Files
i-mic-rts/lib/states/game.rb

184 lines
6.0 KiB
Ruby

class IMICRTS
class Game < CyberarmEngine::GuiState
Overlay = Struct.new(:image, :position, :angle, :alpha)
attr_reader :sidebar, :sidebar_actions, :overlays
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)
@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
@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
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
@director.spawn_entity(
player_id: @player.id, name: :construction_yard,
position: CyberarmEngine::Vector.new(spawnpoint.x, 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)
)
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)
@entity_controller.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
@entity_controller.draw
end
@debug_info.draw if Setting.enabled?(:debug_info_bar)
end
def update
super
@director.update
@player.camera.update
@entity_controller.update
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
@entity_controller.button_down(id)
@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)
@player.camera.button_up(id)
end
def set_tool(tool, *args)
pp tool, args
end
def finalize
@director.finalize
end
end
end