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adr_switch_ruby_demo's Introduction

ADR_Switch_Ruby_Demo

Some basic usage of the Ruby editor & interpreter hidden in "A Dark Room" released on the Nintendo Switch

Disclaimer

I'm by no means a Ruby expert, or even a great resource on best practices and proper syntax. These are some of my quick scripts and notes when investigating a game developed by Amir Rajan. He provided several example files to (I belive) help people mod the game at https://github.com/amirrajan/power-overwhelming but has no affiliation to me or this repository otherwise.

Editor Usage

To try any of the files provided you need to have "A Dark Room" installed from the Nintendo Eshop. Unfortunately, at the time of writing, Rajan's game has been removed from the Eshop. (But I still reccomend getting it for IOS or Android, as it's a very good game in it's own right) You also need a usb keyboard, as well as the Switch dock, or a compatable usb -> type c adapter.

Navigating the Editor

Action Keyboard Shortcut
Change buffer (+1) Tab
Change buffer (-1) Shift + Tab
Delete line Shift + Backspace

Syntax Basics

The game runs on the Dragonruby game engine which interprets the mRuby language. mRuby is just a minimalistic branch of Ruby, which is a pretty popular scripting language known for being pretty efficient and relatively easy to read and work with.

mRuby Syntax

Ruby is a dynamic and strongly typed languge. You can always declare a variable with a traditional snake_case, but the language has some unique ways to define specially scoped variables...

Scope Syntax
Local _var
Global $var
Instance @var
Class @@var
Constant Var

>> " is a unique 'operator' those new to Ruby will encounter pretty often in this example. It's actually a method which can do a couple cool things, but is used most often in the context of the Dragonruby engine to append a value to the end of an array.

# is used for writing single line comments

=begin will start a block comment and =end will end a block comment

Rubydragon

There already exists documentation on basic usage on the Dragonruby website but I have some notes that still might come in handy. The function you interface with the most is tick.

def tick args
  args.labels << [50, 50, $dragon.root.tick_count] 
end

This example function will display the current "tick" count in the top left corner of the screen. A tick is basically a frame or a single update of the game engine. You can access the tick data, and much more using the $dragon object. This global is the primary way of handling engine attributes.

$dragon attributes
paused
sounds
tick_count
font_sm_sm_sm
font_sm_sm
font_sm
font_med
font_lg_lg
aligned_left
aligned_center
aligned_right
labels
solids
borders
lines
sprites
mouse
keyboard
screen
files_reloaded
reloaded_files
player_1_up
player_1_down
player_1_left
player_1_right
player_1_accept
player_1_a
player_1_b
player_1_x
player_1_y
player_1_l
player_1_r
player_1_l2
player_1_r2
player_1_l3
player_1_r3
player_1_up_key_down
player_1_down_key_down
player_1_left_key_down
player_1_right_key_down
player_1_accept_key_down
player_1_a_key_down
player_1_b_key_down
player_1_x_key_down
player_1_y_key_down
player_1_l_key_down
player_1_r_key_down
player_1_l2_key_down
player_1_r2_key_down
player_1_l3_key_down
player_1_r3_key_down
player_1_a_key_held
player_1_b_key_held
player_1_x_key_held
player_1_y_key_held
player_1_l_key_held
player_1_r_key_held
player_1_l2_key_held
player_1_r2_key_held
player_1_l3_key_held
player_1_r3_key_held
player_2_up
player_2_down
player_2_left
player_2_right
player_2_accept
player_2_a
player_2_b
player_2_x
player_2_y
player_2_l
player_2_r
player_2_l2
player_2_r2
player_2_l3
player_2_r3
player_2_up_key_down
player_2_down_key_down
player_2_left_key_down
player_2_right_key_down
player_2_accept_key_down
player_2_a_key_down
player_2_b_key_down
player_2_x_key_down
player_2_y_key_down
player_2_l_key_down
player_2_r_key_down
player_2_l2_key_down
player_2_r2_key_down
player_2_l3_key_down
player_2_r3_key_down
player_2_a_key_held
player_2_b_key_held
player_2_x_key_held
player_2_y_key_held
player_2_l_key_held
player_2_r_key_held
player_2_l2_key_held
player_2_r2_key_held
player_2_l3_key_held
player_2_r3_key_held
mouse_x
mouse_y
primitives
origin_x
origin_y
pos_x_direction
pos_y_direction

A Dark Room Modification

Instances of the game can be accessed with the @game object.

@game = Game.new # this will create a new instance of the game
def tick args
  args.labels >> [ 50, 50, @game.to_s ]
  game.room.light_fire
  game.room.unlock_forest
end

adr_switch_ruby_demo's People

Contributors

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Forkers

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