .. index:: pair: Game Engine for 2D Games; Creating the Game Window Using the Game Engine - Creating the Game Window ================================================ .. code-block:: ring Load "gameengine.ring" # Give Control to the Game Engine func main # Called by the Game Engine oGame = New Game # Create the Game Object { title = "My First Game" } # Start the Events Loop .. note:: if you want to define global variables, this must be before load "gameengine.ring" because this instruction will give the control to the game engine. Screen Shot: .. image:: gameengineshot1.png :alt: screen shot .. index:: pair: Game Engine for 2D Games; Drawing Text Using the Game Engine - Drawing Text ==================================== .. code-block:: ring Load "gameengine.ring" # Give Control to the Game Engine func main # Called by the Game Engine oGame = New Game # Create the Game Object { title = "My First Game" text { x = 10 y=50 animate = false size = 20 file = "fonts/pirulen.ttf" text = "game development using ring is very fun!" color = rgb(0,0,0) } } # Start the Events Loop Screen Shot: .. image:: gameengineshot2.png :alt: screen shot .. index:: pair: Game Engine for 2D Games; Moving Text Using the Game Engine - Moving Text =================================== .. code-block:: ring Load "gameengine.ring" # Give Control to the Game Engine func main # Called by the Game Engine oGame = New Game # Create the Game Object { title = "My First Game" text { x = 10 y=50 animate = false size = 20 file = "fonts/pirulen.ttf" text = "game development using ring is very fun!" color = rgb(0,0,0) # Color = black } text { x = 10 y=150 # Animation Part ===================================== animate = true # Use Animation direction = GE_DIRECTION_INCVERTICAL # Increase y point = 400 # Continue until y=400 nStep = 3 # Each time y+= 3 #===================================================== size = 20 file = "fonts/pirulen.ttf" text = "welcome to the real world!" color = rgb(0,0,255) # Color = Blue } } # Start the Events Loop Screen Shot: .. image:: gameengineshot3.png :alt: screen shot .. index:: pair: Game Engine for 2D Games; Playing Sound Using the Game Engine - Playing Sound ===================================== .. code-block:: ring Load "gameengine.ring" # Give Control to the Game Engine func main # Called by the Game Engine oGame = New Game # Create the Game Object { title = "My First Game" text { x = 10 y=50 animate = false size = 20 file = "fonts/pirulen.ttf" text = "game development using ring is very fun!" color = rgb(0,0,0) # Color = black } text { x = 10 y=150 # Animation Part ====================================== animate = true # Use Animation direction = GE_DIRECTION_INCVERTICAL # Increase y point = 400 # Continue until y=400 nStep = 3 # Each time y+= 3 #====================================================== size = 20 file = "fonts/pirulen.ttf" text = "welcome to the real world!" color = rgb(0,0,255) # Color = Blue } Sound { # Play Sound file = "sound/music1.wav" # Sound File Name } } # Start the Events Loop .. index:: pair: Game Engine for 2D Games; Animation Using the Game Engine - Animation ================================= .. code-block:: ring Load "gameengine.ring" # Give Control to the Game Engine func main # Called by the Game Engine oGame = New Game # Create the Game Object { title = "My First Game" animate { file = "images/fire.png" x = 100 y = 200 framewidth = 40 height = 42 nStep = 3 # Used for delay transparent = true state = func oGame,oSelf { # Called by engine each frame oSelf { nStep-- if nStep = 0 nStep = 3 if frame < 13 # we have 13 frames in animation frame++ # move to next frame else oGame.remove(oself.nIndex) # remove object ok ok } } } } # Start the Events Loop .. image:: gameengineshot5.png :alt: screen shot .. index:: pair: Game Engine for 2D Games; Animation and Functions Using the Game Engine - Animation and Functions =============================================== .. code-block:: ring Load "gameengine.ring" # Give Control to the Game Engine func main # Called by the Game Engine oGame = New Game # Create the Game Object { title = "My First Game" for x = 70 to 700 step 50 for y = 70 to 500 step 50 showfire(oGame,x,y) next next } # Start the Events Loop func showfire oGame,nX,nY oGame { animate { file = "images/fire.png" x = nX y = nY framewidth = 40 height = 42 nStep = 3 # Used for delay transparent = true state = func oGame,oSelf { # Called by engine each frame oSelf { nStep-- if nStep = 0 nStep = 3 if frame < 13 # we have 13 frames in animation frame++ # move to next frame else frame=1 ok ok } } } } .. image:: gameengineshot6.png :alt: screen shot .. index:: pair: Game Engine for 2D Games; Sprite Automatic Movement Using the Game Engine - Sprite - Automatic Movement using Keyboard ================================================================== .. code-block:: ring Load "gameengine.ring" # Give control to the game engine func main # Called by the Game Engine oGame = New Game # Create the Game Object { title = "My First Game" sprite { type = GE_TYPE_PLAYER # Just for our usage x=400 y=400 width=100 height=100 file = "images/player.png" transparent = true Animate=false Move=true # we can move it using keyboard arrows Scaled=true } } # Start the Events Loop .. image:: gameengineshot7.png :alt: screen shot .. index:: pair: Game Engine for 2D Games; Sprite Keypress Event Using the Game Engine - Sprite - Keypress event =============================================== .. code-block:: ring Load "gameengine.ring" # Give control to the game engine func main # Called by the Game Engine oGame = New Game # Create the Game Object { title = "My First Game" sprite { type = GE_TYPE_PLAYER # Just for our usage x=400 y=400 width=100 height=100 file = "images/player.png" transparent = true Animate=false Move=false # Custom Movement Scaled=true keypress = func oGame,oSelf,nKey { oSelf { Switch nKey on KEY_LEFT x -= 10 on KEY_RIGHT x += 10 on KEY_UP y -= 10 on KEY_DOWN y += 10 off } } } } # Start the Events Loop .. index:: pair: Game Engine for 2D Games; Sprite Mouse Event Using the Game Engine - Sprite - Mouse event ============================================ .. code-block:: ring Load "gameengine.ring" # Give control to the game engine func main # Called by the Game Engine oGame = New Game # Create the Game Object { title = "My First Game" sprite { type = GE_TYPE_PLAYER # Just for our usage x=400 y=400 width=100 height=100 file = "images/player.png" transparent = true Animate=false Move=false # Custom Movement Scaled=true keypress = func oGame,oSelf,nKey { oSelf { Switch nKey on KEY_LEFT x -= 10 on KEY_RIGHT x += 10 on KEY_UP y -= 10 on KEY_DOWN y += 10 off } } mouse = func oGame,oSelf,nType,aMouseList { if nType = GE_MOUSE_UP oSelf { x = aMouseList[GE_MOUSE_X] y = aMouseList[GE_MOUSE_Y] } ok } } } # Start the Events Loop .. index:: pair: Game Engine for 2D Games; Sprite State Event Using the Game Engine - Sprite - State event ============================================ .. code-block:: ring Load "gameengine.ring" # Give control to the game engine func main # Called by the Game Engine oGame = New Game # Create the Game Object { title = "My First Game" sprite { type = GE_TYPE_PLAYER # Just for our usage x=400 y=400 width=100 height=100 file = "images/player.png" transparent = true Animate=false Move=false # Custom Movement Scaled=true keypress = func oGame,oSelf,nKey { oSelf { Switch nKey on KEY_LEFT x -= 10 on KEY_RIGHT x += 10 on KEY_UP y -= 10 on KEY_DOWN y += 10 off } } mouse = func oGame,oSelf,nType,aMouseList { if nType = GE_MOUSE_UP oSelf { x = aMouseList[GE_MOUSE_X] y = aMouseList[GE_MOUSE_Y] } ok } state = func oGame,oSelf { oself { if x < 0 x = 0 ok if y < 0 y = 0 ok if x > ogame.width-width x= ogame.width - width ok if y > ogame.height-height y=ogame.height - height ok } } } } # Start the Events Loop .. index:: pair: Game Engine for 2D Games; Animate Events Using the Game Engine - Animate - Events ======================================== .. code-block:: ring Load "gameengine.ring" # Give control to the game engine func main # Called by the Game Engine oGame = New Game # Create the Game Object { title = "My First Game" animate { file = "images/fbbird.png" x = 10 y = 10 framewidth = 20 scaled = true height = 50 width = 50 nStep = 3 transparent = true state = func oGame,oSelf { oSelf { # Animation nStep-- if nStep = 0 nStep = 3 if frame < 3 frame++ else frame=1 ok ok # Move Down y += 3 if y > 550 y=550 ok } } keypress = func ogame,oself,nKey { oself { if nkey = key_space y -= 55 if y<=0 y=0 ok ok } } mouse = func ogame,oself,nType,aMouseList { if nType = GE_MOUSE_UP cFunc = oself.keypress call cFunc(oGame,oSelf,Key_Space) ok } } } # Start the Events Loop Screen Shot: .. image:: gameengineshot11.png :alt: screen shot .. index:: pair: Game Engine for 2D Games; Map Using the Game Engine - Map =========================== .. code-block:: ring Load "gameengine.ring" # Give control to the game engine func main # Called by the Game Engine oGame = New Game # Create the Game Object { title = "My First Game" Map { blockwidth = 80 blockheight = 80 aMap = [ [0,0,0,0,0,0,0,0,0,1,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0], [0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0], [0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,1,0,0,0], [0,0,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,3,0,0,0,1,0,0,0,1,0,0,0], [0,0,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,3,0,0,0], [0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0] ] aImages = ["images/fbwall.png", "images/fbwallup.png", "images/fbwalldown.png"] state = func oGame,oSelf { oSelf { x -= 3 if x < - 2100 x = 0 ok } } } } # Start the Events Loop Screen Shot: .. image:: gameengineshot12.png :alt: screen shot .. index:: pair: Game Engine for 2D Games; Map Events Using the Game Engine - Map Events ================================== .. code-block:: ring Load "gameengine.ring" # Give control to the game engine func main # Called by the Game Engine oGame = New Game # Create the Game Object { title = "My First Game" Map { blockwidth = 80 blockheight = 80 aMap = [ [0,0,0,0,0,0,0,0,0,1,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0], [0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0], [0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,1,0,0,0], [0,0,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,3,0,0,0,1,0,0,0,1,0,0,0], [0,0,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,3,0,0,0], [0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0] ] aImages = ["images/fbwall.png", "images/fbwallup.png", "images/fbwalldown.png"] state = func oGame,oSelf { oSelf { x -= 3 if x < - 2100 x = 0 ok } } mouse = func ogame,oself,nType,aMouseList { if nType = GE_MOUSE_UP oSelf { mX = aMouseList[GE_MOUSE_X] mY = aMouseList[GE_MOUSE_Y] nValue = GetValue(mX,mY) nRow = GetRow(mX,mY) nCol = GetCol(mX,mY) Switch nValue On 1 aMap[nRow][nCol] = 0 On 2 aMap[nRow][nCol] = 0 On 3 aMap[nRow][nCol] = 0 On 0 aMap[nRow][nCol] = 1 Off } ok } } } # Start the Events Loop Screen Shot: .. image:: gameengineshot13.png :alt: screen shot .. index:: pair: Game Engine for 2D Games; Object and Drawing Using the Game Engine - Object and Drawing ========================================== We can use the Object keyword (defined by the game engine) to create objects from the GameObject class. Example: .. code-block:: ring Load "gameengine.ring" # Give control to the game engine func main # Called by the Game Engine oGame = New Game # Create the Game Object { title = "My First Game" Object { x = 0 y=300 width = 200 height=200 draw = func oGame,oSelf { oSelf { for t = 1 to 210 gl_draw_circle(x,y,t, gl_map_rgb(t*random(255), t*2,t*3),1) next } } state = func oGame,oSelf { oSelf { if x <= 800 x+= 3 else x=0 ok } } keypress = func oGame,oSelf,nKey { oSelf { Switch nKey on KEY_LEFT x -= 10 on KEY_RIGHT x += 10 on KEY_UP y -= 10 on KEY_DOWN y += 10 off } } } } # Start the Events Loop Screen Shot: .. image:: gameengineshot14.png :alt: screen shot Example: .. code-block:: ring Load "gameengine.ring" # Give control to the game engine func main # Called by the Game Engine oGame = New Game # Create the Game Object { title = "My First Game" Object { x = 400 y=300 width = 200 height=200 draw = func oGame,oSelf { oSelf { for t = 1 to 210 gl_draw_rectangle(x+t,y+t, x+t*2,y+t*2, gl_map_rgb(t*random(255), t*2,t*3),1) gl_draw_rectangle(x+t*2,y+t*2, x-t*2,y-t*2, gl_map_rgb(t*random(255), t*2,t*3),1) next } } keypress = func oGame,oSelf,nKey { oSelf { Switch nKey on KEY_LEFT x -= 10 on KEY_RIGHT x += 10 on KEY_UP y -= 10 on KEY_DOWN y += 10 off } } } } # Start the Events Loop Screen Shot: .. image:: gameengineshot15.png :alt: screen shot .. index:: pair: Game Engine for 2D Games; Stars Fighter Game Stars Fighter Game ================== The Stars Fighter source code .. code-block:: ring # The Ring Standard Library # Game Engine for 2D Games # 2016, Mahmoud Fayed oGameState = NULL load "gameengine.ring" func main oGame = New Game while true oGameState = new GameState oGame { title = "Stars Fighter!" sprite { file = "images/menu1.jpg" x = 0 y=0 width=800 height = 600 scaled = true animate = false keypress = func ogame,oself,nKey { if nkey = key_esc or nKey = GE_AC_BACK ogame.shutdown() but nKey = key_space oGameState.startplay=true ogame.shutdown=true ok } mouse = func ogame,oself,nType,aMouseList { if nType = GE_MOUSE_UP oGameState.startplay=true ogame.shutdown=true ok } } text { animate = false size = 35 file = "fonts/pirulen.ttf" text = "Stars Fighter" x = 10 y=50 } text { animate = false size = 25 file = "fonts/pirulen.ttf" text = "Version 1.0" x = 80 y=100 } text { animate = false size = 16 file = "fonts/pirulen.ttf" text = "(C) 2016, Mahmoud Fayed" x = 45 y=140 } text { animate = false size = 25 file = "fonts/pirulen.ttf" text = "Press Space to start" x = 190 y=470 } text { animate = false size = 20 file = "fonts/pirulen.ttf" text = "Press Esc to Exit" x = 260 y=510 } Sound { file = "sound/music1.wav" } } if oGameState.startplay oGame.refresh() playstart(oGame) oGame.refresh() ok end func playstart oGame oSound = New Sound { file = "sound/music2.wav" } while true play(oGame) if ogame.shutdown = true and oGameState.value = 0 exit ok ogame.refresh() end oSound.Delete() func play oGame oGame { FPS = 60 FixedFPS = 120 title = "Stars Fighter!" sprite { file = "images/stars.jpg" x = 0 y = 0 point = -370 direction = ge_direction_dec type = ge_type_background state = func ogame,oself { oself { if x < -350 direction = ge_direction_inc point = 370 but x = 0 and direction = ge_direction_inc direction = ge_direction_dec point = -370 ok } } } sprite { file = "images/player.png" transparent = true type = ge_type_player x = 400 y =400 width=100 height=100 animate=false move=true Scaled=true mouse = func ogame,oself,nType,aMouseList { if not ( aMouseList[GE_MOUSE_X] >= oSelf.x and aMouseList[GE_MOUSE_X] <= oSelf.x+oSelf.width and aMouseList[GE_MOUSE_Y] >= oself.y and aMouseList[GE_MOUSE_Y] <= oSelf.y+oSelf.height ) if nType = GE_MOUSE_DOWN if aMouseList[1] < oSelf.X # left oSelf.X -= 100 else oSelf.X += 100 ok if aMouseList[2] < oSelf.Y # up oSelf.Y -= 100 else oSelf.Y += 100 ok ok else if nType = GE_MOUSE_UP cFunc = oself.keypress call cFunc(oGame,oSelf,Key_Space) ok ok } keypress = func oGame,oself,nkey { if nkey = key_space ogame { sprite { type = ge_type_fire file = "images/rocket.png" transparent = true x = oself.x + 30 y = oself.y - 30 width = 30 height = 30 point = -30 nstep = 20 direction = ge_direction_decvertical state = func oGame,oSelf { for x in oGame.aObjects if x.type = ge_type_enemy if oself.x >= x.x and oself.y >= x.y and oself.x <= x.x + x.width and oself.y <= x.y + x.height showfire(oGame,x.x+40,x.y+40) ogame.remove(x.nindex) oGameState.score+=10 oGameState.enemies-- checkwin(oGame) exit ok ok next } } } but nkey = key_esc or nKey = GE_AC_BACK ogame.shutdown() ok } state = func oGame,oSelf { oself { if x < 0 x = 0 ok if y < 0 y = 0 ok if x > ogame.screen_w-width x= ogame.screen_w - width ok if y > ogame.screen_h-height y=ogame.screen_h-height ok } } } for g = 1 to oGameState.enemies sprite { type = ge_type_enemy file = "images/enemy.png" transparent = true x = g*random(50) y =g width=100 height=100 animate=true Scaled=true direction = ge_direction_random state = func oGame,oSelf { oself { if x < 0 x = 0 ok if y < 0 y = 0 ok if x > ogame.screen_w-width x= ogame.screen_w - width ok if y > ogame.screen_h-height y=ogame.screen_h-height ok } if random(100) = 1 ogame { sprite { type = ge_type_fire file = "images/rocket2.png" transparent = true x = oself.x + 30 y = oself.y + oself.height+ 30 width = 30 height = 30 point = ogame.screen_h+30 nstep = 10 direction = ge_direction_incvertical state = func oGame,oSelf { x = oGame.aObjects[oGameState.playerindex] if oself.x >= x.x and oself.y >= x.y and oself.x <= x.x + x.width and oself.y <= x.y + x.height if oGameState.value > 0 oGameState.value-=10 ok ogame.remove(oself.nindex) checkgameover(oGame) ok } } } ok } } next text { size = 30 file = "fonts/pirulen.ttf" text = "Destroy All Enemies!" nstep = 3 color = GE_COLOR_GREEN x = 100 y=50 direction = ge_direction_incvertical point = 500 } text { animate = false point = 400 size = 30 file = "fonts/pirulen.ttf" text = "Score : " + oGameState.score x = 500 y=10 state = func oGame,oSelf { oSelf { text = "Score : " + oGameState.score } } } text { animate = false point = 400 size = 30 file = "fonts/pirulen.ttf" text = "Energy : " + oGameState.value x = 500 y=50 state = func oGame,oSelf { oSelf { text = "Energy : " + oGameState.value } } } text { animate = false point = 400 size = 30 file = "fonts/pirulen.ttf" text = "Level : " + oGameState.level x = 500 y=90 } } func checkwin ogame if oGameState.gameresult return ok if oGameState.enemies = 0 oGameState.gameresult = true oGame { if oGameState.level < 30 text { point = 400 size = 30 file = "fonts/pirulen.ttf" text = "Level Completed!" nStep = 3 x = 500 y=10 state = func ogame,oself { if oself.y >= 400 ogame.shutdown = true oGameState.level++ oGameState.enemies = oGameState.level oGameState.gameresult = false ok } } else text { point = 400 size = 30 nStep = 3 file = "fonts/pirulen.ttf" text = "You Win !!!" x = 500 y=10 state = func ogame,oself { if oself.y >= 400 ogame.shutdown = true oGameState.value = 0 ok } } ok } ok func checkgameover ogame if oGameState.gameresult return ok if oGameState.value <= 0 oGameState.gameresult = true oGame { text { point = 400 size = 30 nStep = 3 file = "fonts/pirulen.ttf" text = "Game Over !!!" x = 500 y=10 state = func ogame,oself { if oself.y >= 400 ogame.shutdown = true ok } } } showfire(oGame,oGame.aObjects[oGameState.PlayerIndex].x+40, oGame.aObjects[oGameState.PlayerIndex].y+40) oGame.aObjects[oGameState.PlayerIndex].enabled = false oGame.remove(oGameState.PlayerIndex) ok func showfire oGame,nX,nY oGame { animate { file = "images/fire.png" x = nX y = nY framewidth = 40 height = 42 nStep = 3 transparent = true state = func oGame,oSelf { oSelf { nStep-- if nStep = 0 nStep = 3 if frame < 13 frame++ else frame=1 oGame.remove(oself.nIndex) ok ok } } } } class gamestate score = 0 level = 1 enemies = 1 value = 100 playerindex = 2 gameresult = false startplay=false Screen Shot: .. image:: starsfighter.png :alt: Stars Fighter .. index:: pair: Game Engine for 2D Games; Flappy Bird 3000 Game Flappy Bird 3000 Game ===================== The Flappy Bird 3000 Game source code .. code-block:: ring # The Ring Standard Library # Game Engine for 2D Games # 2016, Mahmoud Fayed oGameState = NULL Load "gameengine.ring" func main oGame = New Game while true oGameState = New GameState oGame { title = "Flappy Bird 3000" sprite { file = "images/fbback.png" x = 0 y=0 width=800 height = 600 scaled = true animate = false keypress = func ogame,oself,nKey { if nkey = key_esc or nKey = GE_AC_BACK ogame.shutdown() but nKey = key_space oGameState.startplay=true ogame.shutdown=true ok } mouse = func ogame,oself,nType,aMouseList { if nType = GE_MOUSE_UP cFunc = oself.keypress call cFunc(oGame,oSelf,Key_Space) ok } } text { animate = false size = 35 file = "fonts/pirulen.ttf" text = "Flappy Bird 3000" x = 150 y=50 } text { animate = false size = 25 file = "fonts/pirulen.ttf" text = "Version 1.0" x = 280 y=100 } text { animate = false size = 16 file = "fonts/pirulen.ttf" text = "(C) 2016, Mahmoud Fayed" x = 245 y=140 } text { animate = false size = 25 file = "fonts/pirulen.ttf" text = "To Win Get Score = 3000" x = 150 y=270 } text { animate = false size = 25 file = "fonts/pirulen.ttf" text = "Press Space to start" x = 190 y=470 } text { animate = false size = 20 file = "fonts/pirulen.ttf" text = "Press Esc to Exit" x = 260 y=510 } animate { file = "images/fbbird.png" x = 200 y = 200 framewidth = 20 scaled = true height = 50 width = 50 nStep = 3 transparent = true animate = true direction = ge_direction_random state = func oGame,oSelf { oSelf { nStep-- if nStep = 0 nStep = 3 if frame < 3 frame++ else frame=1 ok ok if x <= 0 x=0 ok if y <= 0 y=0 ok if x >= 750 x= 750 ok if y > 550 y=550 ok } } } Sound { file = "sound/music2.wav" } } if oGameState.startplay oGame.refresh() playstart(oGame) oGame.refresh() ok end func playstart oGame oGame { FPS = 60 FixedFPS = 120 Title = "Flappy Bird 3000" Sprite { file = "images/fbback.png" x = 0 y=0 width=800 height = 600 scaled = true animate = false keypress = func ogame,oself,nKey { if nkey = key_esc or nKey = GE_AC_BACK ogame.shutdown() ok } } Map { blockwidth = 80 blockheight = 80 aMap = [ [0,0,0,0,0,0,0,0,0,1,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0], [0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0], [0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,1,0,0,0], [0,0,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,3,0,0,0,1,0,0,0,1,0,0,0], [0,0,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,3,0,0,0], [0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0] ] newmap(aMap) aImages = ["images/fbwall.png","images/fbwallup.png", "images/fbwalldown.png"] state = func oGame,oSelf { if oGameState.gameresult = false px = oGame.aObjects[3].x py = oGame.aObjects[3].y oSelf { x -= 3 if x < - 2100 x = 0 newmap(aMap) ok nCol = getcol(px,0) if nCol=11 or nCol=15 or nCol=19 or nCol=23 or nCol=27 if nCol != oGameState.lastcol oGameState.lastcol = nCol oGameState.Score += 100 oGame { Sound { once = true file = "sound/sfx_point.wav" } } checkwin(oGame) ok ok } if oSelf.getvalue(px+40,py) != 0 or oSelf.getvalue(px+40,py+40) != 0 or oSelf.getvalue(px,py) != 0 or oSelf.getvalue(px,py+40) != 0 oGameState.gameresult = true oGame { text { point = 550 size = 30 nStep = 3 file = "fonts/pirulen.ttf" text = "Game Over !!!" x = 500 y=10 state = func ogame,oself { if oself.y >= 550 ogame.shutdown = true ok if oself.y = 90 ogame { Sound { once = true file = "sound/sfx_die.wav" } } ok } } Sound { once = true file = "sound/sfx_hit.wav" } } ok ok } } animate { file = "images/fbbird.png" x = 10 y = 10 framewidth = 20 scaled = true height = 50 width = 50 nStep = 3 transparent = true state = func oGame,oSelf { oSelf { nStep-- if nStep = 0 nStep = 3 if frame < 3 frame++ else frame=1 ok ok } if not oGameState.playerwin oGameState.down -- if oGameState.down = 0 oGameState.down = 3 oself { y += 25 if y > 550 y=550 ok } ok ok } keypress = func ogame,oself,nKey { if oGameState.gameresult = false oself { if nkey = key_space y -= 55 oGameState.down = 60 if y<=0 y=0 ok ok } ok } mouse = func ogame,oself,nType,aMouseList { if nType = GE_MOUSE_UP cFunc = oself.keypress call cFunc(oGame,oSelf,Key_Space) ok } } text { animate = false point = 400 size = 30 file = "fonts/pirulen.ttf" text = "Score : " + oGameState.score x = 500 y=10 state = func oGame,oSelf { oSelf { text = "Score : " + oGameState.score } } } } func newmap aMap aV = [ [1,1,3,0,0,2,1,1], [1,3,0,0,0,2,1,1], [1,1,1,3,0,2,1,1], [1,1,1,3,0,0,0,0], [0,0,0,0,2,1,1,1], [0,0,2,1,1,1,1,1], [0,0,0,2,1,1,1,1], [1,1,1,3,0,2,1,1], [1,1,1,1,1,3,0,0], [3,0,0,2,1,1,1,1], [3,0,0,2,3,0,0,2] ] for x = 10 to 24 step 4 aVar = aV[ (random(10)+1) ] for y = 1 to 8 aMap[y][x] = aVar[y] next next func checkwin ogame if oGameState.score = 3000 oGameState.gameresult = true oGameState.playerwin = true oGame { text { point = 400 size = 30 nStep = 3 file = "fonts/pirulen.ttf" text = "You Win !!!" x = 500 y=10 state = func ogame,oself { if oself.y >= 400 ogame.shutdown = true oGameState.value = 0 ok } } } ok Class GameState down = 3 gameresult = false Score = 0 startplay=false lastcol = 0 playerwin = false Screen Shot: .. image:: flappybird.png :alt: Flappy Bird 300 .. index:: pair: Game Engine for 2D Games; Super Man 2016 Game Super Man 2016 Game =================== The Super Man 2016 Game source code .. code-block:: ring # The Ring Standard Library # Game Engine for 2D Games # 2016, Mahmoud Fayed oGameState = NULL Load "gameengine.ring" func main oGame = New Game while true oGameState = new GameState oGame { title = "Super Man 2016" sprite { file = "images/superman.jpg" x = 0 y=0 width=800 height = 600 scaled = true animate = false keypress = func ogame,oself,nKey { if nkey = key_esc or nKey = GE_AC_BACK ogame.shutdown() but nKey = key_space oGameState.startplay=true ogame.shutdown=true ok } mouse = func ogame,oself,nType,aMouseList { if nType = GE_MOUSE_UP oGameState.startplay=true ogame.shutdown=true ok } state = func ogame,oself { oself { if x > -500 x-=1 y-=1 width +=1 height +=4 ok } } } text { animate = false size = 35 file = "fonts/pirulen.ttf" text = "Super Man 2016" x = 20 y=30 } text { animate = false size = 25 file = "fonts/pirulen.ttf" text = "Version 1.0" x = 20 y=80 } text { animate = false size = 16 file = "fonts/pirulen.ttf" text = "(C) 2016, Mahmoud Fayed" x = 20 y=120 } text { animate = false size = 25 file = "fonts/pirulen.ttf" text = "Press Space to start" x = 190 y=470 } text { animate = false size = 20 file = "fonts/pirulen.ttf" text = "Press Esc to Exit" x = 260 y=510 } animate { file = "images/superman.png" x = 200 y = 200 framewidth = 68 scaled = true height = 86 width = 60 nStep = 10 transparent = true animate = true direction = ge_direction_random state = func oGame,oSelf { oSelf { nStep-- if nStep = 0 nStep = 10 if frame < 1 frame++ else frame=1 ok ok if x <= 0 x=0 ok if y <= 0 y=0 ok if x >= 750 x= 750 ok if y > 550 y=550 ok } } } Sound { file = "sound/music2.wav" } } if oGameState.startplay oGame.refresh() playstart(oGame) oGame.refresh() ok end func playstart oGame oGame { FPS = 60 FixedFPS = 15 Title = "Super Man 2016" Sprite { file = "images/supermancity.jpg" x = 0 y=0 width=800 height = 600 scaled = true animate = false } Map { blockwidth = 80 blockheight = 80 aMap = [ [0,0,0,4,4,4,0,0,0,1,0,0,0,1,4,4,0,1,0,0,0,0,4,4,0,1,4, 4,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,1,0,0,0,1,0,0,0,1,0,3,3,3,5,3,3,3,3,0], [0,0,4,0,4,0,4,0,0,1,0,0,0,3,4,4,4,1,0,0,0,0,4,4,0,1,4, 4,4,0,0,4,4,4,4,4,4,4,4,4,4,4,4,1,4,1,0,0,0,1,0,0,0,1,0,4,4,4,4,4,4,4,4,0], [0,0,0,4,4,4,0,0,0,1,0,0,0,4,4,4,4,1,0,0,0,0,0,0,0,3,4, 4,4,0,0,4,0,0,0,0,0,0,4,2,0,0,4,1,4,1,4,2,4,1,0,2,0,1,0,4,4,4,4,4,4,4,4,0], [0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0, 0,0,0,0,4,4,4,4,4,4,4,4,1,0,0,4,1,4,1,4,1,4,1,0,1,0,1,0,2,2,2,2,2,2,2,2,0], [0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0, 0,0,0,0,2,0,0,0,0,0,2,0,3,0,0,0,1,4,1,4,1,4,1,0,1,0,1,0,1,0,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,1,0,0,0,2,0,0,0,0,0, 0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,4,3,4,1,4,3,0,1,0,3,0,1,0,0,0,0,0,0,0,0], [0,0,2,0,0,2,0,0,2,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0, 0,0,0,0,1,0,0,0,0,0,3,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0], [0,0,1,0,0,1,0,0,1,3,0,0,0,1,0,0,0,3,0,0,0,1,0,0,0,0,0, 0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0] ] aImages = ["images/smwall.png","images/smwallup.png", "images/smwalldown.png","images/smstar.png", "images/smkey.png","images/smstar2.png"] } sprite { type = ge_type_enemy animate = false file = "images/smhome.png" x = 5000 y = 400 width = 290 height = 200 transparent = true state = func oGame,oSelf { oself { x = 5000 + oGame.aObjects[2].x if x < 0 or x > SCREEN_W return ok } if oGameState.gameresult or oGameState.DoorKey = false return ok if oGame.aObjects[oGameState.playerindex].x > oself.x + 100 and oGame.aObjects[oGameState.playerindex].y > oself.y + 50 oGameState.gameresult = true oGame { sprite { file = "images/smwin.jpg" x=0 y=0 width=800 height=600 scaled = true animate=false state = func ogame,oself { oself { x-=5 y-=5 width +=10 height +=10 if x = -300 ogame.shutdown = true ok } } } } ok } } animate { file = "images/superman.png" x = 0 y = 0 framewidth = 60 scaled = true height = 86 width = 60 nStep = 3 transparent = true state = func oGame,oSelf { checkstarskeycol(oGame,oSelf) if not oGameState.playerwin oself { file = "images/superman.png" height = 86 width = 60 for t=1 to 8 if checkwall2(oGame,oSelf,0,5,[2,1]) y += 5 else exit ok next if y > 500 y=500 ok } ok } keypress = func ogame,oself,nKey { if oGameState.gameresult = false oself { if nkey = key_up and checkwall(oGame,oSelf,0,-40) oGameState.value -= 1 checkgameover(oGame) file = "images/supermanup.png" height = 123 dotransparent() y -= 40 oGameState.down = 10 if y<=0 y=0 ok but nkey = key_down and checkwall(oGame,oSelf,0,40) file = "images/supermandown.png" dotransparent() y += 40 if y>=500 y=500 ok but nKey = key_right and checkwall(oGame,oSelf,10,0) file = "images/supermanright.png" dotransparent() x += 10 if x >= 440 if oGame.aObjects[2].x > -4500 oGame.aObjects[2].x -= 50 callenemystate(oGame) else if x <= 750 if checkwall(oGame,oSelf,10,0) x += 10 ok else if checkwall(oGame,oSelf,-10,0) x -= 10 ok ok return ok x=400 ok but nKey = key_left and checkwall(oGame,oSelf,-10,0) file = "images/supermanleft.png" dotransparent() x -= 10 if x <= 0 x += 10 if oGame.aObjects[2].x != 0 oGame.aObjects[2].x += 50 callenemystate(oGame) x += 50 ok ok but nkey = key_esc or nKey = GE_AC_BACK ogame.shutdown() ok } ok } mouse = func ogame,oself,nType,aMouseList { if nType = GE_MOUSE_DOWN oGameState.moveplayer = TRUE But nType = GE_MOUSE_UP oGameState.moveplayer = FALSE ok if oGameState.moveplayer = TRUE if aMouseList[GE_MOUSE_X] < oSelf.X # left cFunc = oself.keypress call cFunc(oGame,oSelf,Key_left) else cFunc = oself.keypress call cFunc(oGame,oSelf,Key_right) ok if aMouseList[GE_MOUSE_Y] < oSelf.Y # up cFunc = oself.keypress call cFunc(oGame,oSelf,Key_up) else cFunc = oself.keypress call cFunc(oGame,oSelf,Key_down) ok ok } } addenemy(oGame,600) addenemy(oGame,900) addenemy(oGame,1550) addenemy(oGame,2350) addenemy(oGame,3350) addenemy(oGame,3500) addenemy(oGame,3670) addenemy(oGame,3840) text { animate = false point = 400 size = 30 file = "fonts/pirulen.ttf" text = "Score : " + oGameState.score x = 500 y=0 state = func oGame,oSelf { oSelf { text = "Score : " + oGameState.score } } } text { animate = false point = 400 size = 30 file = "fonts/pirulen.ttf" text = "Energy : " + oGameState.value x = 10 y=0 state = func oGame,oSelf { oSelf { text = "Energy : " + oGameState.value } } } } func inlist nValue,aList for x in aList if x = nValue return true ok next return false func checkwall oGame,oself,diffx,diffy alist = [1,2,3] return checkwall2(oGame,oself,diffx,diffy,aList) func checkwall2 oGame,oself,diffx,diffy,aList xPos = oSelf.x + diffx yPos = oSelf.y + diffy nValue = oGame.aObjects[2].getvalue(xPos,yPos) nValue = inlist(nValue,aList) nValue = not nValue if nValue = 0 return nValue ok xPos = oSelf.x + diffx yPos = oSelf.y + diffy + oSelf.height nValue = oGame.aObjects[2].getvalue(xPos,yPos) nValue = inlist(nValue,aList) nValue = not nValue if nValue = 0 return nValue ok xPos = oSelf.x + diffx + oSelf.width yPos = oSelf.y + diffy nValue = oGame.aObjects[2].getvalue(xPos,yPos) nValue = inlist(nValue,aList) nValue = not nValue if nValue = 0 return nValue ok xPos = oSelf.x + diffx + oSelf.width yPos = oSelf.y + diffy + oSelf.height nValue = oGame.aObjects[2].getvalue(xPos,yPos) nValue = inlist(nValue,aList) nValue = not nValue if nValue = 0 return nValue ok return nValue func checkopenwall oGame if oGameState.score = 900 oGame.aObjects[2].aMap[3][10] = 3 oGame.aObjects[2].aMap[4][10] = 0 oGame.aObjects[2].aMap[5][10] = 0 oGame.aObjects[2].aMap[6][10] = 0 oGame.aObjects[2].aMap[7][10] = 0 oGame.aObjects[2].aMap[8][10] = 0 but oGameState.score = 1800 oGame.aObjects[2].aMap[3][18] = 3 oGame.aObjects[2].aMap[4][18] = 0 oGame.aObjects[2].aMap[5][18] = 0 oGame.aObjects[2].aMap[6][18] = 0 oGame.aObjects[2].aMap[7][18] = 0 oGame.aObjects[2].aMap[8][18] = 0 but oGameState.score = 5500 oGame.aObjects[2].aMap[1][44] = 0 oGame.aObjects[2].aMap[2][44] = 0 oGame.aObjects[2].aMap[3][44] = 2 ok func checkgameover ogame if oGameState.gameresult return ok if oGameState.value <= 0 oGameState.value = 0 oGameState.gameresult = true oGame { text { point = 400 size = 30 nStep = 9 file = "fonts/pirulen.ttf" text = "Game Over !!!" x = 500 y=10 state = func ogame,oself { if oself.y >= 400 ogame.shutdown = true ok } } } showfire(oGame,oGame.aObjects[oGameState.PlayerIndex].x+40, oGame.aObjects[oGameState.PlayerIndex].y+40) oGame.aObjects[oGameState.PlayerIndex].enabled = false oGame.remove(oGameState.PlayerIndex) ok func showfire oGame,nX,nY oGame { animate { file = "images/fire.png" x = nX y = nY framewidth = 40 height = 42 nStep = 3 transparent = true state = func oGame,oSelf { oSelf { nStep-- if nStep = 0 nStep = 3 if frame < 13 frame++ else frame=1 oGame.remove(oself.nIndex) ok ok } } } } func addenemy oGame,xPos oGame { lbraceend = false sprite { type = ge_type_enemy file = "images/smenemy.png" transparent = true x = xPos y =10 width=100 height=100 animate=true Scaled=true direction = GE_DIRECTION_NOMOVE temp = xPos state = func oGame,oSelf { oself { x = oSelf.temp + oGame.aObjects[2].x if y < 0 y = 0 ok if y > 100 y=100 ok if x > SCREEN_W or x < 0 return ok } if random(10) = 1 if oGameState.gameresult return ok ogame { sprite { type = ge_type_fire file = "images/smrocket.png" scaled = true transparent = true x = oself.x + 30 y = oself.y + oself.height+ 30 width = 30 height = 30 point = ogame.screen_h+30 nstep = 30 direction = ge_direction_incvertical xvalue = oGame.aObjects[2].x temp = oself.x + 30 - xvalue state = func oGame,oSelf { oself { x = oSelf.temp + oGame.aObjects[2].x } x = oGame.aObjects[oGameState.playerindex] if oself.x >= x.x and oself.y >= x.y and oself.x <= x.x + x.width and oself.y <= x.y + x.height if oGameState.value > 0 oGameState.value-=1000 ok ogame.remove(oself.nindex) checkgameover(oGame) ok } } } ok } } } ogame.lbraceend = true func checkstarskey oGame,oSelf,nValue,nRow,nCol switch nValue on 4 oGame.aObjects[2].aMap[nRow][nCol] = 6 oGameState.Score += 100 checkopenwall(oGame) oGame { Sound { once = true file = "sound/sfx_point.wav" } } on 5 oGame.aObjects[2].aMap[nRow][nCol] = 0 oGameState.DoorKey = true oGameState.Score += 500 checkopenwall(oGame) oGame { Sound { once = true file = "sound/sfx_point.wav" } } off func checkstarskeycol oGame,oSelf nValue = oGame.aObjects[2].getvalue(oSelf.x,oSelf.y) nRow = oGame.aObjects[2].getrow(oSelf.x,oSelf.y) nCol = oGame.aObjects[2].getcol(oSelf.x,oSelf.y) checkstarskey(oGame,oSelf,nValue,nRow,nCol) nValue = oGame.aObjects[2].getvalue(oSelf.x+oSelf.width,oSelf.y+oSelf.height) nRow = oGame.aObjects[2].getrow(oSelf.x+oSelf.width,oSelf.y+oSelf.height) nCol = oGame.aObjects[2].getcol(oSelf.x+oSelf.width,oSelf.y+oSelf.height) checkstarskey(oGame,oSelf,nValue,nRow,nCol) nValue = oGame.aObjects[2].getvalue(oSelf.x+oSelf.width,oSelf.y) nRow = oGame.aObjects[2].getrow(oSelf.x+oSelf.width,oSelf.y) nCol = oGame.aObjects[2].getcol(oSelf.x+oSelf.width,oSelf.y) checkstarskey(oGame,oSelf,nValue,nRow,nCol) nValue = oGame.aObjects[2].getvalue(oSelf.x,oSelf.y+oSelf.height) nRow = oGame.aObjects[2].getrow(oSelf.x,oSelf.y+oSelf.height) nCol = oGame.aObjects[2].getcol(oSelf.x,oSelf.y+oSelf.height) checkstarskey(oGame,oSelf,nValue,nRow,nCol) func callenemystate oGame for t in oGame.aObjects t { if type = GE_TYPE_ENEMY call state(oGame,t) ok } next Class GameState down = 3 gameresult = false Score = 0 startplay=false lastcol = 0 playerwin = false DoorKey = false playerindex = 4 value = 1000 moveplayer = false Screen Shot: .. image:: superman.png :alt: Super Man 2016