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Ring Documentation, Release 1.7
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
55.29. Super Man 2016 Game 532
Ring Documentation, Release 1.7
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
55.29. Super Man 2016 Game 533
Ring Documentation, Release 1.7
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)
55.29. Super Man 2016 Game 534
Ring Documentation, Release 1.7
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
55.29. Super Man 2016 Game 535
Ring Documentation, Release 1.7
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 {
55.29. Super Man 2016 Game 536
Ring Documentation, Release 1.7
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
55.29. Super Man 2016 Game 537
Ring Documentation, Release 1.7
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"
} }
55.29. Super Man 2016 Game 538
Ring Documentation, Release 1.7
on 5
oGame.aObjects[2].aMap[nRow][nCol] = 0
oGameState.DoorKey = true
oGameState.Score += 500
checkopenwall(oGame)
oGame { Sound {
once = true
file = "sound/sfx_point.wav"
} }
off
func checkstarskeycol oGame,oSelf
nValue = oGame.aObjects[2].getvalue(oSelf.x,oSelf.y)
nRow = oGame.aObjects[2].getrow(oSelf.x,oSelf.y)
nCol = oGame.aObjects[2].getcol(oSelf.x,oSelf.y)
checkstarskey(oGame,oSelf,nValue,nRow,nCol)
nValue = oGame.aObjects[2].getvalue(oSelf.x+oSelf.width,oSelf.y+oSelf.height)
nRow = oGame.aObjects[2].getrow(oSelf.x+oSelf.width,oSelf.y+oSelf.height)
nCol = oGame.aObjects[2].getcol(oSelf.x+oSelf.width,oSelf.y+oSelf.height)
checkstarskey(oGame,oSelf,nValue,nRow,nCol)
nValue = oGame.aObjects[2].getvalue(oSelf.x+oSelf.width,oSelf.y)
nRow = oGame.aObjects[2].getrow(oSelf.x+oSelf.width,oSelf.y)
nCol = oGame.aObjects[2].getcol(oSelf.x+oSelf.width,oSelf.y)
checkstarskey(oGame,oSelf,nValue,nRow,nCol)
nValue = oGame.aObjects[2].getvalue(oSelf.x,oSelf.y+oSelf.height)
nRow = oGame.aObjects[2].getrow(oSelf.x,oSelf.y+oSelf.height)
nCol = oGame.aObjects[2].getcol(oSelf.x,oSelf.y+oSelf.height)
checkstarskey(oGame,oSelf,nValue,nRow,nCol)
func callenemystate oGame
for t in oGame.aObjects
t {
if type = GE_TYPE_ENEMY
call state(oGame,t)
ok
}
next
Class GameState
down = 3
gameresult = false
Score = 0
startplay=false
lastcol = 0
playerwin = false
DoorKey = false
playerindex = 4
value = 1000
moveplayer = false
Screen Shot:
55.29. Super Man 2016 Game 539
Ring Documentation, Release 1.7
55.29. Super Man 2016 Game 540
CHAPTER
FIFTYSIX
BUILDING GAMES FOR ANDROID
In this chapter we will learn about Building RingLibSDL Games for Mobile.
So we can create packages (*.apk) for the applications that are developed using Ring Game Engine for 2D Games.
56.1 Download Requirements and Update the Android SDK
• The Android SDK Tools
https://developer.android.com/studio/index.html
• The Android NDK (Tested using android-ndk-r10c)
https://developer.android.com/ndk/index.html
• Apache Ant v1.8 or later
http://ant.apache.org/bindownload.cgi
• Java SE Development Kit (JDK) v6 or later
http://www.oracle.com/technetwork/java/javase/downloads/jdk7-downloads-1880260.html
• Update the Android SDK to get the API and tools packages required for development
Tested using Android 4.4.2 (API 19)
• In Windows - Define the next Environment Variables based on your system.
1. JAVA_HOME
For Example : C:Program Files (x86)Javajdk1.8.0_05
2. ANDROID_HOME
For Example : B:mahmoudToolsJava-Androidadt-bundle-windows-x86-20140702sdk
56.2 Project Folder
Open the project folder : ring/android/ringlibsdl/project
541

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Mais de Mahmoud Samir Fayed

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The Ring programming language version 1.10 book - Part 198 of 212
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The Ring programming language version 1.10 book - Part 198 of 212Mahmoud Samir Fayed
 
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Mais de Mahmoud Samir Fayed (20)

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The Ring programming language version 1.10 book - Part 204 of 212
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The Ring programming language version 1.10 book - Part 203 of 212
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The Ring programming language version 1.10 book - Part 203 of 212
 
The Ring programming language version 1.10 book - Part 202 of 212
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The Ring programming language version 1.10 book - Part 202 of 212
 
The Ring programming language version 1.10 book - Part 201 of 212
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The Ring programming language version 1.10 book - Part 201 of 212
 
The Ring programming language version 1.10 book - Part 200 of 212
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The Ring programming language version 1.10 book - Part 199 of 212
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The Ring programming language version 1.10 book - Part 199 of 212
 
The Ring programming language version 1.10 book - Part 198 of 212
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The Ring programming language version 1.10 book - Part 198 of 212
 
The Ring programming language version 1.10 book - Part 197 of 212
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The Ring programming language version 1.10 book - Part 197 of 212
 
The Ring programming language version 1.10 book - Part 196 of 212
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The Ring programming language version 1.10 book - Part 195 of 212
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The Ring programming language version 1.10 book - Part 194 of 212
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The Ring programming language version 1.10 book - Part 192 of 212
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The Ring programming language version 1.7 book - Part 57 of 196

  • 1. Ring Documentation, Release 1.7 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 55.29. Super Man 2016 Game 532
  • 2. Ring Documentation, Release 1.7 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 55.29. Super Man 2016 Game 533
  • 3. Ring Documentation, Release 1.7 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) 55.29. Super Man 2016 Game 534
  • 4. Ring Documentation, Release 1.7 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 55.29. Super Man 2016 Game 535
  • 5. Ring Documentation, Release 1.7 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 { 55.29. Super Man 2016 Game 536
  • 6. Ring Documentation, Release 1.7 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 55.29. Super Man 2016 Game 537
  • 7. Ring Documentation, Release 1.7 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" } } 55.29. Super Man 2016 Game 538
  • 8. Ring Documentation, Release 1.7 on 5 oGame.aObjects[2].aMap[nRow][nCol] = 0 oGameState.DoorKey = true oGameState.Score += 500 checkopenwall(oGame) oGame { Sound { once = true file = "sound/sfx_point.wav" } } off func checkstarskeycol oGame,oSelf nValue = oGame.aObjects[2].getvalue(oSelf.x,oSelf.y) nRow = oGame.aObjects[2].getrow(oSelf.x,oSelf.y) nCol = oGame.aObjects[2].getcol(oSelf.x,oSelf.y) checkstarskey(oGame,oSelf,nValue,nRow,nCol) nValue = oGame.aObjects[2].getvalue(oSelf.x+oSelf.width,oSelf.y+oSelf.height) nRow = oGame.aObjects[2].getrow(oSelf.x+oSelf.width,oSelf.y+oSelf.height) nCol = oGame.aObjects[2].getcol(oSelf.x+oSelf.width,oSelf.y+oSelf.height) checkstarskey(oGame,oSelf,nValue,nRow,nCol) nValue = oGame.aObjects[2].getvalue(oSelf.x+oSelf.width,oSelf.y) nRow = oGame.aObjects[2].getrow(oSelf.x+oSelf.width,oSelf.y) nCol = oGame.aObjects[2].getcol(oSelf.x+oSelf.width,oSelf.y) checkstarskey(oGame,oSelf,nValue,nRow,nCol) nValue = oGame.aObjects[2].getvalue(oSelf.x,oSelf.y+oSelf.height) nRow = oGame.aObjects[2].getrow(oSelf.x,oSelf.y+oSelf.height) nCol = oGame.aObjects[2].getcol(oSelf.x,oSelf.y+oSelf.height) checkstarskey(oGame,oSelf,nValue,nRow,nCol) func callenemystate oGame for t in oGame.aObjects t { if type = GE_TYPE_ENEMY call state(oGame,t) ok } next Class GameState down = 3 gameresult = false Score = 0 startplay=false lastcol = 0 playerwin = false DoorKey = false playerindex = 4 value = 1000 moveplayer = false Screen Shot: 55.29. Super Man 2016 Game 539
  • 9. Ring Documentation, Release 1.7 55.29. Super Man 2016 Game 540
  • 10. CHAPTER FIFTYSIX BUILDING GAMES FOR ANDROID In this chapter we will learn about Building RingLibSDL Games for Mobile. So we can create packages (*.apk) for the applications that are developed using Ring Game Engine for 2D Games. 56.1 Download Requirements and Update the Android SDK • The Android SDK Tools https://developer.android.com/studio/index.html • The Android NDK (Tested using android-ndk-r10c) https://developer.android.com/ndk/index.html • Apache Ant v1.8 or later http://ant.apache.org/bindownload.cgi • Java SE Development Kit (JDK) v6 or later http://www.oracle.com/technetwork/java/javase/downloads/jdk7-downloads-1880260.html • Update the Android SDK to get the API and tools packages required for development Tested using Android 4.4.2 (API 19) • In Windows - Define the next Environment Variables based on your system. 1. JAVA_HOME For Example : C:Program Files (x86)Javajdk1.8.0_05 2. ANDROID_HOME For Example : B:mahmoudToolsJava-Androidadt-bundle-windows-x86-20140702sdk 56.2 Project Folder Open the project folder : ring/android/ringlibsdl/project 541