Extracted movement and turret into 'components' that entity get add to its self when defined

This commit is contained in:
2019-11-20 09:08:54 -06:00
parent 82db9dd14d
commit 2d70736753
8 changed files with 145 additions and 50 deletions

View File

@@ -29,6 +29,7 @@ require_relative "lib/states/menus/solo_lobby_menu"
require_relative "lib/states/menus/multiplayer_lobby_menu"
require_relative "lib/zorder"
require_relative "lib/component"
require_relative "lib/entity"
require_relative "lib/map"
require_relative "lib/tiled_map"

23
lib/component.rb Normal file
View File

@@ -0,0 +1,23 @@
class IMICRTS
class Component
@@components = {}
def self.get(name)
@@components.dig(name)
end
def self.inherited(klass)
name = klass.to_s.split("::").last.downcase.to_sym
if get(name)
raise "#{klass.inspect} is already defined!"
else
@@components[name] = klass
end
end
end
end
Dir.glob("#{IMICRTS::GAME_ROOT_PATH}/lib/components/**/*.rb").each do |component|
require_relative component
end

View File

@@ -0,0 +1,31 @@
class IMICRTS
class Movement < Component
attr_accessor :pathfinder
def initialize(parent:)
@parent = parent
end
def rotate_towards(vector)
_angle = Gosu.angle(@parent.position.x, @parent.position.y, vector.x, vector.y)
a = (360.0 + (_angle - @parent.angle)) % 360.0
# FIXME: Fails if vector is directly behind entity
if @parent.angle.between?(_angle - 3, _angle + 3)
@parent.angle = _angle
elsif a < 180
@parent.angle -= 1.0
else
@parent.angle += 1.0
end
@parent.angle %= 360.0
end
def follow_path
if @pathfinder && node = @pathfinder.path_current_node
@pathfinder.path_next_node if @pathfinder.at_current_path_node?(@parent)
@parent.position -= (@parent.position.xy - node.tile.position.xy).normalized * @parent.speed
end
end
end
end

37
lib/components/turret.rb Normal file
View File

@@ -0,0 +1,37 @@
class IMICRTS
class Turret < Component
attr_accessor :angle, :center
def initialize(parent:)
@parent = parent
@angle = 0
@center = CyberarmEngine::Vector.new(0.5, 0.5)
end
def body_image=(image)
@body_image = Gosu::Image.new("#{IMICRTS::ASSETS_PATH}/#{image}", retro: true)
end
def shell_image=(image)
@shell_image = Gosu::Image.new("#{IMICRTS::ASSETS_PATH}/#{image}", retro: true)
end
def overlay_image=(image)
@overlay_image = Gosu::Image.new("#{IMICRTS::ASSETS_PATH}/#{image}", retro: true)
end
def render
@render = Gosu.render(32, 32, retro: true) do
@body_image.draw(0, 0, 0) if @body_image
@shell_image.draw_rot(0, 0, 0, 0, 0, 0, 1, 1, @parent.player.color) if @shell_image
@overlay_image.draw(0, 0, 0) if @overlay_image
end
end
def draw
render unless @render
@angle += 0.1
@render.draw_rot(@parent.position.x + @center.x, @parent.position.y + @center.y, @parent.position.z, @angle)
end
end
end

View File

@@ -1,4 +1,6 @@
IMICRTS::Entity.define_entity(:construction_worker, :unit, 1000, "Constructs buildings") do |entity|
entity.has(:movement)
entity.radius = 14
entity.movement = :ground
entity.max_health = 100.0

View File

@@ -1,4 +1,6 @@
IMICRTS::Entity.define_entity(:harvester, :unit, 1400, "Harvests ore") do |entity, director|
entity.has(:movement)
entity.radius = 10
entity.movement = :ground
entity.max_health = 100.0
@@ -28,7 +30,7 @@ IMICRTS::Entity.define_entity(:harvester, :unit, 1400, "Harvests ore") do |entit
entity.define_singleton_method(:seek_refinery) do
end
entity.define_singleton_method(:rotate_towards) do |target|
entity.component(:movement).define_singleton_method(:rotate_towards) do |target|
entity.angle = Gosu.angle(target.x, target.y, entity.position.x, entity.position.y)
end
end

View File

@@ -1,11 +1,15 @@
IMICRTS::Entity.define_entity(:tank, :unit, 800, "Attacks ground targets") do |entity|
entity.has(:movement)
entity.has(:turret)
entity.radius = 14
entity.movement = :ground
entity.max_health = 100.0
entity.shell_image = "vehicles/tank/tank_shell.png"
entity.turret_shell_image = "vehicles/tank/tank_turret_shell.png"
entity.component(:turret).shell_image = "vehicles/tank/tank_turret_shell.png"
entity.component(:turret).center.y = 0.4
entity.on_tick do
end

View File

@@ -15,7 +15,7 @@ class IMICRTS
end
end
attr_reader :player, :id, :name, :type
attr_reader :player, :id, :name, :type, :speed
attr_accessor :position, :angle, :radius, :target, :state,
:movement, :health, :max_health,
:turret
@@ -31,6 +31,8 @@ class IMICRTS
@target = nil
@state = :idle
@components = {}
if entity = Entity.get(name)
@name = entity.name
@type = entity.type
@@ -40,6 +42,8 @@ class IMICRTS
raise "Failed to find entity #{name.inspect} definition"
end
component(:turret).angle = @angle if component(:turret)
@goal_color = Gosu::Color.argb(175, 25, 200, 25)
@target_color = Gosu::Color.argb(175, 200, 25, 25)
@@ -52,6 +56,20 @@ class IMICRTS
def deserialize
end
def has(symbol)
component = Component.get(symbol)
if component
@components[symbol] = component.new(parent: self)
else
raise "Unknown component: #{component.inspect}"
end
end
def component(symbol)
@components.dig(symbol)
end
def body_image=(image)
@body_image = Gosu::Image.new("#{IMICRTS::ASSETS_PATH}/#{image}", retro: true)
end
@@ -60,17 +78,13 @@ class IMICRTS
@shell_image = Gosu::Image.new("#{IMICRTS::ASSETS_PATH}/#{image}", retro: true)
end
def turret_body_image=(image)
@turret_body_image = Gosu::Image.new("#{IMICRTS::ASSETS_PATH}/#{image}", retro: true)
end
def turret_shell_image=(image)
@turret_shell_image = Gosu::Image.new("#{IMICRTS::ASSETS_PATH}/#{image}", retro: true)
def overlay_image=(image)
@overlay_image = Gosu::Image.new("#{IMICRTS::ASSETS_PATH}/#{image}", retro: true)
end
def target=(entity)
@target = entity
@pathfinder = @director.find_path(player: @player, entity: self, goal: @target)
component(:movement).pathfinder = @director.find_path(player: @player, entity: self, goal: @target) if component(:movement)
end
def hit?(x_or_vector, y = nil)
@@ -85,24 +99,28 @@ class IMICRTS
@position.distance(vector) < @radius + 1
end
def draw
@body_image.draw_rot(@position.x, @position.y, @position.z, @angle) if @body_image
@shell_image.draw_rot(@position.x, @position.y, @position.z, @angle, 0.5, 0.5, 1, 1, @player.color)
@overlay_image.draw_rot(@position.x, @position.y, @position.z, @angle, 0.5, 0.5, 1, 1) if @overlay_image
def render
@render = Gosu.render(32, 32, retro: true) do
@body_image.draw(0, 0, 0) if @body_image
@shell_image.draw(0, 0, 0, 1, 1, @player.color)
@overlay_image.draw(0, 0, 0) if @overlay_image
end
end
@turret_body_image.draw_rot(@position.x, @position.y, @position.z, @angle, 0.5, 0.5, 1, 1) if @turret_body_image
@turret_shell_image.draw_rot(@position.x, @position.y, @position.z, @angle, 0.5, 0.5, 1, 1, @player.color) if @turret_shell_image
@turret_overlay_image.draw_rot(@position.x, @position.y, @position.z, @angle, 0.5, 0.5, 1, 1) if @turret_overlay_image
def draw
render unless @render
@render.draw_rot(@position.x, @position.y, @position.z, @angle)
component(:turret).draw if component(:turret)
end
def update
if @movement
# rotate_towards(@target) if @target
rotate_towards(@pathfinder.path_current_node.tile.position) if @pathfinder && @pathfinder.path_current_node
end
if component(:movement)
if component(:movement).pathfinder && component(:movement).pathfinder.path_current_node
component(:movement).rotate_towards(component(:movement).pathfinder.path_current_node.tile.position)
end
if @movement
follow_path
component(:movement).follow_path
end
end
@@ -114,13 +132,6 @@ class IMICRTS
@on_tick = block
end
def follow_path
if @pathfinder && node = @pathfinder.path_current_node
@pathfinder.path_next_node if @pathfinder.at_current_path_node?(self)
@position -= (@position.xy - node.tile.position.xy).normalized * @speed
end
end
def selected_draw
draw_radius
draw_gizmos
@@ -133,15 +144,15 @@ class IMICRTS
def draw_gizmos
Gosu.draw_rect(@position.x - @radius, @position.y - (@radius + 2), @radius * 2, 2, Gosu::Color::GREEN, ZOrder::ENTITY_GIZMOS)
if Setting.enabled?(:debug_pathfinding) && @pathfinder && @pathfinder.path_current_node
if Setting.enabled?(:debug_pathfinding) && component(:movement) && component(:movement).pathfinder && component(:movement).pathfinder.path_current_node
Gosu.draw_line(
@position.x, @position.y, Gosu::Color::RED,
@pathfinder.path_current_node.tile.position.x, @pathfinder.path_current_node.tile.position.y, Gosu::Color::RED,
component(:movement).pathfinder.path_current_node.tile.position.x, component(:movement).pathfinder.path_current_node.tile.position.y, Gosu::Color::RED,
ZOrder::ENTITY_GIZMOS
)
node = @pathfinder.path_current_node
@pathfinder.path[@pathfinder.path_current_node_index..@pathfinder.path.size - 1].each do |next_node|
node = component(:movement).pathfinder.path_current_node
component(:movement).pathfinder.path[component(:movement).pathfinder.path_current_node_index..component(:movement).pathfinder.path.size - 1].each do |next_node|
if node
Gosu.draw_line(
node.tile.position.x, node.tile.position.y, Gosu::Color::RED,
@@ -160,22 +171,6 @@ class IMICRTS
Gosu.draw_line(@position.x, @position.y, @goal_color, @target.x, @target.y, @goal_color, ZOrder::ENTITY_GIZMOS) if @target
end
end
def rotate_towards(vector)
_angle = Gosu.angle(@position.x, @position.y, vector.x, vector.y)
a = (360.0 + (_angle - @angle)) % 360.0
# Fails if vector is directly behind entity
if @angle.between?(_angle - 3, _angle + 3)
@angle = _angle
elsif a < 180
@angle -= 1.0
else
@angle += 1.0
end
@angle %= 360.0
end
end
end