class IMICRTS class Game < CyberarmEngine::GuiState Overlay = Struct.new(:image, :position, :angle, :alpha) attr_reader :sidebar, :sidebar_actions, :overlays, :director attr_accessor :selected_entities def setup window.show_cursor = true @options[:networking_mode] ||= :virtual @options[:map] ||= Map.new(map_file: "maps/test_map.tmx") @options[:local_player_id] ||= 0 @director = Director.new(game: self, map: @options[:map], networking_mode: @options[:networking_mode]) @options[:players] ||= [ { id: 0, team: 1, spawnpoint: @director.map.spawnpoints.last, color: :orange }, { id: 1, team: 2, spawnpoint: @director.map.spawnpoints.first, color: :lightblue } ] @options[:players].each do |pl| player = Player.new(id: pl[:id], spawnpoint: pl[:spawnpoint], team: pl[:team], color: TeamColors[pl[:color]]) @player = player if player.id == @options[:local_player_id] @director.add_player(player) end # @player = Player.new(id: 0, spawnpoint: @director.map.spawnpoints.last) # @player2 = Player.new(id: 1, spawnpoint: @director.map.spawnpoints.first) # @director.add_player(@player) # @director.add_player(@player2) @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)) @sidebar = stack(width: IMICRTS::MENU_WIDTH, height: 1.0, padding: IMICRTS::MENU_PADDING) do background [0x55555555, 0x55666666] label "SIDEBAR", text_size: 78, margin_bottom: 20 flow(width: 1.0, height: 1.0) do @sidebar_actions = stack(width: 0.9) do end # Power meter stack(width: 0.1, height: 1.0, align: :bottom) do background Gosu::Color::GREEN end end end @director.players.each do |player| construction_yard = @director.spawn_entity( player_id: player.id, name: :construction_yard, position: CyberarmEngine::Vector.new(player.spawnpoint.x, player.spawnpoint.y, ZOrder::BUILDING) ) construction_yard.component(:building).data.construction_progress = Entity.get(construction_yard.name).build_steps @director.each_tile(@director.map.world_to_grid(construction_yard.position), construction_yard.name) do |tile, space_required| if space_required == true tile.entity = construction_yard else tile.reserved = construction_yard end end @director.spawn_entity( player_id: player.id, name: :construction_worker, position: CyberarmEngine::Vector.new(player.spawnpoint.x - 64, player.spawnpoint.y + 64, ZOrder::GROUND_VEHICLE) ) end end def draw super # Gosu.draw_rect(0, 0, window.width, window.height, Gosu::Color.rgb(10, 175, 35)) @player.camera.draw do @director.map.draw(@player.camera) @director.entities.each(&: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)) overlay.angle += 3.0 overlay.alpha -= 5.0 @overlays.delete(overlay) if overlay.alpha <= 0 end @tool.draw if @tool end @debug_info.draw if Setting.enabled?(:debug_info_bar) end def update super @director.update @player.camera.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) @debug_info.text = %( FPS: #{Gosu.fps} Aspect Ratio: #{@player.camera.aspect_ratio} Zoom: #{@player.camera.zoom} Window Mouse X: #{window.mouse.x} Window Mouse Y: #{window.mouse.y} Camera Position X: #{@player.camera.position.x / @player.camera.zoom} Camera Position Y: #{@player.camera.position.y / @player.camera.zoom} World Mouse X: #{mouse.x} World Mouse Y: #{mouse.y} Director Tick: #{@director.current_tick} #{ tile ? "Tile: X: #{tile.position.x} Y: #{tile.position.y} Type: #{tile.type}" : ""} ).lines.map { |line| line.strip }.join("\n") @debug_info.x = @sidebar.width + 20 end def button_down(id) super @tool.button_down(id) if @tool @player.camera.button_down(id) unless @sidebar.hit?(window.mouse_x, window.mouse_y) push_state(PauseMenu) if id == Gosu::KB_ESCAPE end def button_up(id) super @tool.button_up(id) if @tool @player.camera.button_up(id) end 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 @director.finalize end end end