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Ring Documentation, Release 1.5.3
52.16 Using the Game Engine - Playing Sound
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
52.16. Using the Game Engine - Playing Sound 455
Ring Documentation, Release 1.5.3
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
52.17 Using the Game Engine - Animation
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
52.17. Using the Game Engine - Animation 456
Ring Documentation, Release 1.5.3
52.18 Using the Game Engine - Animation and Functions
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
52.18. Using the Game Engine - Animation and Functions 457
Ring Documentation, Release 1.5.3
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
}
}
}
}
52.18. Using the Game Engine - Animation and Functions 458
Ring Documentation, Release 1.5.3
52.19 Using the Game Engine - Sprite - Automatic Movement using
Keyboard
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
52.19. Using the Game Engine - Sprite - Automatic Movement using Keyboard 459
Ring Documentation, Release 1.5.3
52.20 Using the Game Engine - Sprite - Keypress event
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
52.21 Using the Game Engine - Sprite - Mouse event
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 {
52.20. Using the Game Engine - Sprite - Keypress event 460
Ring Documentation, Release 1.5.3
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
52.22 Using the Game Engine - Sprite - State event
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 {
52.22. Using the Game Engine - Sprite - State event 461
Ring Documentation, Release 1.5.3
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
52.23 Using the Game Engine - Animate - 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"
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
52.23. Using the Game Engine - Animate - Events 462
Ring Documentation, Release 1.5.3
# 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:
52.23. Using the Game Engine - Animate - Events 463
Ring Documentation, Release 1.5.3
52.24 Using the Game Engine - Map
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],
52.24. Using the Game Engine - Map 464

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The Ring programming language version 1.5.3 book - Part 49 of 184

  • 1. Ring Documentation, Release 1.5.3 52.16 Using the Game Engine - Playing Sound 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 52.16. Using the Game Engine - Playing Sound 455
  • 2. Ring Documentation, Release 1.5.3 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 52.17 Using the Game Engine - Animation 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 52.17. Using the Game Engine - Animation 456
  • 3. Ring Documentation, Release 1.5.3 52.18 Using the Game Engine - Animation and Functions 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 52.18. Using the Game Engine - Animation and Functions 457
  • 4. Ring Documentation, Release 1.5.3 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 } } } } 52.18. Using the Game Engine - Animation and Functions 458
  • 5. Ring Documentation, Release 1.5.3 52.19 Using the Game Engine - Sprite - Automatic Movement using Keyboard 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 52.19. Using the Game Engine - Sprite - Automatic Movement using Keyboard 459
  • 6. Ring Documentation, Release 1.5.3 52.20 Using the Game Engine - Sprite - Keypress event 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 52.21 Using the Game Engine - Sprite - Mouse event 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 { 52.20. Using the Game Engine - Sprite - Keypress event 460
  • 7. Ring Documentation, Release 1.5.3 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 52.22 Using the Game Engine - Sprite - State event 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 { 52.22. Using the Game Engine - Sprite - State event 461
  • 8. Ring Documentation, Release 1.5.3 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 52.23 Using the Game Engine - Animate - 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" 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 52.23. Using the Game Engine - Animate - Events 462
  • 9. Ring Documentation, Release 1.5.3 # 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: 52.23. Using the Game Engine - Animate - Events 463
  • 10. Ring Documentation, Release 1.5.3 52.24 Using the Game Engine - Map 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], 52.24. Using the Game Engine - Map 464