Added initial tools support, minor refactor to sidebar actions

This commit is contained in:
2019-11-27 12:28:43 -06:00
parent 2b1ff35a34
commit 8869ddb3de
17 changed files with 193 additions and 116 deletions

View File

@@ -3,14 +3,17 @@ class IMICRTS
Overlay = Struct.new(:image, :position, :angle, :alpha)
attr_reader :sidebar, :sidebar_actions, :overlays
attr_accessor :selected_entities
def setup
window.show_cursor = true
@options[:networking_mode] ||= :host
@player = Player.new(id: 0)
@director = Director.new(game: self, 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)
@director = Director.new(game: self, map: Map.new(map_file: "maps/test_map.tmx"), networking_mode: @options[:networking_mode])
@player = Player.new(id: 0, spawnpoint: @director.map.spawnpoints.last)
@director.add_player(@player)
@selected_entities = []
@tool = set_tool(:entity_controller)
@overlays = []
@debug_info = CyberarmEngine::Text.new("", y: 10, z: Float::INFINITY, shadow_color: Gosu::Color.rgba(0, 0, 0, 200))
@@ -20,38 +23,8 @@ class IMICRTS
label "SIDEBAR", text_size: 78, margin_bottom: 20
flow(width: 1.0) do
flow(width: 1.0, height: 1.0) do
@sidebar_actions = stack(width: 0.9) do
button("Harvester", width: 1.0) do
@player.entities << Entity.new(
name: :harvester,
director: @director,
player: @player,
id: @player.next_entity_id,
position: CyberarmEngine::Vector.new(rand(window.width), rand(window.height), ZOrder::GROUND_VEHICLE),
angle: rand(360)
)
end
button("Construction Worker", width: 1.0) do
@player.entities << Entity.new(
name: :construction_worker,
director: @director,
player: @player,
id: @player.next_entity_id,
position: CyberarmEngine::Vector.new(rand(window.width), rand(window.height), ZOrder::GROUND_VEHICLE),
angle: rand(360)
)
end
button("Tank", width: 1.0) do
@player.entities << Entity.new(
name: :tank,
director: @director,
player: @player,
id: @player.next_entity_id,
position: CyberarmEngine::Vector.new(rand(window.width), rand(window.height), ZOrder::GROUND_VEHICLE),
angle: rand(360)
)
end
end
# Power meter
@@ -59,49 +32,17 @@ class IMICRTS
background Gosu::Color::GREEN
end
end
button("Leave", width: 1.0, margin_top: 20) do
finalize
push_state(MainMenu)
end
end
# 100.times { |i| [@c, @h, @t].sample.instance_variable_get("@block").call }
spawnpoint = @director.map.spawnpoints.last
# TODO: implement tools
@director.spawn_entity(
player_id: @player.id, name: :construction_yard,
position: CyberarmEngine::Vector.new(spawnpoint.x, spawnpoint.y, ZOrder::BUILDING)
position: CyberarmEngine::Vector.new(@player.spawnpoint.x, @player.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)
position: CyberarmEngine::Vector.new(@player.spawnpoint.x - 64, @player.spawnpoint.y + 64, ZOrder::GROUND_VEHICLE)
)
end
@@ -113,7 +54,7 @@ class IMICRTS
@player.camera.draw do
@director.map.draw(@player.camera)
@director.entities.each(&:draw)
@entity_controller.selected_entities.each(&:selected_draw)
@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))
@@ -123,7 +64,7 @@ class IMICRTS
@overlays.delete(overlay) if overlay.alpha <= 0
end
@entity_controller.draw
@tool.draw if @tool
end
@debug_info.draw if Setting.enabled?(:debug_info_bar)
@@ -134,7 +75,7 @@ class IMICRTS
@director.update
@player.camera.update
@entity_controller.update
@tool.update if @tool
mouse = @player.camera.transform(window.mouse)
tile = @director.map.tile_at(mouse.x / @director.map.tile_size, mouse.y / @director.map.tile_size)
@@ -161,19 +102,23 @@ class IMICRTS
def button_down(id)
super
@entity_controller.button_down(id)
@tool.button_down(id) if @tool
@player.camera.button_down(id) unless @sidebar.hit?(window.mouse_x, window.mouse_y)
end
def button_up(id)
super
@entity_controller.button_up(id)
@tool.button_up(id) if @tool
@player.camera.button_up(id)
end
def set_tool(tool, *args)
pp tool, args
def set_tool(tool, data = {})
unless tool
set_tool(:entity_controller)
else
@tool = Tool.get(tool).new(data, game: self, director: @director, player: @player)
end
end
def finalize