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