mirror of
https://github.com/cyberarm/i-mic-rts.git
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184 lines
6.0 KiB
Ruby
184 lines
6.0 KiB
Ruby
class IMICRTS
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class Game < CyberarmEngine::GuiState
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Overlay = Struct.new(:image, :position, :angle, :alpha)
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attr_reader :sidebar, :sidebar_actions, :overlays
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def setup
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window.show_cursor = true
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@options[:networking_mode] ||= :host
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@player = Player.new(id: 0)
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@director = Director.new(game: self, map: Map.new(map_file: "maps/test_map.tmx"), networking_mode: @options[:networking_mode], players: [@player])
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@entity_controller = EntityController.new(game: self, director: @director, player: @player)
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@overlays = []
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@debug_info = CyberarmEngine::Text.new("", y: 10, z: Float::INFINITY, shadow_color: Gosu::Color.rgba(0, 0, 0, 200))
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@sidebar = stack(height: 1.0) do
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background [0x55555555, 0x55666666]
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label "SIDEBAR", text_size: 78, margin_bottom: 20
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flow(width: 1.0) do
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@sidebar_actions = stack(width: 0.9) do
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button("Harvester", width: 1.0) do
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@player.entities << Entity.new(
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name: :harvester,
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director: @director,
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player: @player,
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id: @player.next_entity_id,
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position: CyberarmEngine::Vector.new(rand(window.width), rand(window.height), ZOrder::GROUND_VEHICLE),
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angle: rand(360)
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)
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end
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button("Construction Worker", width: 1.0) do
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@player.entities << Entity.new(
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name: :construction_worker,
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director: @director,
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player: @player,
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id: @player.next_entity_id,
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position: CyberarmEngine::Vector.new(rand(window.width), rand(window.height), ZOrder::GROUND_VEHICLE),
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angle: rand(360)
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)
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end
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button("Tank", width: 1.0) do
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@player.entities << Entity.new(
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name: :tank,
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director: @director,
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player: @player,
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id: @player.next_entity_id,
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position: CyberarmEngine::Vector.new(rand(window.width), rand(window.height), ZOrder::GROUND_VEHICLE),
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angle: rand(360)
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)
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end
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end
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# Power meter
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stack(width: 0.1, height: 1.0, align: :bottom) do
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background Gosu::Color::GREEN
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end
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end
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button("Leave", width: 1.0, margin_top: 20) do
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finalize
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push_state(MainMenu)
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end
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end
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# 100.times { |i| [@c, @h, @t].sample.instance_variable_get("@block").call }
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spawnpoint = @director.map.spawnpoints.last
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@director.spawn_entity(
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player_id: @player.id, name: :construction_yard,
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position: CyberarmEngine::Vector.new(spawnpoint.x, spawnpoint.y, ZOrder::BUILDING)
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)
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@director.spawn_entity(
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player_id: @player.id, name: :construction_worker,
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position: CyberarmEngine::Vector.new(spawnpoint.x - 64, spawnpoint.y + 64, ZOrder::GROUND_VEHICLE)
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)
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@director.spawn_entity(
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player_id: @player.id, name: :power_plant,
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position: CyberarmEngine::Vector.new(spawnpoint.x + 64, spawnpoint.y + 64, ZOrder::BUILDING)
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)
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@director.spawn_entity(
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player_id: @player.id, name: :refinery,
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position: CyberarmEngine::Vector.new(spawnpoint.x + 130, spawnpoint.y + 64, ZOrder::BUILDING)
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)
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@director.spawn_entity(
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player_id: @player.id, name: :war_factory,
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position: CyberarmEngine::Vector.new(spawnpoint.x + 130, spawnpoint.y - 64, ZOrder::BUILDING)
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)
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@director.spawn_entity(
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player_id: @player.id, name: :helipad,
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position: CyberarmEngine::Vector.new(spawnpoint.x - 32, spawnpoint.y - 96, ZOrder::BUILDING)
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)
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@director.spawn_entity(
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player_id: @player.id, name: :barracks,
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position: CyberarmEngine::Vector.new(spawnpoint.x - 32, spawnpoint.y + 128, ZOrder::BUILDING)
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)
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end
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def draw
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super
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# Gosu.draw_rect(0, 0, window.width, window.height, Gosu::Color.rgb(10, 175, 35))
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@player.camera.draw do
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@director.map.draw(@player.camera)
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@director.entities.each(&:draw)
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@entity_controller.selected_entities.each(&:selected_draw)
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@overlays.each do |overlay|
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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))
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overlay.angle += 3.0
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overlay.alpha -= 5.0
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@overlays.delete(overlay) if overlay.alpha <= 0
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end
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@entity_controller.draw
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end
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@debug_info.draw if Setting.enabled?(:debug_info_bar)
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end
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def update
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super
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@director.update
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@player.camera.update
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@entity_controller.update
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mouse = @player.camera.transform(window.mouse)
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tile = @director.map.tile_at(mouse.x / @director.map.tile_size, mouse.y / @director.map.tile_size)
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@debug_info.text = %(
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FPS: #{Gosu.fps}
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Aspect Ratio: #{@player.camera.aspect_ratio}
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Zoom: #{@player.camera.zoom}
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Window Mouse X: #{window.mouse.x}
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Window Mouse Y: #{window.mouse.y}
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Camera Position X: #{@player.camera.position.x / @player.camera.zoom}
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Camera Position Y: #{@player.camera.position.y / @player.camera.zoom}
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World Mouse X: #{mouse.x}
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World Mouse Y: #{mouse.y}
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Director Tick: #{@director.current_tick}
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#{ tile ? "Tile: X: #{tile.position.x} Y: #{tile.position.y} Type: #{tile.type}" : ""}
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).lines.map { |line| line.strip }.join("\n")
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@debug_info.x = @sidebar.width + 20
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end
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def button_down(id)
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super
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@entity_controller.button_down(id)
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@player.camera.button_down(id) unless @sidebar.hit?(window.mouse_x, window.mouse_y)
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end
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def button_up(id)
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super
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@entity_controller.button_up(id)
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@player.camera.button_up(id)
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end
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def set_tool(tool, *args)
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pp tool, args
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end
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def finalize
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@director.finalize
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end
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end
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end
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