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Class GameState
down = 3
gameresult = false
Score = 0
startplay=false
lastcol = 0
playerwin = false
Screen Shot:
oGameState = NULL
Load "gameengine.ring"
func main
while true
oGame {
title = "Super Man 2016"
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
}
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
oGame {
FPS = 60
FixedFPS = 15
Title = "Super Man 2016"
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
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
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 } }
}
}
return nValue
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