Files
cyberarm_engine/lib/cyberarm_engine/game_object.rb

245 lines
6.9 KiB
Ruby

module CyberarmEngine
class GameObject
include Common
attr_accessor :image, :angle, :position, :velocity, :center_x, :center_y, :scale_x, :scale_y,
:color, :mode, :options, :paused, :radius, :last_position
attr_reader :alpha
def initialize(options = {})
window.current_state.add_game_object(self) if options[:auto_manage] || options[:auto_manage].nil?
@options = options
@image = options[:image] ? image(options[:image]) : nil
x = options[:x] || 0
y = options[:y] || 0
z = options[:z] || 0
@position = Vector.new(x, y, z)
@velocity = Vector.new
@last_position = Vector.new
@angle = options[:angle] || 0
@center_x = options[:center_x] || 0.5
@center_y = options[:center_y] || 0.5
@scale_x = options[:scale_x] || 1
@scale_y = options[:scale_y] || 1
@color = options[:color] || Gosu::Color.argb(0xff_ffffff)
@alpha = options[:alpha] || 255
@mode = options[:mode] || :default
@paused = false
@speed = 0
@debug_color = Gosu::Color::GREEN
@world_center_point = Vector.new(0, 0)
setup
@debug_text = Text.new("", color: @debug_color, y: @position.y - (height * scale), z: 9999)
@debug_text.x = @position.x
if @radius == 0 || @radius.nil?
@radius = if options[:radius]
options[:radius]
else
@image.respond_to?(:width) ? ((@image.width + @image.height) / 4) * scale : 1
end
end
end
def draw
if @image
@image.draw_rot(@position.x, @position.y, @position.z, @angle, @center_x, @center_y, @scale_x, @scale_y,
@color, @mode)
end
if $debug
show_debug_heading
Gosu.draw_circle(@position.x, @position.y, radius, 9999, @debug_color)
if @debug_text.text != ""
Gosu.draw_rect(@debug_text.x - 10, (@debug_text.y - 10), @debug_text.width + 20, @debug_text.height + 20,
Gosu::Color.rgba(0, 0, 0, 200), 9999)
@debug_text.draw
end
end
end
def update
end
def debug_text(text)
@debug_text.text = text
@debug_text.x = @position.x - (@debug_text.width / 2)
@debug_text.y = @position.y - (@debug_text.height + radius + height)
end
def scale
if @scale_x == @scale_y
@scale_x
else
false
# maths?
end
end
def scale=(int)
self.scale_x = int
self.scale_y = int
self.radius = ((@image.width + @image.height) / 4) * scale
end
def visible
true
# if _x_visible
# if _y_visible
# true
# else
# false
# end
# else
# false
# end
end
def _x_visible
x.between?((window.width / 2) - @world_center_point.x, (window.width / 2) + @world_center_point.x) ||
x.between?((@world_center_point.x - window.width / 2), (window.width / 2) + @world_center_point.x)
end
def _y_visible
y.between?((window.height / 2) - @world_center_point.y, (window.height / 2) + @world_center_point.y) ||
y.between?(@world_center_point.y - (window.height / 2), (window.height / 2) + @world_center_point.y)
end
def heading(ahead_by = 100, _object = nil, angle_only = false)
direction = Gosu.angle(@last_position.x, @last_position.x, @position.x, position.y).gosu_to_radians
_x = @position.x + (ahead_by * Math.cos(direction))
_y = @position.y + (ahead_by * Math.sin(direction))
return direction if angle_only
return Vector.new(_x, _y) unless angle_only
end
def show_debug_heading
_heading = heading
Gosu.draw_line(@position.x, @position.y, @debug_color, _heading.x, _heading.y, @debug_color, 9999)
end
def width
@image ? @image.width * scale : 0
end
def height
@image ? @image.height * scale : 0
end
def pause
@paused = true
end
def unpause
@paused = false
end
def rotate(int)
self.angle += int
self.angle %= 360
end
def alpha=(int) # 0-255
@alpha = int
@alpha = 255 if @alpha > 255
@color = Gosu::Color.rgba(@color.red, @color.green, @color.blue, int)
end
def button_up(id)
end
def button_down(id)
end
def find_closest(game_object_class)
best_object = nil
best_distance = 100_000_000_000 # Huge default number
game_object_class.all.each do |object|
distance = Gosu.distance(x, y, object.x, object.y)
if distance <= best_distance
best_object = object
best_distance = distance
end
end
best_object
end
def look_at(object)
# TODO: Implement
end
def circle_collision?(object)
distance = Gosu.distance(x, y, object.x, object.y)
distance <= radius + object.radius
end
# Duplication... so DRY.
def each_circle_collision(object, _resolve_with = :width, &block)
if object.class != Class && object.instance_of?(object.class)
window.current_state.game_objects.select { |i| i.instance_of?(object.class) }.each do |o|
distance = Gosu.distance(x, y, object.x, object.y)
block.call(o, object) if distance <= radius + object.radius && block
end
else
list = window.current_state.game_objects.select { |i| i.instance_of?(object) }
list.each do |o|
next if self == o
distance = Gosu.distance(x, y, o.x, o.y)
block.call(self, o) if distance <= radius + o.radius && block
end
end
end
def destroy
if window.current_state
window.current_state.game_objects.each do |o|
window.current_state.game_objects.delete(o) if o.is_a?(self.class) && o == self
end
end
end
# NOTE: This could be implemented more reliably
def all
INSTANCES.select { |i| i.instance_of?(self) }
end
def self.each_circle_collision(object, _resolve_with = :width, &block)
if object.class != Class && object.instance_of?(object.class)
window.current_state.game_objects.select { |i| i.instance_of?(self) }.each do |o|
distance = Gosu.distance(o.x, o.y, object.x, object.y)
block.call(o, object) if distance <= o.radius + object.radius && block
end
else
lista = window.current_state.game_objects.select { |i| i.instance_of?(self) }
listb = window.current_state.game_objects.select { |i| i.instance_of?(object) }
lista.product(listb).each do |o, o2|
next if o == o2
distance = Gosu.distance(o.x, o.y, o2.x, o2.y)
block.call(o, o2) if distance <= o.radius + o2.radius && block
end
end
end
def self.destroy_all
INSTANCES.clear
if window.current_state
window.current_state.game_objects.each do |o|
window.current_state.game_objects.delete(o) if o.is_a?(self.class)
end
end
end
end
end