class IMICRTS class Game < CyberarmEngine::GuiState def setup @units = [] @camera = Camera.new @mouse_pos = CyberarmEngine::Text.new("X: 0\nY: 0", x: 500, y: 10, z: Float::INFINITY) @sidebar = stack(height: 1.0) do background [0x55555555, 0x55666666] label "SIDEBAR", text_size: 78, margin_bottom: 20 @h = button("Harvester", width: 1.0) do @units << Entity.new( images: Gosu::Image.new("assets/vehicles/harvester/images/harvester.png", retro: true), position: CyberarmEngine::Vector.new(rand(window.width), rand(window.height), ZOrder::GROUND_VEHICLE), angle: rand(360) ) end @c = button("Construction Worker", width: 1.0) do @units << Entity.new( images: Gosu::Image.new("assets/vehicles/construction_worker/images/construction_worker.png", retro: true), position: CyberarmEngine::Vector.new(rand(window.width), rand(window.height), ZOrder::GROUND_VEHICLE), angle: rand(360) ) end button("Leave", width: 1.0, margin_top: 20) do finalize push_state(MainMenu) end end 100.times { |i| [@c, @h].sample.instance_variable_get("@block").call } end def draw super Gosu.draw_rect(0, 0, window.width, window.height, Gosu::Color.rgb(10, 175, 35)) @camera.draw do @units.each(&:draw) draw_rect(@anchor.x - 10, @anchor.y - 10, 20, 20, Gosu::Color::RED, Float::INFINITY) if @anchor draw_rect(@camera.center.x - 10, @camera.center.y - 10, 20, 20, Gosu::Color::BLACK, Float::INFINITY) mouse = @camera.mouse_pick(window.mouse_x, window.mouse_y) draw_rect(mouse.x - 10, mouse.y - 10, 20, 20, Gosu::Color::YELLOW, Float::INFINITY) end @mouse_pos.draw end def update super @camera.update if @anchor @camera.center_around(@anchor, 0.9) end mouse = @camera.mouse_pick(window.mouse_x, window.mouse_y) @mouse_pos.text = "Aspect Ratio: #{@camera.aspect_ratio}\nZoom: #{@camera.zoom}\nX: #{window.mouse_x}\nY: #{window.mouse_y}\n\nX: #{mouse.x}\nY: #{mouse.y}" end def button_down(id) super case id when Gosu::MS_LEFT unless @sidebar.hit?(window.mouse_x, window.mouse_y) @anchor = @camera.mouse_pick(window.mouse_x, window.mouse_y) end when Gosu::MS_RIGHT @anchor = nil end @camera.button_down(id) unless @sidebar.hit?(window.mouse_x, window.mouse_y) end def button_up(id) super @camera.button_up(id) end def finalize # TODO: Release bound objects/remove self from Window.states array end end end