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

156 lines
5.1 KiB
Ruby

class IMICRTS
class Game < CyberarmEngine::GuiState
Overlay = Struct.new(:image, :position, :angle, :alpha)
attr_reader :sidebar, :sidebar_actions, :overlays, :director
attr_accessor :selected_entities
def setup
window.show_cursor = true
@options[:networking_mode] ||= :virtual
@options[:map] ||= Map.new(map_file: "maps/test_map.tmx")
@options[:local_player_id] ||= 0
@director = Director.new(game: self, map: @options[:map], networking_mode: @options[:networking_mode])
@options[:players] ||= [
{ id: 0, team: 1, spawnpoint: @director.map.spawnpoints.last, color: :orange },
{ id: 1, team: 2, spawnpoint: @director.map.spawnpoints.first, color: :lightblue }
]
@options[:players].each do |pl|
player = Player.new(id: pl[:id], spawnpoint: pl[:spawnpoint], team: pl[:team], color: TeamColors[pl[:color]])
@player = player if player.id == @options[:local_player_id]
@director.add_player(player)
end
# @player = Player.new(id: 0, spawnpoint: @director.map.spawnpoints.last)
# @player2 = Player.new(id: 1, spawnpoint: @director.map.spawnpoints.first)
# @director.add_player(@player)
# @director.add_player(@player2)
@selected_entities = []
@tool = set_tool(:entity_controller)
@overlays = []
@debug_info = CyberarmEngine::Text.new("", y: 10, z: Float::INFINITY, shadow_color: Gosu::Color.rgba(0, 0, 0, 200))
@sidebar = stack(width: IMICRTS::MENU_WIDTH, height: 1.0, padding: IMICRTS::MENU_PADDING) do
background [0x55555555, 0x55666666]
label "SIDEBAR", text_size: 78, margin_bottom: 20
flow(width: 1.0, height: 1.0) do
@sidebar_actions = stack(width: 0.9) do
end
# Power meter
stack(width: 0.1, height: 1.0, align: :bottom) do
background Gosu::Color::GREEN
end
end
end
@director.players.each do |player|
construction_yard = @director.spawn_entity(
player_id: player.id, name: :construction_yard,
position: CyberarmEngine::Vector.new(player.spawnpoint.x, player.spawnpoint.y, ZOrder::BUILDING)
)
construction_yard.component(:building).data.construction_progress = Entity.get(construction_yard.name).build_steps
@director.each_tile(@director.map.world_to_grid(construction_yard.position), construction_yard.name) do |tile, space_required|
if space_required == true
tile.entity = construction_yard
else
tile.reserved = construction_yard
end
end
@director.spawn_entity(
player_id: player.id, name: :construction_worker,
position: CyberarmEngine::Vector.new(player.spawnpoint.x - 64, player.spawnpoint.y + 64, ZOrder::GROUND_VEHICLE)
)
end
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
@tool.draw if @tool
end
@debug_info.draw if Setting.enabled?(:debug_info_bar)
end
def update
super
@director.update
@player.camera.update
@tool.update if @tool
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
@tool.button_down(id) if @tool
@player.camera.button_down(id) unless @sidebar.hit?(window.mouse_x, window.mouse_y)
push_state(PauseMenu) if id == Gosu::KB_ESCAPE
end
def button_up(id)
super
@tool.button_up(id) if @tool
@player.camera.button_up(id)
end
def set_tool(tool, data = {})
unless tool
set_tool(:entity_controller)
else
@tool = Tool.get(tool).new(data, game: self, director: @director, player: @player)
end
end
def finalize
@director.finalize
end
end
end