SlideShare a Scribd company logo
Ring Documentation, Release 1.9
[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:
59.24. Using the Game Engine - Map 559
Ring Documentation, Release 1.9
59.25 Using the Game Engine - Map Events
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
59.25. Using the Game Engine - Map Events 560
Ring Documentation, Release 1.9
Screen Shot:
59.26 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:
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)
59.26. Using the Game Engine - Object and Drawing 561
Ring Documentation, Release 1.9
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:
59.26. Using the Game Engine - Object and Drawing 562
Ring Documentation, Release 1.9
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
}
}
59.26. Using the Game Engine - Object and Drawing 563
Ring Documentation, Release 1.9
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:
59.27 Stars Fighter Game
The Stars Fighter source code
59.27. Stars Fighter Game 564
Ring Documentation, Release 1.9
# 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
}
59.27. Stars Fighter Game 565
Ring Documentation, Release 1.9
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
59.27. Stars Fighter Game 566
Ring Documentation, Release 1.9
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
59.27. Stars Fighter Game 567
Ring Documentation, Release 1.9
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
59.27. Stars Fighter Game 568

More Related Content

What's hot (20)

PDF
The Ring programming language version 1.9 book - Part 61 of 210
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.2 book - Part 38 of 84
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.7 book - Part 55 of 196
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.2 book - Part 39 of 84
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.6 book - Part 52 of 189
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.9 book - Part 62 of 210
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.8 book - Part 56 of 202
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.5.1 book - Part 48 of 180
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.5.3 book - Part 61 of 184
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.5.2 book - Part 51 of 181
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.3 book - Part 42 of 88
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.7 book - Part 56 of 196
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.3 book - Part 41 of 88
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.5.1 book - Part 50 of 180
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.2 book - Part 40 of 84
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.6 book - Part 54 of 189
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.5.2 book - Part 52 of 181
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.8 book - Part 58 of 202
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.10 book - Part 63 of 212
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.5.2 book - Part 49 of 181
Mahmoud Samir Fayed
 
The Ring programming language version 1.9 book - Part 61 of 210
Mahmoud Samir Fayed
 
The Ring programming language version 1.2 book - Part 38 of 84
Mahmoud Samir Fayed
 
The Ring programming language version 1.7 book - Part 55 of 196
Mahmoud Samir Fayed
 
The Ring programming language version 1.2 book - Part 39 of 84
Mahmoud Samir Fayed
 
The Ring programming language version 1.6 book - Part 52 of 189
Mahmoud Samir Fayed
 
The Ring programming language version 1.9 book - Part 62 of 210
Mahmoud Samir Fayed
 
The Ring programming language version 1.8 book - Part 56 of 202
Mahmoud Samir Fayed
 
The Ring programming language version 1.5.1 book - Part 48 of 180
Mahmoud Samir Fayed
 
The Ring programming language version 1.5.3 book - Part 61 of 184
Mahmoud Samir Fayed
 
The Ring programming language version 1.5.2 book - Part 51 of 181
Mahmoud Samir Fayed
 
The Ring programming language version 1.3 book - Part 42 of 88
Mahmoud Samir Fayed
 
The Ring programming language version 1.7 book - Part 56 of 196
Mahmoud Samir Fayed
 
The Ring programming language version 1.3 book - Part 41 of 88
Mahmoud Samir Fayed
 
The Ring programming language version 1.5.1 book - Part 50 of 180
Mahmoud Samir Fayed
 
The Ring programming language version 1.2 book - Part 40 of 84
Mahmoud Samir Fayed
 
The Ring programming language version 1.6 book - Part 54 of 189
Mahmoud Samir Fayed
 
The Ring programming language version 1.5.2 book - Part 52 of 181
Mahmoud Samir Fayed
 
The Ring programming language version 1.8 book - Part 58 of 202
Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 63 of 212
Mahmoud Samir Fayed
 
The Ring programming language version 1.5.2 book - Part 49 of 181
Mahmoud Samir Fayed
 

Similar to The Ring programming language version 1.9 book - Part 60 of 210 (11)

PDF
The Ring programming language version 1.5.3 book - Part 60 of 184
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.7 book - Part 54 of 196
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.5.2 book - Part 50 of 181
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.2 book - Part 37 of 84
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.5.3 book - Part 62 of 184
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.6 book - Part 53 of 189
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.10 book - Part 62 of 212
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.5.4 book - Part 52 of 185
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.4 book - Part 15 of 30
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.5.4 book - Part 51 of 185
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.9 book - Part 59 of 210
Mahmoud Samir Fayed
 
The Ring programming language version 1.5.3 book - Part 60 of 184
Mahmoud Samir Fayed
 
The Ring programming language version 1.7 book - Part 54 of 196
Mahmoud Samir Fayed
 
The Ring programming language version 1.5.2 book - Part 50 of 181
Mahmoud Samir Fayed
 
The Ring programming language version 1.2 book - Part 37 of 84
Mahmoud Samir Fayed
 
The Ring programming language version 1.5.3 book - Part 62 of 184
Mahmoud Samir Fayed
 
The Ring programming language version 1.6 book - Part 53 of 189
Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 62 of 212
Mahmoud Samir Fayed
 
The Ring programming language version 1.5.4 book - Part 52 of 185
Mahmoud Samir Fayed
 
The Ring programming language version 1.4 book - Part 15 of 30
Mahmoud Samir Fayed
 
The Ring programming language version 1.5.4 book - Part 51 of 185
Mahmoud Samir Fayed
 
The Ring programming language version 1.9 book - Part 59 of 210
Mahmoud Samir Fayed
 
Ad

More from Mahmoud Samir Fayed (20)

PDF
The Ring programming language version 1.10 book - Part 212 of 212
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.10 book - Part 211 of 212
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.10 book - Part 210 of 212
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.10 book - Part 208 of 212
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.10 book - Part 207 of 212
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.10 book - Part 205 of 212
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.10 book - Part 206 of 212
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.10 book - Part 204 of 212
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.10 book - Part 203 of 212
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.10 book - Part 202 of 212
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.10 book - Part 201 of 212
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.10 book - Part 200 of 212
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.10 book - Part 199 of 212
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.10 book - Part 198 of 212
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.10 book - Part 197 of 212
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.10 book - Part 196 of 212
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.10 book - Part 195 of 212
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.10 book - Part 194 of 212
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.10 book - Part 193 of 212
Mahmoud Samir Fayed
 
PDF
The Ring programming language version 1.10 book - Part 192 of 212
Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 212 of 212
Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 211 of 212
Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 210 of 212
Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 208 of 212
Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 207 of 212
Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 205 of 212
Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 206 of 212
Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 204 of 212
Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 203 of 212
Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 202 of 212
Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 201 of 212
Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 200 of 212
Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 199 of 212
Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 198 of 212
Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 197 of 212
Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 196 of 212
Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 195 of 212
Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 194 of 212
Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 193 of 212
Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 192 of 212
Mahmoud Samir Fayed
 
Ad

Recently uploaded (20)

PPTX
Help for Correlations in IBM SPSS Statistics.pptx
Version 1 Analytics
 
PDF
NEW-Viral>Wondershare Filmora 14.5.18.12900 Crack Free
sherryg1122g
 
PPTX
OpenChain @ OSS NA - In From the Cold: Open Source as Part of Mainstream Soft...
Shane Coughlan
 
PPTX
Homogeneity of Variance Test Options IBM SPSS Statistics Version 31.pptx
Version 1 Analytics
 
PDF
Odoo CRM vs Zoho CRM: Honest Comparison 2025
Odiware Technologies Private Limited
 
PPTX
Empowering Asian Contributions: The Rise of Regional User Groups in Open Sour...
Shane Coughlan
 
PPTX
Comprehensive Risk Assessment Module for Smarter Risk Management
EHA Soft Solutions
 
PPTX
Agentic Automation Journey Series Day 2 – Prompt Engineering for UiPath Agents
klpathrudu
 
PDF
SciPy 2025 - Packaging a Scientific Python Project
Henry Schreiner
 
PDF
Add Background Images to Charts in IBM SPSS Statistics Version 31.pdf
Version 1 Analytics
 
PDF
AI + DevOps = Smart Automation with devseccops.ai.pdf
Devseccops.ai
 
PDF
Driver Easy Pro 6.1.1 Crack Licensce key 2025 FREE
utfefguu
 
PDF
Open Chain Q2 Steering Committee Meeting - 2025-06-25
Shane Coughlan
 
PDF
How to Hire AI Developers_ Step-by-Step Guide in 2025.pdf
DianApps Technologies
 
PDF
MiniTool Partition Wizard Free Crack + Full Free Download 2025
bashirkhan333g
 
PDF
SAP Firmaya İade ABAB Kodları - ABAB ile yazılmıl hazır kod örneği
Salih Küçük
 
PDF
Empower Your Tech Vision- Why Businesses Prefer to Hire Remote Developers fro...
logixshapers59
 
PDF
Top Agile Project Management Tools for Teams in 2025
Orangescrum
 
PPTX
Finding Your License Details in IBM SPSS Statistics Version 31.pptx
Version 1 Analytics
 
PPTX
Home Care Tools: Benefits, features and more
Third Rock Techkno
 
Help for Correlations in IBM SPSS Statistics.pptx
Version 1 Analytics
 
NEW-Viral>Wondershare Filmora 14.5.18.12900 Crack Free
sherryg1122g
 
OpenChain @ OSS NA - In From the Cold: Open Source as Part of Mainstream Soft...
Shane Coughlan
 
Homogeneity of Variance Test Options IBM SPSS Statistics Version 31.pptx
Version 1 Analytics
 
Odoo CRM vs Zoho CRM: Honest Comparison 2025
Odiware Technologies Private Limited
 
Empowering Asian Contributions: The Rise of Regional User Groups in Open Sour...
Shane Coughlan
 
Comprehensive Risk Assessment Module for Smarter Risk Management
EHA Soft Solutions
 
Agentic Automation Journey Series Day 2 – Prompt Engineering for UiPath Agents
klpathrudu
 
SciPy 2025 - Packaging a Scientific Python Project
Henry Schreiner
 
Add Background Images to Charts in IBM SPSS Statistics Version 31.pdf
Version 1 Analytics
 
AI + DevOps = Smart Automation with devseccops.ai.pdf
Devseccops.ai
 
Driver Easy Pro 6.1.1 Crack Licensce key 2025 FREE
utfefguu
 
Open Chain Q2 Steering Committee Meeting - 2025-06-25
Shane Coughlan
 
How to Hire AI Developers_ Step-by-Step Guide in 2025.pdf
DianApps Technologies
 
MiniTool Partition Wizard Free Crack + Full Free Download 2025
bashirkhan333g
 
SAP Firmaya İade ABAB Kodları - ABAB ile yazılmıl hazır kod örneği
Salih Küçük
 
Empower Your Tech Vision- Why Businesses Prefer to Hire Remote Developers fro...
logixshapers59
 
Top Agile Project Management Tools for Teams in 2025
Orangescrum
 
Finding Your License Details in IBM SPSS Statistics Version 31.pptx
Version 1 Analytics
 
Home Care Tools: Benefits, features and more
Third Rock Techkno
 

The Ring programming language version 1.9 book - Part 60 of 210

  • 1. Ring Documentation, Release 1.9 [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: 59.24. Using the Game Engine - Map 559
  • 2. Ring Documentation, Release 1.9 59.25 Using the Game Engine - Map Events 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 59.25. Using the Game Engine - Map Events 560
  • 3. Ring Documentation, Release 1.9 Screen Shot: 59.26 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: 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) 59.26. Using the Game Engine - Object and Drawing 561
  • 4. Ring Documentation, Release 1.9 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: 59.26. Using the Game Engine - Object and Drawing 562
  • 5. Ring Documentation, Release 1.9 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 } } 59.26. Using the Game Engine - Object and Drawing 563
  • 6. Ring Documentation, Release 1.9 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: 59.27 Stars Fighter Game The Stars Fighter source code 59.27. Stars Fighter Game 564
  • 7. Ring Documentation, Release 1.9 # The Ring Standard Library # Game Engine for 2D Games # 2016, Mahmoud Fayed <[email protected]> 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 } 59.27. Stars Fighter Game 565
  • 8. Ring Documentation, Release 1.9 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 59.27. Stars Fighter Game 566
  • 9. Ring Documentation, Release 1.9 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 59.27. Stars Fighter Game 567
  • 10. Ring Documentation, Release 1.9 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 59.27. Stars Fighter Game 568