This document contains source code for a Super Man 2016 game created with the Ring game engine. The code defines game objects like sprites, maps, and text for the title screen and gameplay. It includes functions for player movement and collision detection, opening walls when scoring thresholds are met, and ending the game if the player runs out of energy.
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Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
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Session Overview
-------------------------------------------
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The Ring programming language version 1.3 book - Part 42 of 88
1. Ring Documentation, Release 1.3
47.29 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"
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2. Ring Documentation, Release 1.3
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
}
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3. Ring Documentation, Release 1.3
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"
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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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5. Ring Documentation, Release 1.3
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
47.29. Super Man 2016 Game 392
6. Ring Documentation, Release 1.3
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)
47.29. Super Man 2016 Game 393
7. Ring Documentation, Release 1.3
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
47.29. Super Man 2016 Game 394
8. Ring Documentation, Release 1.3
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 {
47.29. Super Man 2016 Game 395
9. Ring Documentation, Release 1.3
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
47.29. Super Man 2016 Game 396
10. Ring Documentation, Release 1.3
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"
} }
47.29. Super Man 2016 Game 397