game tryout

This commit is contained in:
Torsten Ruger 2015-07-06 21:55:34 +03:00
parent ad0550a2d3
commit 8e51078a47
18 changed files with 89827 additions and 30 deletions

14
Gemfile
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@ -9,22 +9,12 @@ gem 'volt-mongo', '~> 0.1.0'
# Twitter bootstrap
gem 'volt-bootstrap', '~> 0.0.10'
# Simple theme for bootstrap, remove to theme yourself.
gem 'volt-bootstrap_jumbotron_theme', '~> 0.1.0'
# Use rbnacl for message bus encrpytion
# (optional, if you don't need encryption, disable in app.rb and remove)
#
# Message Bus encryption is not supported on Windows at the moment.
platform :ruby, :jruby do
gem 'rbnacl', require: false
gem 'rbnacl-libsodium', require: false
end
# Asset compilation gems, they will be required when needed.
gem 'csso-rails', '~> 0.3.4', require: false
gem 'uglifier', '>= 2.4.0', require: false
gem 'opal-phaser' , :path => "../opal-phaser"
group :test do
# Testing dependencies
gem 'rspec', '~> 3.2.0'

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@ -1,3 +1,9 @@
PATH
remote: ../opal-phaser
specs:
opal-phaser (0.2.0)
opal (>= 0.7.0, < 0.9.0)
GEM
remote: https://rubygems.org/
specs:
@ -67,10 +73,6 @@ GEM
rb-fsevent (0.9.5)
rb-inotify (0.9.5)
ffi (>= 0.5.0)
rbnacl (3.2.0)
ffi
rbnacl-libsodium (1.0.3)
rbnacl (~> 3.0, >= 3.0.1)
ref (1.0.5)
rspec (3.2.0)
rspec-core (~> 3.2.0)
@ -125,7 +127,6 @@ GEM
sprockets-sass (~> 1.0.0)
thor (~> 0.19.0)
volt-bootstrap (0.0.10)
volt-bootstrap_jumbotron_theme (0.1.0)
volt-mongo (0.1.1)
mongo (~> 1.9.0)
websocket (1.2.2)
@ -144,15 +145,13 @@ DEPENDENCIES
chromedriver2-helper (~> 0.0.8)
concurrent-ruby-ext (~> 0.8.0)
csso-rails (~> 0.3.4)
opal-phaser!
opal-rspec (~> 0.4.2)
poltergeist (~> 1.5.0)
rbnacl
rbnacl-libsodium
rspec (~> 3.2.0)
selenium-webdriver (~> 2.43.0)
thin (~> 1.6.0)
uglifier (>= 2.4.0)
volt (= 0.9.4)
volt-bootstrap (~> 0.0.10)
volt-bootstrap_jumbotron_theme (~> 0.1.0)
volt-mongo (~> 0.1.0)

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@ -4,7 +4,7 @@ just starting and not quite sure, but here is the direction
# Debugger
I don't want to use gdb anymore, and it would be easier with using the qemu setup, so:
I don't want to use gdb anymore, and it would be easier without using the qemu setup, so:
- single step debugging of the register machine level (as close to arm as need be)
- visual transitions for steps

216
app/game.rb Normal file
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@ -0,0 +1,216 @@
class Score
attr_accessor :score
attr_reader :scoreText
def initialize(game)
@game = game
end
def preload
# nothing in here for this class
end
def create
@score = 0
@scoreText = @game.add.text(16, 16, 'score: 0', {fontSize: '32px', fill: '#000'})
end
end
class Star
attr_accessor :stars
def initialize(game)
@sprite_key = 'star'
@sprite_url = 'assets/star.png'
@game = game
end
def preload
@game.load.image(@sprite_key, @sprite_url)
end
def create
@stars = @game.add.group
stars.enable_body = true
12.times do |n|
star = @game.add.sprite(n * 70, 0, 'star')
@game.physics.arcade.enable(star)
star.body.gravity.y = 6
star.body.bounce.y = 0.7 + rand * 0.2
stars.add(star)
end
end
end
class Sky
def initialize(game)
@sprite_key = 'sky'
@sprite_url = 'assets/sky.png'
@game = game
end
def preload
@game.load.image(@sprite_key, @sprite_url)
end
def create
@game.add.sprite(0, 0, @sprite_key)
end
end
class Platforms
attr_accessor :platforms
def initialize(game)
@sprite_key = 'ground'
@sprite_url = 'assets/platform.png'
@game = game
end
def preload
@game.load.image(@sprite_key, @sprite_url)
end
def create
@game.physics.start_system(Phaser::Physics::ARCADE)
@platforms = @game.add.group
@platforms.enable_body = true
create_ground
create_ledge(400, 400)
create_ledge(-150, 250)
end
private
def create_ground
ground = @platforms.create(0, @game.world.height - 64, @sprite_key)
ground.scale.setTo(2, 2)
ground.body.immovable = true
end
def create_ledge(x, y)
ledge = @platforms.create(x, y, @sprite_key)
ledge.body.immovable = true
end
end
class Player
attr_accessor :player
def initialize(game)
@game = game
@sprite_key = 'dude'
@sprite_url = 'assets/dude.png'
@x = 32
@y = @game.world.height - 150
end
def preload
@game.load.spritesheet(@sprite_key, @sprite_url, 32, 48)
end
def create
@player = @game.add.sprite(@x, @y, @sprite_key)
@game.physics.arcade.enable(@player)
player.body.bounce.y = 0.2
player.body.gravity.y = 300
player.body.collide_world_bounds = true
player.animations.add('left', [0, 1, 2, 3], 10, true)
player.animations.add('right', [5, 6, 7, 8], 10, true)
end
def update
cursors = @game.input.keyboard.create_cursor_keys
movement(cursors)
end
def movement(cursors)
player.body.velocity.x = 0
case
when cursors.left.isDown
player.body.velocity.x = -150
player.animations.play('left')
when cursors.right.isDown
player.body.velocity.x = 150
player.animations.play('right')
else
player.animations.stop
player.frame = 4
end
if cursors.up.isDown && player.body.touching.down
player.body.velocity.y = -350
end
end
end
class Game
def initialize
run
end
def run
game = Phaser::Game.new
state = MainLevel.new(game)
game.state.add(:main, state, true)
end
end
class MainLevel < Phaser::State
def preload
pp game
puts "preload"
initialize_entities
entities_call :preload
end
def create
puts "create"
entities_call :create
end
def update
game.physics.arcade.collide(@player.player, @platforms.platforms)
game.physics.arcade.collide(@star.stars, @platforms.platforms)
game.physics.arcade.overlap(@player.player, @star.stars) do |p, s|
s.kill
@score.score += 10
@score.scoreText.text = "score: #{@score.score}"
end
@player.update
end
private
def collect_star(player, star, score)
star = Phaser::Sprite.new(star)
star.kill
@score.score += 10
@score.scoreText.text = "score: #{@score.score}"
end
def initialize_entities
@sky = Sky.new(game)
@platforms = Platforms.new(game)
@player = Player.new(game)
@star = Star.new(game)
@score = Score.new(game)
@entities ||= [@sky, @platforms, @player, @star, @score]
end
def entities_call(method)
@entities.each { |e| e.send(method) }
end
end

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@ -3,6 +3,3 @@
# bootstrap css framework
component 'bootstrap'
# a default theme for the bootstrap framework
component 'bootstrap_jumbotron_theme'

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@ -0,0 +1 @@
require 'opal-phaser'

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@ -1,8 +1,13 @@
# By default Volt generates this controller for your Main component
module Main
class MainController < Volt::ModelController
def index
# Add code for when the index view is loaded
require "game"
Game.new()
end
def about

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@ -3,4 +3,3 @@
<:Body>
<h1>Home</h1>

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@ -8,7 +8,7 @@
<:nav href="/">Home</:nav>
<:nav href="/about">About</:nav>
</ul>
<h3 class="text-muted">salama-debugger</h3>
<h3 class="text-muted">Salama Debugger</h3>
</div>
<:volt:notices />
@ -16,7 +16,7 @@
{{ view main_path, 'body', {controller_group: 'main'} }}
<div class="footer">
<p>&copy; Company {{ Time.now.year }}</p>
<p> <a href="http://salama-vm.org/" >Salama</a> {{ Time.now.year }}</p>
</div>
</div>

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@ -100,8 +100,8 @@ Volt.configure do |config|
# config.message_bus.bus_name = 'peer_to_peer'
#
# Encrypt message bus - messages on the message bus are encrypted by default
# using rbnacl.
# config.message_bus.disable_encryption = true
# but this is meant to be used locally by a developer
config.message_bus.disable_encryption = true
#
# ## MessageBus Server -- the message bus binds to a port and ip which the
# other volt instances need to be able to connect to. You can customize