How to Troubleshoot Apps for the Modern Connected Worker
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The Ring programming language version 1.4.1 book - Part 15 of 31
1. Ring Documentation, Release 1.4.1
Example:
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
}
}
50.26. Using the Game Engine - Object and Drawing 398
2. Ring Documentation, Release 1.4.1
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:
50.27 Stars Fighter Game
The Stars Fighter source code
50.27. Stars Fighter Game 399
3. Ring Documentation, Release 1.4.1
# The Ring Standard Library
# Game Engine for 2D Games
# 2016, Mahmoud Fayed <msfclipper@yahoo.com>
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
}
50.27. Stars Fighter Game 400
4. Ring Documentation, Release 1.4.1
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
50.27. Stars Fighter Game 401
5. Ring Documentation, Release 1.4.1
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
50.27. Stars Fighter Game 402
6. Ring Documentation, Release 1.4.1
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
50.27. Stars Fighter Game 403
7. Ring Documentation, Release 1.4.1
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
}
}
50.27. Stars Fighter Game 404
8. Ring Documentation, Release 1.4.1
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
50.27. Stars Fighter Game 405
9. Ring Documentation, Release 1.4.1
}
}
}
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:
50.27. Stars Fighter Game 406
10. Ring Documentation, Release 1.4.1
50.28 Flappy Bird 3000 Game
The Flappy Bird 3000 Game source code
# The Ring Standard Library
# Game Engine for 2D Games
# 2016, Mahmoud Fayed <msfclipper@yahoo.com>
oGameState = NULL
Load "gameengine.ring"
func main
oGame = New Game
while true
oGameState = New GameState
oGame {
50.28. Flappy Bird 3000 Game 407
11. Ring Documentation, Release 1.4.1
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 {
50.28. Flappy Bird 3000 Game 408
12. Ring Documentation, Release 1.4.1
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 {
50.28. Flappy Bird 3000 Game 409
13. Ring Documentation, Release 1.4.1
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
50.28. Flappy Bird 3000 Game 410
14. Ring Documentation, Release 1.4.1
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
}
50.28. Flappy Bird 3000 Game 411
15. Ring Documentation, Release 1.4.1
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
50.28. Flappy Bird 3000 Game 412
16. Ring Documentation, Release 1.4.1
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:
50.28. Flappy Bird 3000 Game 413
17. Ring Documentation, Release 1.4.1
50.29 Super Man 2016 Game
The Super Man 2016 Game source code
# The Ring Standard Library
# Game Engine for 2D Games
# 2016, Mahmoud Fayed <msfclipper@yahoo.com>
oGameState = NULL
Load "gameengine.ring"
func main
oGame = New Game
while true
oGameState = new GameState
oGame {
title = "Super Man 2016"
50.29. Super Man 2016 Game 414
18. Ring Documentation, Release 1.4.1
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
}
50.29. Super Man 2016 Game 415
19. Ring Documentation, Release 1.4.1
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"
50.29. Super Man 2016 Game 416
20. Ring Documentation, Release 1.4.1
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
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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
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22. Ring Documentation, Release 1.4.1
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)
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23. Ring Documentation, Release 1.4.1
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
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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 {
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25. Ring Documentation, Release 1.4.1
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
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26. Ring Documentation, Release 1.4.1
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"
} }
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27. Ring Documentation, Release 1.4.1
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:
50.29. Super Man 2016 Game 424
29. CHAPTER
FIFTYONE
BUILDING GAMES FOR ANDROID
In this chapter we will learn about Building RingLibSDL Games for Mobile.
So we can create packages (*.apk) for the applications that are developed using Ring Game Engine for 2D Games.
51.1 Download Requirements and Update the Android SDK
âą The Android SDK Tools
https://developer.android.com/studio/index.html
âą The Android NDK
https://developer.android.com/ndk/index.html
âą Apache Ant v1.8 or later
http://ant.apache.org/bindownload.cgi
âą Java SE Development Kit (JDK) v6 or later
http://www.oracle.com/technetwork/java/javase/downloads/jdk7-downloads-1880260.html
âą Update the Android SDK to get the API and tools packages required for development
51.2 Project Folder
Open the project folder : ring/android/ringlibsdl/project
426
30. Ring Documentation, Release 1.4.1
You can add the source code (*.ring) and Images/Sound Files to the assets folder.
You will ïŹnd the Flappy Bird 3000 Game ready for building.
The execution starts from the start.ring ïŹle
load "game2.ring"
51.3 Building the project
Move to the ring/android/ringlibsdl/project folder
We can build using the next command (We need to do this for one time only).
ndk-build
Then we can create the package (*.apk) using the next command.
51.3. Building the project 427