class IMICRTS class Game < CyberarmEngine::GuiState def setup window.show_cursor = true @player = Player.new(id: 0) @director = Director.new(map: nil, players: [@player]) @selected_entities = [] @debug_info = 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 flow do @buttons = stack(width: 75) do @h = button("Harvester", width: 1.0) do @player.entities << Entity.new( id: @player.next_entity_id, images: Gosu::Image.new("#{ASSETS_PATH}/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 @player.entities << Entity.new( id: @player.next_entity_id, images: Gosu::Image.new("#{ASSETS_PATH}/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 end stack(width: 0.25, height: 1.0) 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].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)) @player.camera.draw(0, 0, window.width, window.height) do @director.entities.each(&:draw) @selected_entities.each(&:selected_draw) # 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) Gosu.draw_rect(@box.min.x, @box.min.y, @box.width, @box.height, Gosu::Color.rgba(50, 50, 50, 150), Float::INFINITY) if @box end @debug_info.draw end def update super @director.update @player.camera.update @selected_entities.each do |ent| ent.rotate_towards(@goal) if @goal end if @selection_start select_entities end mouse = @player.camera.mouse_pick(window.mouse_x, window.mouse_y) @debug_info.text = %( Aspect Ratio: #{@player.camera.aspect_ratio} Zoom: #{@player.camera.zoom} Window Mouse X: #{window.mouse_x} Window Mouse Y: #{window.mouse_y} World Mouse X: #{mouse.x} World Mouse Y: #{mouse.y} Director Tick: #{@director.current_tick} ).lines.map { |line| line.strip }.join("\n") @debug_info.x = @sidebar.width + 20 end def button_down(id) super case id when Gosu::MS_LEFT unless @sidebar.hit?(window.mouse_x, window.mouse_y) @selection_start = CyberarmEngine::Vector.new(window.mouse_x, window.mouse_y) - @player.camera.position end when Gosu::MS_RIGHT @anchor = nil 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 @goal = @player.camera.mouse_pick(window.mouse_x, window.mouse_y) when Gosu::MS_LEFT @box = nil @selection_start = nil @director.issue_order(Order::SELECTED_UNITS, @player.id, @selected_entities) end @player.camera.button_up(id) end def select_entities @box = CyberarmEngine::BoundingBox.new(@selection_start, CyberarmEngine::Vector.new(window.mouse_x, window.mouse_y) - @player.camera.position) 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 # TODO: Release bound objects/remove self from Window.states array end end end