Demo Project - Game Engine for 2D Games

In this chapter we will learn about using the different programming paradigms in the same project.

We will create a simple Game Engine for 2D Games.

You can use the Engine directly to create 2D Games for Desktop or Mobile.

Project Layers

The project contains the next layers

  • Games Layer (Here we will use declarative programming)
  • Game Engine Classes (Here we will use the Object-Oriented Programming paradigm)
  • Interface to graphics library (Here we will use procedural programming)
  • Graphics Library bindings (Here we have RingAllegro and RingLibSDL)

Graphics Library bindings

We already have RingAllegro to use the Allegro game programming library and we have RingLibSDL to use the LibSDL game programming library.

Both of RingAllegro and RingLibSDL are created using the C language with the help of the Ring code generator for extensions.

Each of them is over 10,000 lines of C code which is generated after writing simple configuration files (That are processed by the code generator).

Each configuration file determines the functions names, structures information and constants then the generator process this configuration file to produce the C code and the library that can be loaded from Ring code.

Using RingAllegro and RingLibSDL is very similar to using Allegro and LibSDL from C code where you have the same functions but we can build on that using the Ring language features

Interface to graphics library

In this layer we have gl_allegro.ring and gl_libsdl.ring

Each library provides the same functions to be used with interacting with the Graphics Library.

This layer hides the details and the difference between RingAllegro and RingLibSDL.

You have the same functions, Just use it and you can switch between Allegro and LibSDL at anytime.

Why ?

Allegro is very simple, we can use it to quickly create 2D games for Windows, Linux and MacOS X.

In Ring 1.0 we started by supporting Allegro.

Also LibSDL is very powerful and popular, very easy to use for Mobile Development.

Ring 1.1 comes with support for LibSDL so we can quickly create games for Mobile.

Note

We can use just one library for Desktop and Mobile development.

Game Engine Classes

The Engine comes with the next classes

Games Layer

In this layer we create our games using the Game Engine classes

The classes are designed to be used through Declarative Programming.

In our games we will use the next classes

  • Game class
  • Sprite class
  • Text class
  • Animate class
  • Sound class
  • Map class

Note

Other classes in the engine are for internal use by the engine.

We will introduce some examples and three simple games :-

  • Stars Fighter Game
  • Flappy Bird 3000 Game
  • Super Man 2016 Game

Game Class

The next table present the class attributes.

Attributes Description
FPS Number determines how many times the draw() method will be called per second.
FixedFPS Number determines how many times the animate() method will be called per second.
Title String determines the window title of the game.
aObjects List contains all objects in the game
shutdown True/False value to end the game loop

The next table present the class methods.

Method Description
refresh() Delete objects.
settitle(cTitle) Set the window title using a string parameter.
shutdown() Close the application.
find(cName) Find an object using the object name
remove(nID) Remove an object using the object ID

The next table present a group of keywords defined by the class.

Keyword Description
sprite Create new Sprite object and add it to the game objects.
text Create new Text object and add it to the game objects.
animate Create new Animate object and add it to the game objects.
sound Create new Sound object and add it to the game objects.
map Create new Map object and add it ot the game objects.

GameObject Class

The next table present the class attributes.

Attributes Description
enabled True/False determine the state of the object (Active/Not Active)
x Number determine the x position of the object.
y Number determine the y position of the object.
width Number determine the width of the object.
height Number determine the height of the object.
nIndex Number determine the ID of the object.
name String represent the object name.
animate True/False to animate the object or not.
move True/False to move the object using the keyboard or not.
Scaled True/False to scale the object image or not.
draw Function to be called when drawing the object.
state Function to be called for object animation.
keypress Function to be called when a key is pressed.
mouse Function to be called when a mouse event happens.

The next table present the class methods.

Method Description
keyboard(oGame,nkey) Check Keyboard Events
mouse(oGame,nType,aMouseList) Check Mouse Events
rgb(r,g,b) Return new color using the RGB (Red, Green and Blue) Values.

Sprite Class

Parent Class : GameObject Class

The next table present the class attributes.

Attributes Description
image String determine the image file name.
point Number determine the limit of automatic movement of the object.
direction Number determine the direction of movement.
nstep Number determine the increment/decrement during movement.
type Number determine the object type in the game (Optional).
transparent True/False value determine if the image is transparent.

The next table present the class methods.

Method Description
Draw(oGame) Draw the object

Text Class

Parent Class : Sprite Class

The next table present the class attributes.

Attributes Description
size Number determine the font size
font String determine the font file name
text String determine the text to be displayed
color Number determine the color

The next table present the class methods.

Method Description
Draw(oGame) Draw the object

Animate Class

Parent Class : Sprite Class

The next table present the class attributes.

Attributes Description
frames Number determine the number of frames
frame Number determine the active frame
framewidth Number determine the frame width.
animate True/False determine using animate or not.
scaled True/False determine scaling image or not.

The next table present the class methods.

Method Description
Draw(oGame) Draw the object

Sound Class

Parent Class : GameObject Class

The next table present the class attributes.

Attributes Description
file String determine the sound file name.
once True/False determine to play the file one time or not (loop).

The next table present the class methods.

Method Description
playsound() Play the sound file

Map Class

Parent Class : Sprite Class

The next table present the class attributes.

Attributes Description
aMap List determine the map content using numbers.
aImages List determine the image used for each number in the map.
BlockWidth Number determine the block width (default = 32).
BlockHeight Number determine the block height (default = 32).
Animate True/False determine the animation status.

The next table present the class methods.

Method Description
getvalue(x,y) Return the item value in the Map according to the visible part

Using the Game Engine - Creating the Game Window

Load "gameengine.ring"  # Give Control to the Game Engine

func main               # Called by the Game Engine

        oGame = New Game        # Create the Game Object
        {
                title = "My First Game"
        }                       # Start the Events Loop

Note

if you want to define global variables, this must be before load “gameengine.ring” because this instruction will give the control to the game engine.

Screen Shot:

screen shot

Using the Game Engine - Drawing Text

Load "gameengine.ring"  # Give Control to the Game Engine

func main               # Called by the Game Engine

        oGame = New Game        # Create the Game Object
        {
                title = "My First Game"
                text {
                        x = 10  y=50
                        animate = false
                        size = 20
                        file = "fonts/pirulen.ttf"
                        text = "game development using ring is very fun!"
                        color = rgb(0,0,0)
                }
        }               # Start the Events Loop

Screen Shot:

screen shot

Using the Game Engine - Moving Text

Load "gameengine.ring"  # Give Control to the Game Engine

func main               # Called by the Game Engine

        oGame = New Game        # Create the Game Object
        {
                title = "My First Game"
                text {
                        x = 10  y=50
                        animate = false
                        size = 20
                        file = "fonts/pirulen.ttf"
                        text = "game development using ring is very fun!"
                        color = rgb(0,0,0)      # Color = black
                }
                text {
                        x = 10  y=150
                        # Animation Part =====================================
                        animate = true                  # Use Animation
                        direction = GE_DIRECTION_INCVERTICAL    # Increase y
                        point = 400                     # Continue until y=400
                        nStep = 3                       # Each time y+= 3
                        #=====================================================
                        size = 20
                        file = "fonts/pirulen.ttf"
                        text = "welcome to the real world!"
                        color = rgb(0,0,255)            # Color = Blue
                }
        }                                       # Start the Events Loop

Screen Shot:

screen shot

Using the Game Engine - Playing Sound

Load "gameengine.ring"  # Give Control to the Game Engine

func main               # Called by the Game Engine

        oGame = New Game        # Create the Game Object
        {
                title = "My First Game"
                text {
                        x = 10  y=50
                        animate = false
                        size = 20
                        file = "fonts/pirulen.ttf"
                        text = "game development using ring is very fun!"
                        color = rgb(0,0,0)      # Color = black
                }
                text {
                        x = 10  y=150
                        # Animation Part ======================================
                        animate = true                          # Use Animation
                        direction = GE_DIRECTION_INCVERTICAL    # Increase y
                        point = 400             # Continue until y=400
                        nStep = 3               # Each time y+= 3
                        #======================================================
                        size = 20
                        file = "fonts/pirulen.ttf"
                        text = "welcome to the real world!"
                        color = rgb(0,0,255)    # Color = Blue
                }
                Sound {                                 # Play Sound
                        file = "sound/music1.wav"       # Sound File Name
                }
        }                                       # Start the Events Loop

Using the Game Engine - Animation

Load "gameengine.ring"  # Give Control to the Game Engine

func main               # Called by the Game Engine

  oGame = New Game      # Create the Game Object
  {
        title = "My First Game"

        animate {
          file = "images/fire.png"
          x = 100
          y = 200
          framewidth = 40
          height = 42
          nStep = 3      # Used for delay
          transparent = true
          state = func oGame,oSelf {  # Called by engine each frame
                oSelf {
                  nStep--
                  if nStep = 0
                        nStep = 3
                        if frame < 13      # we have 13 frames in animation
                          frame++   # move to next frame
                        else
                          oGame.remove(oself.nIndex)   # remove object
                        ok
                  ok
                }
          }
         }


  }          # Start the Events Loop
screen shot

Using the Game Engine - Animation and Functions

Load "gameengine.ring"  # Give Control to the Game Engine

func main               # Called by the Game Engine

  oGame = New Game      # Create the Game Object
  {
        title = "My First Game"
        for x = 70 to 700 step 50
          for y = 70 to 500 step 50
                showfire(oGame,x,y)
          next
        next

  }          # Start the Events Loop

func showfire oGame,nX,nY
  oGame {
        animate {
          file = "images/fire.png"
          x = nX
          y = nY
          framewidth = 40
          height = 42
          nStep = 3      # Used for delay
          transparent = true
          state = func oGame,oSelf {  # Called by engine each frame
                oSelf {
                  nStep--
                  if nStep = 0
                        nStep = 3
                        if frame < 13      # we have 13 frames in animation
                          frame++   # move to next frame
                        else
                          frame=1
                        ok
                  ok
                }
          }
         }
  }
screen shot

Using the Game Engine - Sprite - Automatic Movement using Keyboard

Load "gameengine.ring"                          # Give control to the game engine

func main                                       # Called by the Game Engine

        oGame = New Game                        # Create the Game Object
        {
                title = "My First Game"
                sprite
                {
                        type = GE_TYPE_PLAYER           # Just for our usage
                        x=400 y=400 width=100 height=100
                        file = "images/player.png"
                        transparent = true
                        Animate=false
                        Move=true       # we can move it using keyboard arrows
                        Scaled=true
                }
        }                                       # Start the Events Loop
screen shot

Using the Game Engine - Sprite - Keypress event

Load "gameengine.ring"                          # Give control to the game engine

func main                                       # Called by the Game Engine

        oGame = New Game                        # Create the Game Object
        {
                title = "My First Game"
                sprite
                {
                        type = GE_TYPE_PLAYER           # Just for our usage
                        x=400 y=400 width=100 height=100
                        file = "images/player.png"
                        transparent = true
                        Animate=false
                        Move=false                      # Custom Movement
                        Scaled=true
                        keypress = func oGame,oSelf,nKey {
                                oSelf {
                                        Switch nKey
                                        on KEY_LEFT
                                                x -= 10
                                        on KEY_RIGHT
                                                x += 10
                                        on KEY_UP
                                                y -= 10
                                        on KEY_DOWN
                                                y += 10
                                        off
                                }
                        }
                }
        }                                       # Start the Events Loop

Using the Game Engine - Sprite - Mouse event

Load "gameengine.ring"                          # Give control to the game engine

func main                                       # Called by the Game Engine

        oGame = New Game                        # Create the Game Object
        {
                title = "My First Game"
                sprite
                {
                        type = GE_TYPE_PLAYER           # Just for our usage
                        x=400 y=400 width=100 height=100
                        file = "images/player.png"
                        transparent = true
                        Animate=false
                        Move=false                      # Custom Movement
                        Scaled=true
                        keypress = func oGame,oSelf,nKey {
                                oSelf {
                                        Switch nKey
                                        on KEY_LEFT
                                                x -= 10
                                        on KEY_RIGHT
                                                x += 10
                                        on KEY_UP
                                                y -= 10
                                        on KEY_DOWN
                                                y += 10
                                        off
                                }
                        }
                        mouse = func oGame,oSelf,nType,aMouseList {
                                if nType = GE_MOUSE_UP
                                        oSelf {
                                                x = aMouseList[GE_MOUSE_X]
                                                y = aMouseList[GE_MOUSE_Y]
                                        }
                                ok
                        }
                }
        }                                       # Start the Events Loop

Using the Game Engine - Sprite - State event

Load "gameengine.ring"                          # Give control to the game engine

func main                                       # Called by the Game Engine

        oGame = New Game                        # Create the Game Object
        {
                title = "My First Game"
                sprite
                {
                        type = GE_TYPE_PLAYER           # Just for our usage
                        x=400 y=400 width=100 height=100
                        file = "images/player.png"
                        transparent = true
                        Animate=false
                        Move=false                      # Custom Movement
                        Scaled=true
                        keypress = func oGame,oSelf,nKey {
                                oSelf {
                                        Switch nKey
                                        on KEY_LEFT
                                                x -= 10
                                        on KEY_RIGHT
                                                x += 10
                                        on KEY_UP
                                                y -= 10
                                        on KEY_DOWN
                                                y += 10
                                        off
                                }
                        }
                        mouse = func oGame,oSelf,nType,aMouseList {
                                if nType = GE_MOUSE_UP
                                        oSelf {
                                                x = aMouseList[GE_MOUSE_X]
                                                y = aMouseList[GE_MOUSE_Y]
                                        }
                                ok
                        }
                        state = func oGame,oSelf {
                                oself {
                                        if x < 0 x = 0 ok
                                        if y < 0 y = 0 ok
                                        if x > ogame.width-width
                                                x= ogame.width - width ok
                                        if y > ogame.height-height
                                                y=ogame.height - height ok
                                }
                        }
                }
        }                                       # Start the Events Loop

Using the Game Engine - Animate - Events

Load "gameengine.ring"                          # Give control to the game engine

func main                                       # Called by the Game Engine

        oGame = New Game                        # Create the Game Object
        {
                title = "My First Game"

                animate {

                        file = "images/fbbird.png"
                        x = 10
                        y = 10
                        framewidth = 20
                        scaled = true
                        height = 50
                        width = 50
                        nStep = 3
                        transparent = true

                        state = func oGame,oSelf {
                                oSelf {

                                        # Animation
                                                nStep--
                                                if nStep = 0
                                                        nStep = 3
                                                        if frame < 3
                                                                frame++
                                                        else
                                                                frame=1
                                                        ok
                                                ok

                                        # Move Down
                                                y += 3
                                                if y > 550 y=550 ok

                                }

                        }

                        keypress = func ogame,oself,nKey {
                                oself {
                                        if nkey = key_space
                                                y -= 55
                                                if y<=0 y=0 ok
                                        ok
                                }
                        }

                        mouse = func ogame,oself,nType,aMouseList {
                                if nType = GE_MOUSE_UP
                                        cFunc = oself.keypress
                                        call cFunc(oGame,oSelf,Key_Space)
                                ok
                        }
                }
        }                                       # Start the Events Loop

Screen Shot:

screen shot

Using the Game Engine - Map

Load "gameengine.ring"        # Give control to the game engine

func main          # Called by the Game Engine

oGame = New Game      # Create the Game Object
{
  title = "My First Game"

  Map {

        blockwidth = 80
        blockheight = 80

        aMap = [
                [0,0,0,0,0,0,0,0,0,1,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0],
                [0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0],
                [0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,1,0,0,0],
                [0,0,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,3,0,0,0,1,0,0,0,1,0,0,0],
                [0,0,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,3,0,0,0],
                [0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0],
                [0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0],
                [0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0]
        ]

        aImages = ["images/fbwall.png",
                 "images/fbwallup.png",
                 "images/fbwalldown.png"]

        state = func oGame,oSelf {
          oSelf {
                x -= 3
                if x < - 2100  x = 0  ok
          }
        }

  }
}          # Start the Events Loop

Screen Shot:

screen shot

Using the Game Engine - Map Events

Load "gameengine.ring"        # Give control to the game engine

func main          # Called by the Game Engine

  oGame = New Game      # Create the Game Object
  {
        title = "My First Game"

        Map {

          blockwidth = 80
          blockheight = 80

          aMap = [
                   [0,0,0,0,0,0,0,0,0,1,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0],
                  [0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0],
                  [0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,1,0,0,0],
                  [0,0,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,3,0,0,0,1,0,0,0,1,0,0,0],
                  [0,0,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,3,0,0,0],
                  [0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0],
                  [0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0],
                  [0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0]
          ]

          aImages = ["images/fbwall.png",
                         "images/fbwallup.png",
                         "images/fbwalldown.png"]

          state = func oGame,oSelf {
                oSelf {
                  x -= 3
                  if x < - 2100  x = 0  ok
                }
          }

          mouse = func ogame,oself,nType,aMouseList {
                if nType = GE_MOUSE_UP
                  oSelf {
                        mX = aMouseList[GE_MOUSE_X]
                        mY = aMouseList[GE_MOUSE_Y]
                        nValue = GetValue(mX,mY)
                        nRow = GetRow(mX,mY)
                        nCol = GetCol(mX,mY)
                        Switch nValue
                        On 1  aMap[nRow][nCol] = 0
                        On 2  aMap[nRow][nCol] = 0
                        On 3  aMap[nRow][nCol] = 0
                        On 0  aMap[nRow][nCol] = 1
                        Off
                  }
                ok
          }

        }
  }          # Start the Events Loop

Screen Shot:

screen shot

Using the Game Engine - Object and Drawing

We can use the Object keyword (defined by the game engine) to create objects from the GameObject class.

Example:

Load "gameengine.ring"                          # Give control to the game engine

func main                                       # Called by the Game Engine

        oGame = New Game                        # Create the Game Object
        {
                title = "My First Game"
                Object {
                        x = 0 y=300 width = 200 height=200
                        draw = func oGame,oSelf {
                                oSelf {
                                        for t = 1 to 210
                                                gl_draw_circle(x,y,t,
                                                gl_map_rgb(t*random(255),
                                                t*2,t*3),1)
                                        next
                                }
                        }
                        state = func oGame,oSelf {
                                oSelf {
                                        if x <= 800
                                                x+= 3
                                        else
                                                x=0
                                        ok
                                }
                        }
                        keypress = func oGame,oSelf,nKey {
                                oSelf {
                                        Switch nKey
                                        on KEY_LEFT
                                                x -= 10
                                        on KEY_RIGHT
                                                x += 10
                                        on KEY_UP
                                                y -= 10
                                        on KEY_DOWN
                                                y += 10
                                        off
                                }
                        }
                }

        }                                       # Start the Events Loop

Screen Shot:

screen shot

Example:

Load "gameengine.ring"                          # Give control to the game engine

func main                                       # Called by the Game Engine

        oGame = New Game                        # Create the Game Object
        {
                title = "My First Game"
                Object {
                        x = 400 y=300 width = 200 height=200
                        draw = func oGame,oSelf {
                                oSelf {
                                        for t = 1 to 210
                                                gl_draw_rectangle(x+t,y+t,
                                                x+t*2,y+t*2,
                                                gl_map_rgb(t*random(255),
                                                t*2,t*3),1)
                                                gl_draw_rectangle(x+t*2,y+t*2,
                                                x-t*2,y-t*2,
                                                gl_map_rgb(t*random(255),
                                                t*2,t*3),1)
                                        next
                                }
                        }
                        keypress = func oGame,oSelf,nKey {
                                oSelf {
                                        Switch nKey
                                        on KEY_LEFT
                                                x -= 10
                                        on KEY_RIGHT
                                                x += 10
                                        on KEY_UP
                                                y -= 10
                                        on KEY_DOWN
                                                y += 10
                                        off
                                }
                        }
                }

        }                                       # Start the Events Loop

Screen Shot:

screen shot

Stars Fighter Game

The Stars Fighter 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 = "Stars Fighter!"
                sprite
                {
                  file = "images/menu1.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
                  }
                }
                text {
                  animate = false
                  size = 35
                  file = "fonts/pirulen.ttf"
                  text = "Stars Fighter"
                  x = 10  y=50
                }
                text {
                  animate = false
                  size = 25
                  file = "fonts/pirulen.ttf"
                  text = "Version 1.0"
                  x = 80  y=100
                }
                text {
                  animate = false
                  size = 16
                  file = "fonts/pirulen.ttf"
                  text = "(C) 2016, Mahmoud Fayed"
                  x = 45  y=140
                }

                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
                }
                Sound {
                  file = "sound/music1.wav"
                }
          }

          if oGameState.startplay
                oGame.refresh()
                playstart(oGame)
                oGame.refresh()
          ok

  end

func playstart oGame

  oSound = New Sound {
        file = "sound/music2.wav"
  }

  while true
        play(oGame)
        if ogame.shutdown = true and oGameState.value = 0
          exit
        ok
        ogame.refresh()
  end

  oSound.Delete()

func play oGame

  oGame
  {
        FPS = 60
        FixedFPS = 120
        title = "Stars Fighter!"
        sprite
        {
          file = "images/stars.jpg"
          x = 0
          y = 0
          point = -370
          direction = ge_direction_dec
          type = ge_type_background
          state = func ogame,oself {
                  oself {
                        if x < -350
                          direction = ge_direction_inc
                          point = 370
                        but x = 0 and direction = ge_direction_inc
                          direction = ge_direction_dec
                          point = -370
                        ok
                  }
                }
        }
        sprite
        {
          file = "images/player.png"
          transparent = true
          type = ge_type_player
          x = 400 y =400 width=100 height=100
          animate=false move=true Scaled=true
          mouse = func ogame,oself,nType,aMouseList {

                if not ( aMouseList[GE_MOUSE_X] >= oSelf.x and
                                 aMouseList[GE_MOUSE_X] <= oSelf.x+oSelf.width and
                                 aMouseList[GE_MOUSE_Y] >= oself.y and
                                 aMouseList[GE_MOUSE_Y] <= oSelf.y+oSelf.height )

                  if nType = GE_MOUSE_DOWN
                        if aMouseList[1] < oSelf.X  # left
                          oSelf.X -= 100
                        else
                          oSelf.X += 100
                        ok
                        if aMouseList[2] < oSelf.Y  # up
                          oSelf.Y -= 100
                        else
                          oSelf.Y += 100
                        ok
                  ok

                else
                  if nType = GE_MOUSE_UP
                        cFunc = oself.keypress
                        call cFunc(oGame,oSelf,Key_Space)
                  ok
                ok
          }
          keypress = func oGame,oself,nkey {
                if nkey = key_space
                  ogame {
                        sprite {
                          type = ge_type_fire
                          file  = "images/rocket.png"
                          transparent = true
                                x = oself.x + 30
                          y = oself.y - 30
                          width = 30
                          height = 30
                          point = -30
                          nstep = 20
                          direction = ge_direction_decvertical
                          state = func oGame,oSelf {
                                for x in oGame.aObjects
                                  if x.type = ge_type_enemy
                                        if oself.x >= x.x and oself.y >= x.y and
                                          oself.x <= x.x + x.width and
                                          oself.y <= x.y + x.height
                                          showfire(oGame,x.x+40,x.y+40)
                                          ogame.remove(x.nindex)
                                          oGameState.score+=10
                                          oGameState.enemies--
                                          checkwin(oGame)
                                          exit
                                        ok
                                  ok
                                next
                          }
                        }
                  }
                but nkey = key_esc or nKey = GE_AC_BACK ogame.shutdown()
                ok
          }
          state = func oGame,oSelf {
                oself {
                  if x < 0 x = 0 ok
                  if y < 0 y = 0 ok
                  if x > ogame.screen_w-width  x= ogame.screen_w - width ok
                  if y > ogame.screen_h-height y=ogame.screen_h-height ok
                }
          }
        }
        for g = 1 to oGameState.enemies
          sprite
          {
                type = ge_type_enemy
                file = "images/enemy.png"
                transparent = true
                x = g*random(50) y =g width=100 height=100
                animate=true Scaled=true
                direction = ge_direction_random
                state = func oGame,oSelf {
                  oself {
                        if x < 0 x = 0 ok
                        if y < 0 y = 0 ok
                        if x > ogame.screen_w-width  x= ogame.screen_w - width ok
                        if y > ogame.screen_h-height y=ogame.screen_h-height ok
                  }
                  if random(100) = 1
                        ogame {
                          sprite {
                                type = ge_type_fire
                                file  = "images/rocket2.png"
                                transparent = true
                                x = oself.x + 30
                                y = oself.y + oself.height+ 30
                                width = 30
                                height = 30
                                point = ogame.screen_h+30
                                nstep = 10
                                direction = ge_direction_incvertical
                                state = func oGame,oSelf {
                                  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-=10
                                         ok
                                         ogame.remove(oself.nindex)
                                         checkgameover(oGame)
                                  ok
                                }
                          }
                        }
                  ok
                }
          }
        next
        text {
          size = 30
          file = "fonts/pirulen.ttf"
          text = "Destroy All Enemies!"
          nstep = 3
          color = GE_COLOR_GREEN
          x = 100  y=50
          direction = ge_direction_incvertical
          point = 500
        }
        text {
          animate = false
          point = 400
          size = 30
          file = "fonts/pirulen.ttf"
          text = "Score : " + oGameState.score
          x = 500  y=10
          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 = 500  y=50
          state = func oGame,oSelf { oSelf { text = "Energy : " + oGameState.value } }
        }
        text {
          animate = false
          point = 400
          size = 30
          file = "fonts/pirulen.ttf"
          text = "Level : " + oGameState.level
          x = 500  y=90
        }
  }


func checkwin ogame
  if oGameState.gameresult  return ok
  if oGameState.enemies = 0
        oGameState.gameresult = true
        oGame {
          if oGameState.level < 30
          text {
                point = 400
                size = 30
                file = "fonts/pirulen.ttf"
                text = "Level Completed!"
                nStep = 3
                x = 500  y=10
                state = func ogame,oself {
                  if oself.y >= 400
                        ogame.shutdown = true
                        oGameState.level++
                        oGameState.enemies = oGameState.level
                        oGameState.gameresult = false
                  ok
                }
          }
          else
          text {
                point = 400
                size = 30
                nStep = 3
                file = "fonts/pirulen.ttf"
                text = "You Win !!!"
                x = 500  y=10
                state = func ogame,oself {
                  if oself.y >= 400
                        ogame.shutdown = true
                        oGameState.value = 0
                  ok
                }
          }
          ok
        }
  ok

func checkgameover ogame
  if oGameState.gameresult  return ok
  if oGameState.value <= 0
        oGameState.gameresult = true
        oGame {
          text {
                point = 400
                size = 30
                nStep = 3
                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
                }
          }
        }
  }


class gamestate
  score = 0
  level = 1
  enemies = 1
  value = 100
  playerindex = 2
  gameresult = false
  startplay=false

Screen Shot:

Stars Fighter

Flappy Bird 3000 Game

The Flappy Bird 3000 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 = "Flappy Bird 3000"
          sprite
          {
                file = "images/fbback.png"
                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
                        cFunc = oself.keypress
                        call cFunc(oGame,oSelf,Key_Space)
                  ok
                }
          }
          text {
                animate = false
                size = 35
                file = "fonts/pirulen.ttf"
                text = "Flappy Bird 3000"
                x = 150  y=50
          }
          text {
                animate = false
                size = 25
                file = "fonts/pirulen.ttf"
                text = "Version 1.0"
                x = 280  y=100
          }
          text {
                animate = false
                size = 16
                file = "fonts/pirulen.ttf"
                text = "(C) 2016, Mahmoud Fayed"
                x = 245  y=140
          }

          text {
                animate = false
                size = 25
                file = "fonts/pirulen.ttf"
                text = "To Win Get Score = 3000"
                x = 150  y=270
          }

          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/fbbird.png"
                x = 200
                y = 200
                framewidth = 20
                scaled = true
                height = 50
                width = 50
                nStep = 3
                transparent = true
                animate = true
                direction = ge_direction_random
                state = func oGame,oSelf {
                  oSelf {
                        nStep--
                        if nStep = 0
                          nStep = 3
                          if frame < 3
                                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 = 120
        Title = "Flappy Bird 3000"
        Sprite {
          file = "images/fbback.png"
          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()
                ok
          }
        }

        Map {
          blockwidth = 80
          blockheight = 80
          aMap = [
                   [0,0,0,0,0,0,0,0,0,1,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0],
                  [0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0],
                  [0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,1,0,0,0],
                  [0,0,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,3,0,0,0,1,0,0,0,1,0,0,0],
                  [0,0,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,3,0,0,0],
                  [0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0],
                  [0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0],
                  [0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0]
                ]
          newmap(aMap)
          aImages = ["images/fbwall.png","images/fbwallup.png",
                  "images/fbwalldown.png"]
          state = func oGame,oSelf {
                if oGameState.gameresult = false
                  px = oGame.aObjects[3].x
                  py = oGame.aObjects[3].y
                  oSelf {
                        x -=  3
                        if x < - 2100
                          x = 0
                          newmap(aMap)
                        ok
                        nCol =  getcol(px,0)
                        if nCol=11 or nCol=15 or nCol=19 or nCol=23 or nCol=27
                          if nCol != oGameState.lastcol
                                oGameState.lastcol = nCol
                                oGameState.Score += 100
                                oGame { Sound {
                                  once = true
                                  file = "sound/sfx_point.wav"
                                } }
                                checkwin(oGame)
                          ok
                        ok
                  }
                  if  oSelf.getvalue(px+40,py) != 0 or
                          oSelf.getvalue(px+40,py+40) != 0 or
                          oSelf.getvalue(px,py) != 0 or
                          oSelf.getvalue(px,py+40) != 0
                        oGameState.gameresult = true
                        oGame {
                          text {
                                point = 550
                                size = 30
                                nStep = 3
                                file = "fonts/pirulen.ttf"
                                text = "Game Over !!!"
                                x = 500  y=10
                                state = func ogame,oself {
                                  if oself.y >= 550
                                          ogame.shutdown = true
                                  ok
                                        if oself.y = 90
                                        ogame {
                                          Sound {
                                                once = true
                                                file = "sound/sfx_die.wav"
                                          }
                                        }
                                  ok
                                }
                          }
                          Sound {
                                once = true
                                file = "sound/sfx_hit.wav"
                          }
                        }
                  ok
                ok
          }
        }

        animate {
          file = "images/fbbird.png"
          x = 10
          y = 10
          framewidth = 20
          scaled = true
          height = 50
          width = 50
          nStep = 3
          transparent = true
          state = func oGame,oSelf {
                oSelf {
                  nStep--
                  if nStep = 0
                        nStep = 3
                        if frame < 3
                          frame++
                        else
                          frame=1
                        ok
                  ok
                }

                if not oGameState.playerwin
                  oGameState.down --
                  if oGameState.down = 0
                        oGameState.down = 3
                        oself {
                          y += 25
                          if y > 550 y=550 ok
                        }
                  ok
                ok

          }
          keypress = func ogame,oself,nKey {
                if oGameState.gameresult = false
                  oself {
                        if nkey = key_space
                          y -= 55
                          oGameState.down = 60
                          if y<=0 y=0 ok
                        ok
                  }
                ok
          }
          mouse = func ogame,oself,nType,aMouseList {
                if nType = GE_MOUSE_UP
                  cFunc = oself.keypress
                  call cFunc(oGame,oSelf,Key_Space)
                ok
          }
        }

        text {
          animate = false
          point = 400
          size = 30
          file = "fonts/pirulen.ttf"
          text = "Score : " + oGameState.score
          x = 500  y=10
          state = func oGame,oSelf {
                oSelf { text = "Score : " + oGameState.score }
          }
        }

  }

func newmap aMap
  aV = [
  [1,1,3,0,0,2,1,1],
  [1,3,0,0,0,2,1,1],
  [1,1,1,3,0,2,1,1],
  [1,1,1,3,0,0,0,0],
  [0,0,0,0,2,1,1,1],
  [0,0,2,1,1,1,1,1],
  [0,0,0,2,1,1,1,1],
  [1,1,1,3,0,2,1,1],
  [1,1,1,1,1,3,0,0],
  [3,0,0,2,1,1,1,1],
  [3,0,0,2,3,0,0,2]
  ]
  for x = 10 to 24 step 4
        aVar = aV[ (random(10)+1) ]
        for y = 1 to 8
          aMap[y][x] = aVar[y]
        next
  next

func checkwin ogame
  if oGameState.score = 3000
        oGameState.gameresult = true
        oGameState.playerwin = true
        oGame {
          text {
                point = 400
                size = 30
                nStep = 3
                file = "fonts/pirulen.ttf"
                text = "You Win !!!"
                x = 500  y=10
                state = func ogame,oself {
                  if oself.y >= 400
                        ogame.shutdown = true
                        oGameState.value = 0
                  ok
                }
          }
        }
  ok

Class GameState
  down = 3
  gameresult = false
  Score = 0
  startplay=false
  lastcol = 0
  playerwin = false

Screen Shot:

Flappy Bird 300

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"
          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


func playstart oGame

  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

          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
                                  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
                        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)
                  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
  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 {
          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
                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"
          } }
        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:

Super Man 2016