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DragonRuby Game Toolkit

An intuitive 2D game engine. Fast, xplat, tiny, hot loaded. · By DragonRuby

noob or bug using passes

A topic by Mozolog created 97 days ago Views: 247 Replies: 4
Viewing posts 1 to 4
(6 edits)

Having a great time playing with the toolkit.  Its a lot of fun and pretty easy too.   What I'm trying to do is generate a maze using tiles and dumping it into a pass.  Then I'll scroll around and look at it.  Everything works but the origin I'm getting for my pass is not in the bottom left (my pass is bigger than the window) so I need to add a "strange_yoffset" variable on the y axis to fix it.   I'm sure I'm doing something wrong as I'm guessing at how to do things but it seems correct.

pass = Outputs.new
pass.height = 32*44    
pass.width = 32*80    
strange_yoffset = -32*22+16                         
pass.solids << [0, strange_yoffset, pass.width, pass.height, black]

Basically in the snipit above I want to make the entire pass black.  To cover it I needed to hunt around to find the origin .  In this case it was on the y axis a little more than half way up.

My questions are.  Am I allowed to change the size of passes?  Is this an intended/supported way to do things?   If so  should the origin reset itself or is there a way for me to reset the origin of the pass?

Full Source

$dragon.reset
 
def tick args
  game, inputs, outputs, grid   = args.game, args.inputs, args.outputs, args.grid  
  grid.origin_bottom_left!
 
  game.maze ||= generate_maze
  game.dx ||= 0
  game.dy ||= 0
 
  if game.tick_count == 1
    pass = Outputs.new
    pass.height = 32*44       # Making pass twice as big as the window
    pass.width = 32*80
    strange_yoffset = -32*22+16           # Why doesn't this = 0
    pass.solids << [0, strange_yoffset, 32*80,32*44, black]
    pass.target = 'maze'
    44.times do |r|
      80.times do |c|
        pass.sprites << [c*32,r*32+strange_yoffset, 32, 32,"metadata/#{tile(game.maze[r][c])}.png"]
      end
    end
    args.passes << pass
  end
  
  outputs.solids  << [grid.rect, black]
  outputs.sprites << [0+game.dx,0+game.dy,32*80,32*44,'maze']
   
  game.dx += 10 if inputs.keyboard.key_held.left
  game.dx -= 10 if inputs.keyboard.key_held.right
  game.dy += 10 if inputs.keyboard.key_held.down
  game.dy -= 10 if inputs.keyboard.key_held.up
end
 
def generate_maze
  m = 44.map do |r|
    r = 80.map do |c|
      c = rand 100
    end
  end
end
 
def tile i
  case i
    when 0..50
      'brown_tile'
    when 51..60
      'grey_tile'
    when 61..95
      'dgrey_tile'
    when 96..99
      'ship'
  end
end
 
def white
  [255,255,255]
end
 
def black
  [0,0,0]
end
Developer

Poking around with this for a few minutes, it looks like a bug in the engine. I'll report back!

Developer

Hey @mozolog, is this still an issue for you? There have been quite a few updates since this bug was reported.

I set the strange_yoffset back to zero and it drew up on the y axis again.  I'm using the latest version (June 5).

Developer

We still have small positional tweaks to make to labels. Hopefully that'll be fixed soon too.