class IMICRTS class Game < CyberarmEngine::GuiState Overlay = Struct.new(:image, :position, :angle, :alpha) 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]) @selected_entities = [] @overlays = [] @debug_info = CyberarmEngine::Text.new("", y: 10, z: Float::INFINITY, shadow_color: Gosu::Color.rgba(0, 0, 0, 200)) @sidebar = stack(height: 1.0) do background [0x55555555, 0x55666666] label "SIDEBAR", text_size: 78, margin_bottom: 20 flow(width: 1.0) do @buttons = stack(width: 0.9) do @h = 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 @c = 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 @t = 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 stack(width: 0.1, height: 1.0, align: :bottom) do 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 @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 ) 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 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 @debug_info.draw if Setting.enabled?(:debug_info_bar) end def update super @director.update @player.camera.update if @selection_start select_entities end 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 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 @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 @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 end end