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bombexpert/bomberman.rb
2025-12-03 17:16:04 +01:00

262 lines
6.8 KiB
Ruby

# title: game title
# author: game developer, email, etc.
# desc: short description
# site: website link
# license: MIT License (change this to your license of choice)
# version: 0.1
# script: ruby
# constants
TILE_SIZE = 16
PLAYER_SIZE = 12
BOMB_TIMER = 90
EXPLOSION_TIMER = 30
EMPTY = 0
SOLID_WALL = 1
BREAKABLE_WALL = 2
# player
$playerX = 16
$playerY = 16
# game objects
$bombs = []
$explosions = []
# enemy
$enemy = {
x: 208,
y: 112,
dir: 0,
moveTimer: 0
}
# 1=solid wall, 2=breakable wall
$map = [
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,0,0,2,2,2,0,2,0,2,2,2,0,0,1],
[1,0,1,2,1,2,1,2,1,2,1,2,1,0,1],
[1,2,2,2,0,2,2,0,2,2,0,2,2,2,1],
[1,2,1,0,1,0,1,0,1,0,1,0,1,2,1],
[1,2,2,2,0,2,2,0,2,2,0,2,2,2,1],
[1,0,1,2,1,2,1,2,1,2,1,2,1,0,1],
[1,0,0,2,2,2,0,2,0,2,2,2,0,0,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
]
def TIC
cls(0)
# handle input
newX = $playerX
newY = $playerY
newY = $playerY - 1 if btn(0)
newY = $playerY + 1 if btn(1)
newX = $playerX - 1 if btn(2)
newX = $playerX + 1 if btn(3)
$playerX = newX unless solid?(newX, $playerY)
$playerY = newY unless solid?($playerX, newY)
# place bomb
if btnp(4)
bombX = ($playerX / TILE_SIZE).floor * TILE_SIZE
bombY = ($playerY / TILE_SIZE).floor * TILE_SIZE
$bombs << { x: bombX, y: bombY, timer: BOMB_TIMER }
end
# update bombs
$bombs.reverse_each do |bomb|
bomb[:timer] -= 1
if bomb[:timer] <= 0
explode(bomb[:x], bomb[:y])
$bombs.delete(bomb)
end
end
# update explosions
$explosions.reverse_each do |expl|
expl[:timer] -= 1
$explosions.delete(expl) if expl[:timer] <= 0
end
# draw map
(0..8).each do |row|
(0..14).each do |col|
tile = $map[row][col]
drawX = col * TILE_SIZE
drawY = row * TILE_SIZE
if tile == SOLID_WALL
rect(drawX, drawY, TILE_SIZE, TILE_SIZE, 8)
elsif tile == BREAKABLE_WALL
rect(drawX, drawY, TILE_SIZE, TILE_SIZE, 4)
end
end
end
# draw bombs
$bombs.each do |bomb|
circ(bomb[:x] + 8, bomb[:y] + 8, 6, 2)
end
# draw explosions
$explosions.each do |expl|
rect(expl[:x], expl[:y], TILE_SIZE, TILE_SIZE, 6)
end
# update enemy
update_enemy
# draw player
rect($playerX, $playerY, PLAYER_SIZE, PLAYER_SIZE, 12)
# draw enemy
rect($enemy[:x], $enemy[:y], PLAYER_SIZE, PLAYER_SIZE, 2)
# check player death by explosion
$explosions.each do |expl|
if $playerX < expl[:x] + TILE_SIZE && $playerX + PLAYER_SIZE > expl[:x] &&
$playerY < expl[:y] + TILE_SIZE && $playerY + PLAYER_SIZE > expl[:y]
$playerX = 16
$playerY = 16
end
end
# check player death by enemy
if $playerX < $enemy[:x] + PLAYER_SIZE && $playerX + PLAYER_SIZE > $enemy[:x] &&
$playerY < $enemy[:y] + PLAYER_SIZE && $playerY + PLAYER_SIZE > $enemy[:y]
$playerX = 16
$playerY = 16
end
# check enemy death by explosion
$explosions.each do |expl|
if $enemy[:x] < expl[:x] + TILE_SIZE && $enemy[:x] + PLAYER_SIZE > expl[:x] &&
$enemy[:y] < expl[:y] + TILE_SIZE && $enemy[:y] + PLAYER_SIZE > expl[:y]
$enemy[:x] = 208
$enemy[:y] = 112
end
end
print("ARROWS:MOVE A:BOMB", 50, 2, 15)
end
def solid?(x, y)
gridLeft = (x / TILE_SIZE).floor
gridTop = (y / TILE_SIZE).floor
gridRight = ((x + PLAYER_SIZE - 1) / TILE_SIZE).floor
gridBottom = ((y + PLAYER_SIZE - 1) / TILE_SIZE).floor
return true if gridLeft < 0 || gridTop < 0 || gridRight > 14 || gridBottom > 8
return true if $map[gridTop][gridLeft] >= SOLID_WALL
return true if $map[gridTop][gridRight] >= SOLID_WALL
return true if $map[gridBottom][gridLeft] >= SOLID_WALL
return true if $map[gridBottom][gridRight] >= SOLID_WALL
false
end
def update_enemy
$enemy[:moveTimer] += 1
return if $enemy[:moveTimer] < 3
$enemy[:moveTimer] = 0
# try current direction
dirs = [[0, -1], [0, 1], [-1, 0], [1, 0]]
dir = $enemy[:dir]
dx = dirs[dir] ? dirs[dir][0] : 0
dy = dirs[dir] ? dirs[dir][1] : 0
newEnemyX = $enemy[:x] + dx
newEnemyY = $enemy[:y] + dy
if !solid_for_enemy?(newEnemyX, newEnemyY) && rand > 0.1
$enemy[:x] = newEnemyX
$enemy[:y] = newEnemyY
else
$enemy[:dir] = rand(4)
end
end
def solid_for_enemy?(x, y)
gridLeft = (x / TILE_SIZE).floor
gridTop = (y / TILE_SIZE).floor
gridRight = ((x + PLAYER_SIZE - 1) / TILE_SIZE).floor
gridBottom = ((y + PLAYER_SIZE - 1) / TILE_SIZE).floor
return true if gridLeft < 0 || gridTop < 0 || gridRight > 14 || gridBottom > 8
return true if $map[gridTop][gridLeft] >= SOLID_WALL
return true if $map[gridTop][gridRight] >= SOLID_WALL
return true if $map[gridBottom][gridLeft] >= SOLID_WALL
return true if $map[gridBottom][gridRight] >= SOLID_WALL
false
end
def explode(bombX, bombY)
$explosions << { x: bombX, y: bombY, timer: EXPLOSION_TIMER }
# horizontal explosion
[-1, 1].each do |dir|
explX = bombX + dir * TILE_SIZE
gridX = (explX / TILE_SIZE).floor
gridY = (bombY / TILE_SIZE).floor
if gridX >= 0 && gridX <= 14
tile = $map[gridY][gridX]
if tile == EMPTY
$explosions << { x: explX, y: bombY, timer: EXPLOSION_TIMER }
elsif tile == BREAKABLE_WALL
$map[gridY][gridX] = EMPTY
$explosions << { x: explX, y: bombY, timer: EXPLOSION_TIMER }
end
end
end
# vertical explosion
[-1, 1].each do |dir|
explY = bombY + dir * TILE_SIZE
gridX = (bombX / TILE_SIZE).floor
gridY = (explY / TILE_SIZE).floor
if gridY >= 0 && gridY <= 8
tile = $map[gridY][gridX]
if tile == EMPTY
$explosions << { x: bombX, y: explY, timer: EXPLOSION_TIMER }
elsif tile == BREAKABLE_WALL
$map[gridY][gridX] = EMPTY
$explosions << { x: bombX, y: explY, timer: EXPLOSION_TIMER }
end
end
end
end
# <TILES>
# 001:eccccccccc888888caaaaaaaca888888cacccccccacc0ccccacc0ccccacc0ccc
# 002:ccccceee8888cceeaaaa0cee888a0ceeccca0ccc0cca0c0c0cca0c0c0cca0c0c
# 003:eccccccccc888888caaaaaaaca888888cacccccccacccccccacc0ccccacc0ccc
# 004:ccccceee8888cceeaaaa0cee888a0ceeccca0cccccca0c0c0cca0c0c0cca0c0c
# 017:cacccccccaaaaaaacaaacaaacaaaaccccaaaaaaac8888888cc000cccecccccec
# 018:ccca00ccaaaa0ccecaaa0ceeaaaa0ceeaaaa0cee8888ccee000cceeecccceeee
# 019:cacccccccaaaaaaacaaacaaacaaaaccccaaaaaaac8888888cc000cccecccccec
# 020:ccca00ccaaaa0ccecaaa0ceeaaaa0ceeaaaa0cee8888ccee000cceeecccceeee
# </TILES>
# <WAVES>
# 000:00000000ffffffff00000000ffffffff
# 001:0123456789abcdeffedcba9876543210
# 002:0123456789abcdef0123456789abcdef
# </WAVES>
# <SFX>
# 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000
# </SFX>
# <TRACKS>
# 000:100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
# </TRACKS>
# <PALETTE>
# 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
# </PALETTE>