Monday, April 15, 2013

Nibbles Clone Game in Ruby GTK

Nibbles

In this part of the Ruby GTK programming tutorial, we will create a Nibbles game clone.
Nibbles is an older classic video game. It was first created in late 70s. Later it was brought to PCs. In this game the player controls a snake. The objective is to eat as many apples as possible. Each time the snake eats an apple, its body grows. The snake must avoid the walls and its own body.

Development

The size of each of the joints of a snake is 10px. The snake is controlled with the cursor keys. Initially, the snake has three joints. The game starts immediately. When the game is finished, we display "Game Over" message in the center of the window.
board.rb
WIDTH = 300
HEIGHT = 270
DOT_SIZE = 10
ALL_DOTS = WIDTH * HEIGHT / (DOT_SIZE * DOT_SIZE)
RAND_POS = 26

$x = [0] * ALL_DOTS
$y = [0] * ALL_DOTS

class Board < Gtk::DrawingArea

def initialize
super

modify_bg Gtk::STATE_NORMAL, Gdk::Color.new(0, 0, 0)

signal_connect "expose-event" do
on_expose
end

init_game
end

def on_timer

if @inGame
check_apple
check_collision
move
queue_draw
return true
else
return false
end
end

def init_game

@left = false
@right = true
@up = false
@down = false
@inGame = true
@dots = 3

for i in (0..@dots)
$x[i] = 50 - i * 10
$y[i] = 50
end

begin
@dot = Cairo::ImageSurface.from_png "dot.png"
@head = Cairo::ImageSurface.from_png "head.png"
@apple = Cairo::ImageSurface.from_png "apple.png"
rescue Exception => e
puts "cannot load images"
exit
end

locate_apple
GLib::Timeout.add(100) { on_timer }

end


def on_expose

cr = window.create_cairo_context

if @inGame
draw_objects cr
else
game_over cr
end
end

def draw_objects cr

cr.set_source_rgb 0, 0, 0
cr.paint

cr.set_source @apple, @apple_x, @apple_y
cr.paint

for z in (0..@dots)
if z == 0
cr.set_source @head, $x[z], $y[z]
cr.paint
else
cr.set_source @dot, $x[z], $y[z]
cr.paint
end
end
end

def game_over cr

w = allocation.width / 2
h = allocation.height / 2

cr.set_font_size 15
te = cr.text_extents "Game Over"

cr.set_source_rgb 65535, 65535, 65535

cr.move_to w - te.width/2, h
cr.show_text "Game Over"

end


def check_apple

if $x[0] == @apple_x and $y[0] == @apple_y
@dots = @dots + 1
locate_apple
end
end

def move

z = @dots

while z > 0
$x[z] = $x[(z - 1)]
$y[z] = $y[(z - 1)]
z = z - 1
end

if @left
$x[0] -= DOT_SIZE
end

if @right
$x[0] += DOT_SIZE
end

if @up
$y[0] -= DOT_SIZE
end

if @down
$y[0] += DOT_SIZE
end

end

def check_collision

z = @dots

while z > 0
if z > 4 and $x[0] == $x[z] and $y[0] == $y[z]
@inGame = false
end
z = z - 1
end

if $y[0] > HEIGHT - DOT_SIZE
@inGame = false
end

if $y[0] < 0
@inGame = false
end

if $x[0] > WIDTH - DOT_SIZE
@inGame = false
end

if $x[0] < 0
@inGame = false
end

end

def locate_apple

r = rand(RAND_POS)
@apple_x = r * DOT_SIZE
r = rand(RAND_POS)
@apple_y = r * DOT_SIZE
end

def on_key_down event

key = event.keyval

if key == Gdk::Keyval::GDK_Left and not @right
@left = true
@up = false
@down = false
end

if key == Gdk::Keyval::GDK_Right and not @left
@right = true
@up = false
@down = false
end

if key == Gdk::Keyval::GDK_Up and not @down
@up = true
@right = false
@left = false
end

if key == Gdk::Keyval::GDK_Down and not @up
@down = true
@right = false
@left = false
end
end
end
First we will define some globals used in our game.
The WIDTH and HEIGHT constants determine the size of the Board. The DOT_SIZE is the size of the apple and the dot of the snake. The ALL_DOTS constant defines the maximum number of possible dots on the Board. The RAND_POS constant is used to calculate a random position of an apple. The DELAY constant determines the speed of the game.
$x = [0] * ALL_DOTS
$y = [0] * ALL_DOTS
These two arrays store x, y coordinates of all possible joints of a snake.
The init_game method initializes variables, loads images and starts a timeout function.
if @inGame
draw_objects cr
else
game_over cr
end
Inside the on_expose method, we check the @inGamevariable. If it is true, we draw our objects. The apple and the snake joints. Otherwise we display "Game over" text.
def draw_objects cr

cr.set_source_rgb 0, 0, 0
cr.paint

cr.set_source @apple, @apple_x, @apple_y
cr.paint

for z in (0..@dots)
if z == 0
cr.set_source @head, $x[z], $y[z]
cr.paint
else
cr.set_source @dot, $x[z], $y[z]
cr.paint
end
end
end
The draw_objects method draws the apple and the joints of the snake. The first joint of a snake is its head, which is represented by a red circle.
def check_apple

if $x[0] == @apple_x and $y[0] == @apple_y
@dots = @dots + 1
locate_apple
end
end
The check_apple method checks, if the snake has hit the apple object. If so, we add another snake joint and call the locate_apple method, which randomly places a new apple object.
In the move method we have the key algorithm of the game. To understand it, look at how the snake is moving. You control the head of the snake. You can change its direction with the cursor keys. The rest of the joints move one position up the chain. The second joint moves where the first was, the third joint where the second was etc.
while z > 0
$x[z] = $x[(z - 1)]
$y[z] = $y[(z - 1)]
z = z - 1
end
This code moves the joints up the chain.
if @left
$x[0] -= DOT_SIZE
end
Move the head to the left.
In the check_collision method, we determine if the snake has hit itself or one of the walls.
while z > 0
if z > 4 and $x[0] == $x[z] and $y[0] == $y[z]
@inGame = false
end
z = z - 1
end
Finish the game, if the snake hits one of its joints with the head.
if $y[0] > HEIGHT - DOT_SIZE
@inGame = false
end
Finish the game, if the snake hits the bottom of the Board.
The locate_apple method locates an apple randomly on the board.
r = rand(RAND_POS)
We get a random number from 0 to RAND_POS - 1.
@apple_x = r * DOT_SIZE
...
@apple_y = r * DOT_SIZE
These line set the x, y coordinates of the apple object.
if @inGame
check_apple
check_collision
move
queue_draw
return true
else
return false
end
Every 140 ms, the on_timer method is called. If we are in the game, we call three methods, that build the logic of the game. Otherwise we return false, which stops the timer event.
In the on_key_down method of the Board class, we determine the keys that were pressed.
if key == Gdk::Keyval::GDK_Left and not @right
@left = true
@up = false
@down = false
end
If we hit the left cursor key, we set left variable to true. This variable is used in the movemethod to change coordinates of the snake object. Notice also, that when the snake is heading to the right, we cannot turn immediately to the left.
nibbles.rb
#!/usr/bin/ruby

# ZetCode Ruby GTK tutorial
#
# This is a simple nibbles game
# clone
#
# author: jan bodnar
# website: www.zetcode.com
# last modified: June 2009

require 'gtk2'
require 'board'

class RubyApp > Gtk::Window
def initialize
super

set_title "Nibbles"
signal_connect "destroy" do
Gtk.main_quit
end

@board = Board.new
signal_connect "key-press-event" do |w, e|
on_key_down(w, e)
end

add @board

set_default_size 300, 270
set_window_position Gtk::Window::POS_CENTER
show_all
end

def on_key_down widget, event

key = event.keyval
@board.on_key_down event
end
end

Gtk.init
window = RubyApp.new
Gtk.main
In this class, we set up the Nibbles game.
def on_key_down widget, event 

key = event.keyval
@board.on_key_down event
end
In this class, we catch the key press events. And delegate the processing to the on_key_down method of the board class.
Nibbles
Figure: Nibbles
This was the Nibbles computer game programmed with the GTK library and the Ruby programming language.

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