Moved entity selection/order giving into EntityController

This commit is contained in:
2019-11-21 10:21:25 -06:00
parent fa0eabd52f
commit 637708dd5a
6 changed files with 142 additions and 109 deletions

View File

@@ -40,6 +40,7 @@ require_relative "lib/order"
require_relative "lib/friendly_hash"
require_relative "lib/director"
require_relative "lib/player"
require_relative "lib/entity_controller"
require_relative "lib/connection"
require_relative "lib/networking/protocol"

View File

@@ -97,15 +97,13 @@ class IMICRTS
end
def move_to(x, y, zoom)
@velocity *= 0.0
@position.x, @position.y = x, y
@zoom = zoom
end
def button_down(id)
case id
when Gosu::KB_H
@position.x, @position.y = 0.0, 0.0
@velocity *= 0.0
when Gosu::MS_WHEEL_UP
@zoom = (@zoom + 0.25).clamp(@min_zoom, @max_zoom)
when Gosu::MS_WHEEL_DOWN

View File

@@ -100,6 +100,18 @@ class IMICRTS
end
end
def spawn_entity(player_id:, name:, position:)
_player = player(player_id)
_player.entities << Entity.new(
name: name,
director: self,
player: _player,
id: _player.next_entity_id,
position: position,
angle: 0
)
end
def entities
@players.map { |player| player.entities }.flatten

86
lib/entity_controller.rb Normal file
View File

@@ -0,0 +1,86 @@
class IMICRTS
# Handles entity de/selection and order manipulation
class EntityController
attr_reader :selected_entities
def initialize(game:, director:, player:)
@game = game
@director = director
@player = player
@drag_start = CyberarmEngine::Vector.new
@selected_entities = []
end
def draw
Gosu.draw_rect(
@box.min.x, @box.min.y,
@box.width, @box.height,
Gosu::Color.rgba(50, 50, 50, 150), ZOrder::SELECTION_BOX
) if @box
end
def update
if @selection_start
select_entities
end
end
def button_down(id)
case id
when Gosu::KB_H
ent = @player.entities.find { |ent| ent.name == :construction_yard }
ent ||= @player.entities.find { |ent| ent.name == :construction_worker }
ent ||= @player.starting_position
@player.camera.move_to(
@game.window.width / 2 - ent.position.x,
@game.window.height / 2 - ent.position.y,
@player.camera.zoom
)
when Gosu::KB_S
@director.schedule_order(Order::STOP, @player.id)
when Gosu::MS_LEFT
unless @game.sidebar.hit?(@game.window.mouse_x, @game.window.mouse_y)
@selection_start = @player.camera.transform(@game.window.mouse)
end
when Gosu::MS_RIGHT
@director.schedule_order(Order::MOVE, @player.id, @player.camera.transform(@game.window.mouse))
@game.overlays << Game::Overlay.new(Gosu::Image.new("#{IMICRTS::ASSETS_PATH}/cursors/move.png"), @player.camera.transform(@game.window.mouse), 0, 255)
@game.overlays.last.position.z = ZOrder::OVERLAY
end
end
def button_up(id)
case id
when Gosu::MS_RIGHT
when Gosu::MS_LEFT
@box = nil
@selection_start = nil
diff = (@player.selected_entities - @selected_entities)
@director.schedule_order(Order::DESELECTED_UNITS, @player.id, diff)
@director.schedule_order(Order::SELECTED_UNITS, @player.id, @selected_entities)
end
end
def select_entities
transform = @player.camera.transform(@game.window.mouse)
@box = CyberarmEngine::BoundingBox.new(@selection_start.xy, transform.xy)
selected_entities = @player.entities.select do |ent|
@box.point?(ent.position) ||
@box.point?(ent.position - ent.radius) || @box.point?(ent.position + ent.radius)
end
if Gosu.button_down?(Gosu::KB_LEFT_SHIFT) || Gosu.button_down?(Gosu::KB_RIGHT_SHIFT)
@selected_entities = @selected_entities.union(selected_entities)
else
@selected_entities = selected_entities
end
end
end
end

View File

@@ -88,6 +88,5 @@ class IMICRTS
end
Dir.glob("#{IMICRTS::GAME_ROOT_PATH}/lib/particle_emitters/**/*.rb").each do |emitter|
p emitter
require_relative emitter
end

View File

@@ -1,14 +1,16 @@
class IMICRTS
class Game < CyberarmEngine::GuiState
Overlay = Struct.new(:image, :position, :angle, :alpha)
attr_reader :sidebar, :overlays
def setup
window.show_cursor = true
@options[:networking_mode] ||= :host
@player = Player.new(id: 0)
@director = Director.new(map: Map.new(map_file: "maps/test_map.tmx"), networking_mode: @options[:networking_mode], players: [@player])
@entity_controller = EntityController.new(game: self, director: @director, player: @player)
@selected_entities = []
@overlays = []
@debug_info = CyberarmEngine::Text.new("", y: 10, z: Float::INFINITY, shadow_color: Gosu::Color.rgba(0, 0, 0, 200))
@@ -67,62 +69,40 @@ class IMICRTS
# 100.times { |i| [@c, @h, @t].sample.instance_variable_get("@block").call }
spawnpoint = @director.map.spawnpoints.last
@player.entities << Entity.new(
name: :construction_yard,
director: @director,
player: @player,
id: @player.next_entity_id,
position: CyberarmEngine::Vector.new(spawnpoint.x, spawnpoint.y, ZOrder::BUILDING),
angle: 0
)
@player.entities << Entity.new(
name: :construction_worker,
director: @director,
player: @player,
id: @player.next_entity_id,
position: CyberarmEngine::Vector.new(spawnpoint.x - 64, spawnpoint.y + 64, ZOrder::GROUND_VEHICLE),
angle: 0
)
@player.entities << Entity.new(
name: :power_plant,
director: @director,
player: @player,
id: @player.next_entity_id,
position: CyberarmEngine::Vector.new(spawnpoint.x + 64, spawnpoint.y + 64, ZOrder::BUILDING),
angle: 0
)
@player.entities << Entity.new(
name: :refinery,
director: @director,
player: @player,
id: @player.next_entity_id,
position: CyberarmEngine::Vector.new(spawnpoint.x + 130, spawnpoint.y + 64, ZOrder::BUILDING),
angle: 0
)
@player.entities << Entity.new(
name: :war_factory,
director: @director,
player: @player,
id: @player.next_entity_id,
position: CyberarmEngine::Vector.new(spawnpoint.x + 130, spawnpoint.y - 64, ZOrder::BUILDING),
angle: 0
)
@player.entities << Entity.new(
name: :helipad,
director: @director,
player: @player,
id: @player.next_entity_id,
position: CyberarmEngine::Vector.new(spawnpoint.x - 32, spawnpoint.y - 96, ZOrder::BUILDING),
angle: 0
)
@player.entities << Entity.new(
name: :barracks,
director: @director,
player: @player,
id: @player.next_entity_id,
position: CyberarmEngine::Vector.new(spawnpoint.x - 32, spawnpoint.y + 128, ZOrder::BUILDING),
angle: 0
)
@director.spawn_entity(
player_id: @player.id, name: :construction_yard,
position: CyberarmEngine::Vector.new(spawnpoint.x, spawnpoint.y, ZOrder::BUILDING)
)
@director.spawn_entity(
player_id: @player.id, name: :construction_worker,
position: CyberarmEngine::Vector.new(spawnpoint.x - 64, spawnpoint.y + 64, ZOrder::GROUND_VEHICLE)
)
@director.spawn_entity(
player_id: @player.id, name: :power_plant,
position: CyberarmEngine::Vector.new(spawnpoint.x + 64, spawnpoint.y + 64, ZOrder::BUILDING)
)
@director.spawn_entity(
player_id: @player.id, name: :refinery,
position: CyberarmEngine::Vector.new(spawnpoint.x + 130, spawnpoint.y + 64, ZOrder::BUILDING)
)
@director.spawn_entity(
player_id: @player.id, name: :war_factory,
position: CyberarmEngine::Vector.new(spawnpoint.x + 130, spawnpoint.y - 64, ZOrder::BUILDING)
)
@director.spawn_entity(
player_id: @player.id, name: :helipad,
position: CyberarmEngine::Vector.new(spawnpoint.x - 32, spawnpoint.y - 96, ZOrder::BUILDING)
)
@director.spawn_entity(
player_id: @player.id, name: :barracks,
position: CyberarmEngine::Vector.new(spawnpoint.x - 32, spawnpoint.y + 128, ZOrder::BUILDING)
)
end
def draw
@@ -133,7 +113,7 @@ class IMICRTS
@player.camera.draw do
@director.map.draw(@player.camera)
@director.entities.each(&:draw)
@selected_entities.each(&:selected_draw)
@entity_controller.selected_entities.each(&:selected_draw)
@overlays.each do |overlay|
overlay.image.draw_rot(overlay.position.x, overlay.position.y, overlay.position.z, overlay.angle, 0.5, 0.5, 1, 1, Gosu::Color.rgba(255, 255, 255, overlay.alpha))
@@ -143,7 +123,7 @@ class IMICRTS
@overlays.delete(overlay) if overlay.alpha <= 0
end
Gosu.draw_rect(@box.min.x, @box.min.y, @box.width, @box.height, Gosu::Color.rgba(50, 50, 50, 150), ZOrder::SELECTION_BOX) if @box
@entity_controller.draw
end
@debug_info.draw if Setting.enabled?(:debug_info_bar)
@@ -154,10 +134,7 @@ class IMICRTS
@director.update
@player.camera.update
if @selection_start
select_entities
end
@entity_controller.update
mouse = @player.camera.transform(window.mouse)
tile = @director.map.tile_at(mouse.x / @director.map.tile_size, mouse.y / @director.map.tile_size)
@@ -184,57 +161,17 @@ class IMICRTS
def button_down(id)
super
case id
when Gosu::KB_S
@director.schedule_order(Order::STOP, @player.id)
when Gosu::MS_LEFT
unless @sidebar.hit?(window.mouse_x, window.mouse_y)
@selection_start = @player.camera.transform(window.mouse)
end
when Gosu::MS_RIGHT
@director.schedule_order(Order::MOVE, @player.id, @player.camera.transform(window.mouse))
@overlays << Overlay.new(Gosu::Image.new("#{IMICRTS::ASSETS_PATH}/cursors/move.png"), @player.camera.transform(window.mouse), 0, 255)
@overlays.last.position.z = ZOrder::OVERLAY
end
@entity_controller.button_down(id)
@player.camera.button_down(id) unless @sidebar.hit?(window.mouse_x, window.mouse_y)
end
def button_up(id)
super
case id
when Gosu::MS_RIGHT
when Gosu::MS_LEFT
@box = nil
@selection_start = nil
diff = (@player.selected_entities - @selected_entities)
@director.schedule_order(Order::DESELECTED_UNITS, @player.id, diff)
@director.schedule_order(Order::SELECTED_UNITS, @player.id, @selected_entities)
end
@entity_controller.button_up(id)
@player.camera.button_up(id)
end
def select_entities
@box = CyberarmEngine::BoundingBox.new(@selection_start, @player.camera.transform(window.mouse))
selected_entities = @player.entities.select do |ent|
@box.point?(ent.position - ent.radius) ||
@box.point?(ent.position + ent.radius)
end
if Gosu.button_down?(Gosu::KB_LEFT_SHIFT) || Gosu.button_down?(Gosu::KB_RIGHT_SHIFT)
@selected_entities = @selected_entities.union(selected_entities)
else
@selected_entities = selected_entities
end
end
def finalize
@director.finalize
end