Files
cyberarm_engine/lib/cyberarm_engine/game_object.rb

256 lines
7.3 KiB
Ruby

module CyberarmEngine
class GameObject
include Common
attr_accessor :image, :angle, :position, :velocity, :center_x, :center_y, :scale_x, :scale_y,
:color, :alpha, :mode, :options, :paused, :radius, :last_position
def initialize(options={})
if options[:auto_manage] || options[:auto_manage] == nil
$window.current_state.add_game_object(self)
end
@options = options
@image = options[:image] ? image(options[:image]) : nil
x = options[:x] ? options[:x] : 0
y = options[:y] ? options[:y] : 0
z = options[:z] ? options[:z] : 0
@position = Vector.new(x, y, z)
@velocity = Vector.new
@last_position = Vector.new
@angle = options[:angle] ? options[:angle] : 0
@center_x = options[:center_x] ? options[:center_x] : 0.5
@center_y = options[:center_y] ? options[:center_y] : 0.5
@scale_x = options[:scale_x] ? options[:scale_x] : 1
@scale_y = options[:scale_y] ? options[:scale_y] : 1
@color = options[:color] ? options[:color] : Gosu::Color.argb(0xff_ffffff)
@alpha = options[:alpha] ? options[:alpha] : 255
@mode = options[: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-(self.height*self.scale), z: 9999)
@debug_text.x = @position.x
if @radius == 0 || @radius == nil
@radius = options[:radius] ? options[:radius] : defined?(@image.width) ? ((@image.width+@image.height)/4)*scale : 1
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
$window.draw_circle(@position.x, @position.y, radius, 9999, @debug_color)
if @debug_text.text != ""
$window.draw_rect(@debug_text.x-10, (@debug_text.y-10), @debug_text.width+20, @debug_text.height+20, Gosu::Color.rgba(0,0,0,200), 9999)
@debug_text.draw
end
end
end
def update
end
def debug_text(text)
@debug_text.text = text
@debug_text.x = @position.x-(@debug_text.width / 2)
@debug_text.y = @position.y-(@debug_text.height + self.radius + self.height)
end
def scale
if @scale_x == @scale_y
return @scale_x
else
false
# maths?
end
end
def scale=(int)
self.scale_x = int
self.scale_y = int
self.radius = ((@image.width+@image.height)/4)*self.scale
end
def visible
true
# if _x_visible
# if _y_visible
# true
# else
# false
# end
# else
# false
# end
end
def _x_visible
self.x.between?(($window.width/2)-(@world_center_point.x), ($window.width/2)+@world_center_point.x) ||
self.x.between?(((@world_center_point.x)-$window.width/2), ($window.width/2)+@world_center_point.x)
end
def _y_visible
self.y.between?(($window.height/2)-(@world_center_point.y), ($window.height/2)+@world_center_point.y) ||
self.y.between?((@world_center_point.y)-($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 * self.scale : 0
end
def height
@image ? @image.height * self.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 draw_rect(x, y, width, height, color, z = 0)
$window.draw_rect(x,y,width,height,color,z)
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(self.x, self.y, object.x, object.y)
if distance <= best_distance
best_object = object
best_distance = distance
end
end
return best_object
end
def look_at(object)
# TODO: Implement
end
def circle_collision?(object)
distance = Gosu.distance(self.x, self.y, object.x, object.y)
if distance <= self.radius+object.radius
true
else
false
end
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.class == object.class}.each do |o|
distance = Gosu.distance(self.x, self.y, object.x, object.y)
if distance <= self.radius+object.radius
block.call(o, object) if block
end
end
else
list = $window.current_state.game_objects.select {|i| i.class == object}
list.each do |o|
next if self == o
distance = Gosu.distance(self.x, self.y, o.x, o.y)
if distance <= self.radius+o.radius
block.call(self, o) if block
end
end
end
end
def destroy
if $window.current_state
$window.current_state.game_objects.each do |o|
if o.is_a?(self.class) && o == self
$window.current_state.game_objects.delete(o)
end
end
end
end
# NOTE: This could be implemented more reliably
def all
INSTANCES.select {|i| i.class == 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.class == self}.each do |o|
distance = Gosu.distance(o.x, o.y, object.x, object.y)
if distance <= o.radius+object.radius
block.call(o, object) if block
end
end
else
lista = $window.current_state.game_objects.select {|i| i.class == self}
listb = $window.current_state.game_objects.select {|i| i.class == object}
lista.product(listb).each do |o, o2|
next if o == o2
distance = Gosu.distance(o.x, o.y, o2.x, o2.y)
if distance <= o.radius+o2.radius
block.call(o, o2) if block
end
end
end
end
def self.destroy_all
INSTANCES.clear
if $window.current_state
$window.current_state.game_objects.each do |o|
if o.is_a?(self.class)
$window.current_state.game_objects.delete(o)
end
end
end
end
end
end