Fixed coordinate system and finally got zoom working

This commit is contained in:
2026-06-14 10:32:38 -06:00
parent 66c23a39fe
commit 4ce0dc3c18
3 changed files with 142 additions and 112 deletions
+24 -18
View File
@@ -2,36 +2,42 @@
## A number consumer that will create numbers when an extractor is placed on it.
CONSUMER_DEBUG = false
BORDER = 2
SIZE = 3
class Consumer
attr_reader :x, :y
attr_reader :draw_x, :draw_y
# Create consumer at a position with the number and rate specified
# @param x [Integer] X position to start at
# @param y [Integer] Y position to start at
# @param number [Integer] The number to produce
# @param rate [Integer] The speed in numbers per second to produce
def initialize(x, y)
@x = x
@y = y
@image = Gosu.render(30, 30) {Gosu.draw_rect(0, 0, 30, 30, Gosu::Color::GREEN, 0)}
#Gosu::Image.new('assets/images/background_square.png', {:tileable => true})
def initialize(x, y, box_size, screen_width, screen_height)
@x = x - SIZE / 2
@y = y - SIZE / 2
@box_size = box_size
@screen_width = screen_width
@screen_height = screen_height
@image = Gosu.render((SIZE * @box_size) - (2 * BORDER), (SIZE * @box_size) - (2 * BORDER)) {
Gosu.draw_rect(0, 0, (SIZE * @box_size) - (2 * BORDER), (SIZE * @box_size) - (2 * BORDER), Gosu::Color::GREEN, 0)
}
end
# Creates numbers depending on the rate. This is done with knowing that the
# game is 30 fps so we use that for a counter
# Consumes numbers created
# @param delta_mult [Float] The delta multiplier for any actions
def update(delta_mult)
# @param camera_x [Integer] The camera X position
# @param camera_y [Integer] The camera Y position
# @param camera_zoom [Float] The camera zoom
def update(delta_mult, camera_x, camera_y, camera_zoom)
@draw_x = (((((@screen_width / @box_size.to_f) / 2.0) + (@x - camera_x) * camera_zoom) * @box_size) + BORDER * camera_zoom)
@draw_y = (((((@screen_height / @box_size.to_f) / 2.0) + (@y - camera_y) * camera_zoom) * @box_size) + BORDER * camera_zoom)
@camera_zoom = camera_zoom
end
# Draw the consumer. Uses the camera x and y to shift where it should draw
# @param camera_x [Integer] The camera X position
# @param camera_y [Integer] The camera Y position
# @param camera_zoom [Float] The camera zoom
def draw(camera_x, camera_y, camera_zoom)
if CONSUMER_DEBUG
def draw()
if PRODUCER_DEBUG
puts "Drawing at #{@x - camera_x}, #{@y - camera_y}"
end
@image.draw(camera_zoom * (@x - camera_x), camera_zoom * (@y - camera_y), 0, camera_zoom, camera_zoom)
@image.draw(@draw_x, @draw_y, 0, @camera_zoom, @camera_zoom)
end
end
+101 -84
View File
@@ -9,23 +9,24 @@ require './producer.rb'
require './consumer.rb'
# Viewport resolution
WIDTH = 640*2
HEIGHT = 480*2
WIDTH = 1920
HEIGHT = 1080
BOX_SIZE = 64
# Default game settings
GAME_SAVE_DIRECTORY = 'game_save_data'
GAME_WIDTH = 10000
GAME_HEIGHT = 10000
GAME_PRODUCER_CHANCE = 0.005
GAME_WIDTH = 101 # Odd numbers look best, in squares
GAME_HEIGHT = 101
GAME_PRODUCER_CHANCE = 0.01
GAME_PRODUCER_VALUE_MULT = 0.1
GAME_PRODUCER_BASE_SPEED = 1
# Camera settings
CAMERA_MOVE_RANGE = 10
CAMERA_MOVE_SPEED = 1
CAMERA_MOVE_MAX_SPEED = (CAMERA_MOVE_RANGE * CAMERA_MOVE_SPEED / 2).to_i
CAMERA_MIN_ZOOM = 0.7
CAMERA_MAX_ZOOM = 5
CAMERA_MOVE_MAX_SPEED = 5
CAMERA_MIN_ZOOM = 16 # Boxes across
CAMERA_MAX_ZOOM = 80 # Boxes across
class NumFactory < Gosu::Window
def initialize
@@ -34,14 +35,14 @@ class NumFactory < Gosu::Window
@background_color = Gosu::Color::BLUE
### CAMERA ###
# camera_x [Integer] Used to know the x position of the camera
# camera_y [Integer] Used to know the y position of the camera
# camera_zoom [Float] Used to know the zoom of the camera
@camera_x = 0
@camera_y = 0
@camera_zoom = 1.0
@camera_boxes = 30 # Default zoom
@camera_zoom = 1
@camera_x_zoom_offset = WIDTH.to_f / (@camera_boxes * BOX_SIZE * 2).to_f
@camera_y_zoom_offset = HEIGHT.to_f / (@camera_boxes * BOX_SIZE * 2).to_f
# Load from file or initialize a new game
begin
game_save_data = YAML.load_file("#{GAME_SAVE_DIRECTORY}/positions.yaml")
puts game_save_data
@@ -65,39 +66,46 @@ class NumFactory < Gosu::Window
# Loop through and place producers
center_x = (@game_width / 60).to_i
center_y = (@game_height / 60).to_i
center_x = ((@game_width - 1) / 2).to_i
center_y = ((@game_height - 1) / 2).to_i
# Move the camera to the center of the map:
@camera_x = center_x * 30 - WIDTH / 2
@camera_y = center_y * 30 - HEIGHT / 2
@consumers.append(
Consumer.new(center_x * 30, center_y * 30),
Consumer.new(center_x, center_y, BOX_SIZE, WIDTH, HEIGHT),
)
# The value of the producer is proportional to the distance from the center
((@game_width / 30).to_i).times do |xx|
(@game_height / 30).to_i.times do |yy|
((@game_width).to_i).times do |xx|
(@game_height).to_i.times do |yy|
if rand < GAME_PRODUCER_CHANCE
# Place a producer:
@producers.append(
Producer.new(
xx * 30,
yy * 30,
xx,
yy,
(Math.sqrt((xx - center_x)**2 + (yy - center_y) ** 2) * GAME_PRODUCER_VALUE_MULT).to_i,
GAME_PRODUCER_BASE_SPEED)
GAME_PRODUCER_BASE_SPEED,
BOX_SIZE,
WIDTH,
HEIGHT,
)
)
end
end
end
end # End file loading
@background = Gosu.render(@game_width, @game_height) {
# Move the camera to the center of the map:
@camera_x = @game_width / 2
@camera_y = @game_height / 2
# Render the background
@background = Gosu.render(@game_width * BOX_SIZE, @game_height * BOX_SIZE) {
im = Gosu::Image.new('assets/images/background_square.png', {:tileable => true})
(@game_width / 30).to_i.times do |ww|
(@game_height / 30).to_i.times do |hh|
im.draw(ww * 30, hh * 30)
zoom = BOX_SIZE / 30.0
(@game_width).to_i.times do |ww|
puts ww
(@game_height).to_i.times do |hh|
im.draw(ww * BOX_SIZE, hh * BOX_SIZE, 0, zoom, zoom)
end
end
}
@@ -111,24 +119,35 @@ class NumFactory < Gosu::Window
def button_down(id)
if id == Gosu::KB_ESCAPE
close
elsif id == Gosu::MS_WHEEL_UP
@camera_zoom *= 1.1
if @camera_zoom > CAMERA_MAX_ZOOM
@camera_zoom = CAMERA_MAX_ZOOM
else
@camera_x *= 1.0125
@camera_y *= 1.0125
elsif [Gosu::MS_WHEEL_UP, Gosu::KB_Z].include? id
@camera_boxes -= 2
if @camera_boxes < CAMERA_MIN_ZOOM
@camera_boxes = CAMERA_MIN_ZOOM
end
elsif id == Gosu::MS_WHEEL_DOWN
@camera_zoom *= 0.9
if @camera_zoom < CAMERA_MIN_ZOOM
@camera_zoom = CAMERA_MIN_ZOOM
else
@camera_x *= 0.985
@camera_y *= 0.985
@camera_zoom = WIDTH / (@camera_boxes * BOX_SIZE).to_f
@camera_x_zoom_offset = WIDTH.to_f / (@camera_boxes * BOX_SIZE * 2).to_f
@camera_y_zoom_offset = HEIGHT.to_f / (@camera_boxes * BOX_SIZE * 2).to_f
elsif [Gosu::MS_WHEEL_DOWN, Gosu::KB_X].include? id
@camera_boxes += 2
if @camera_boxes > CAMERA_MAX_ZOOM
@camera_boxes = CAMERA_MAX_ZOOM
end
@camera_zoom = WIDTH.to_f / (@camera_boxes * BOX_SIZE).to_f
@camera_x_zoom_offset = WIDTH.to_f / (@camera_boxes * BOX_SIZE * 2).to_f
@camera_y_zoom_offset = HEIGHT.to_f / (@camera_boxes * BOX_SIZE * 2).to_f
elsif id == Gosu::KB_DOWN
@camera_y += 1
elsif id == Gosu::KB_UP
@camera_y -= 1
elsif id == Gosu::KB_LEFT
@camera_x -= 1
elsif id == Gosu::KB_RIGHT
@camera_x += 1
elsif id == Gosu::KB_SPACE
@camera_zoom = 1.0
@camera_boxes = 30
@camera_zoom = WIDTH.to_f / (@camera_boxes * BOX_SIZE).to_f
@camera_x_zoom_offset = WIDTH.to_f / (@camera_boxes * BOX_SIZE * 2).to_f
@camera_y_zoom_offset = HEIGHT.to_f / (@camera_boxes * BOX_SIZE * 2).to_f
else
super
end
@@ -141,13 +160,13 @@ class NumFactory < Gosu::Window
delta_mult = @delta_time * 30
#puts "Time: #{@delta_time}, Mult: #{delta_mult}" # Timing debug
@tick_time = Time.now()
### CAMERA ###
# Move the camera if needed
if self.mouse_x < CAMERA_MOVE_RANGE
@camera_x -= ([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - self.mouse_x ) / 2)).to_i, CAMERA_MOVE_MAX_SPEED].min * delta_mult * @camera_zoom)
@camera_x -= ([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - self.mouse_x ) / 5)).to_i, CAMERA_MOVE_MAX_SPEED].min * delta_mult)
elsif self.mouse_x > WIDTH - CAMERA_MOVE_RANGE
@camera_x += ([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - (WIDTH - self.mouse_x) ) / 2)).to_i, CAMERA_MOVE_MAX_SPEED].min * delta_mult * @camera_zoom)
@camera_x += ([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - (WIDTH - self.mouse_x) ) / 2)).to_i, CAMERA_MOVE_MAX_SPEED].min * delta_mult)
end
if self.mouse_y < CAMERA_MOVE_RANGE
@@ -155,30 +174,24 @@ class NumFactory < Gosu::Window
elsif self.mouse_y > HEIGHT - CAMERA_MOVE_RANGE
@camera_y += ([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - (HEIGHT - (self.mouse_y + 1)) ) / 2)).to_i, CAMERA_MOVE_MAX_SPEED].min * delta_mult)
end
# Prevent camera from leaving the screen
@camera_x = [@camera_x, -10].max
@camera_x = [@camera_x, @game_width - (WIDTH / @camera_zoom) + 10].min
@camera_y = [@camera_y, -10].max
@camera_y = [@camera_y, @game_height - (HEIGHT / @camera_zoom) + 10].min
# Setup variables used to know what portions of the screen need to be rendered
@camera_max_x = [@game_width, @camera_x + (WIDTH / @camera_zoom)].min
@camera_min_x = [0, @camera_x].max
@camera_max_y = [@game_height, @camera_y + (WIDTH / @camera_zoom)].min
@camera_min_y = [0, @camera_y].max
@camera_x = [@camera_x, 0].max
@camera_x = [@camera_x, @game_width].min
@camera_y = [@camera_y, 0].max
@camera_y = [@camera_y, @game_width].min
### ITEMS ###
@producers.each do |producer|
producer.update(delta_mult)
producer.update(delta_mult, @camera_x, @camera_y, @camera_zoom)
end
@belts.each do |belt|
belt.update(delta_mult)
end
@consumers.each do |consumer|
consumer.update(delta_mult)
consumer.update(delta_mult, @camera_x, @camera_y, @camera_zoom)
end
end
@@ -186,37 +199,41 @@ class NumFactory < Gosu::Window
def draw
# Draw mouse coords:
onscreen_items = 0
Gosu.draw_rect(
[(@camera_min_x - @camera_x) * @camera_zoom, self.width].min,
[(@camera_min_y - @camera_y) * @camera_zoom, self.width].min,
[self.width, (@camera_max_x - @camera_x) * @camera_zoom].min,
[self.height, (@camera_max_y - @camera_y) * @camera_zoom].min,
@background_color, 0)
@background.draw(0, 0, 0, @camera_zoom, @camera_zoom)
@background.draw(
(((((WIDTH / BOX_SIZE.to_f) / 2.0) - (@camera_x * @camera_zoom)) * (BOX_SIZE))),
((((HEIGHT / BOX_SIZE.to_f) / 2.0) - (@camera_y * @camera_zoom)) * (BOX_SIZE)),
0,
@camera_zoom,
@camera_zoom
)
@producers.each do |producer|
if producer.x <= @camera_max_x && producer.x >= @camera_min_x
if producer.y <= @camera_max_y && producer.y >= @camera_min_y
producer.draw(@camera_x, @camera_y, @camera_zoom)
if producer.draw_x <= WIDTH && producer.draw_x >= 0
if producer.draw_y <= HEIGHT && producer.draw_y >= 0
producer.draw()
onscreen_items += 1
end
end
end
@consumers.each do |consumer|
if consumer.x <= (@camera_x + WIDTH) && consumer.x >= (@camera_x)
if consumer.y <= (@camera_y + WIDTH) && consumer.y >= (@camera_y)
consumer.draw(@camera_x, @camera_y, @camera_zoom)
if consumer.draw_x <= WIDTH && consumer.draw_x >= 0
if consumer.draw_y <= HEIGHT && consumer.draw_y >= 0
consumer.draw()
onscreen_items += 1
end
end
end
Gosu::Image.from_text("#{mouse_x}, #{mouse_y}", 20).draw(0, 100, 1)
Gosu::Image.from_text("Tick time: #{((Time.now() - @tick_time).to_f * 1000).to_i}", 20).draw(0, 25, 1)
Gosu::Image.from_text("FPS: #{Gosu.fps}", 20).draw(0, 50, 1)
Gosu::Image.from_text("items on screen: #{onscreen_items}", 20).draw(0, 75, 1)
Gosu::Image.from_text("#{width}, #{height}", 20).draw(0, 0, 1)
Gosu::Image.from_text("Camera location: #{@camera_x}, #{@camera_y}", 20).draw(0, 200, 1)
Gosu::Image.from_text("Camera zoom: #{@camera_zoom}", 20).draw(0, 225, 1)
Gosu::Image.from_text("Camera viewport: (#{@camera_min_x}, #{@camera_min_y}) to (#{@camera_max_x}, #{@camera_max_y})", 20).draw(0, 250, 1)
Gosu::Image.from_text("#{width}, #{height}", 20).draw(1600, 0, 1)
Gosu::Image.from_text("#{mouse_x}, #{mouse_y}", 20).draw(1600, 100, 1)
Gosu::Image.from_text("Tick time: #{((Time.now() - @tick_time).to_f * 1000).to_i}", 20).draw(1600, 25, 1)
Gosu::Image.from_text("FPS: #{Gosu.fps}", 20).draw(1600, 50, 1)
Gosu::Image.from_text("items on screen: #{onscreen_items}", 20).draw(1600, 75, 1)
Gosu::Image.from_text("Camera boxes: #{@camera_boxes}", 20).draw(1600, 175, 1)
Gosu::Image.from_text("Camera location: #{@camera_x}, #{@camera_y}", 20).draw(1600, 200, 1)
Gosu::Image.from_text("Camera zoom: #{@camera_zoom}, #{@camera_x_zoom_offset}", 20).draw(1600, 225, 1)
Gosu::Image.from_text("Camera viewport: (#{@camera_min_x}, #{@camera_min_y}) to (#{@camera_max_x}, #{@camera_max_y})", 20).draw(1600, 250, 1)
end
end
+17 -10
View File
@@ -2,22 +2,26 @@
## A number producer that will create numbers when an extractor is placed on it.
PRODUCER_DEBUG = false
BORDER = 2
class Producer
attr_reader :x, :y
attr_reader :draw_x, :draw_y
# Create producer at a position with the number and rate specified
# @param x [Integer] X position to start at
# @param y [Integer] Y position to start at
# @param number [Integer] The number to produce
# @param rate [Integer] The speed in numbers per second to produce
def initialize(x, y, number, rate)
def initialize(x, y, number, rate, box_size, screen_width, screen_height)
@x = x
@y = y
@number = [number, 1].max
@rate = (30/rate).to_i
@image = Gosu.render(30, 30) {
@box_size = box_size
@screen_width = screen_width
@screen_height = screen_height
@image = Gosu.render(@box_size - (2 * BORDER), @box_size - (2 * BORDER)) {
# Render the item
Gosu.draw_rect(0, 0, 30, 30, Gosu::Color::RED, 0)
Gosu.draw_rect(0, 0, @box_size - (2 * BORDER), @box_size - (2 * BORDER), Gosu::Color::RED, 0)
Gosu::Image.from_text("#{@number}", 20).draw(5, 5, 1)
}
@@ -27,18 +31,21 @@ class Producer
# game is 30 fps so we use that for a counter
# @param delta_mult [Float] The delta multiplier for any actions
def update(delta_mult)
# @param camera_x [Integer] The camera X position
# @param camera_y [Integer] The camera Y position
# @param camera_zoom [Float] The camera zoom
def update(delta_mult, camera_x, camera_y, camera_zoom)
@draw_x = (((((@screen_width / @box_size.to_f) / 2.0) + (@x - camera_x) * camera_zoom) * @box_size) + BORDER * camera_zoom)
@draw_y = (((((@screen_height / @box_size.to_f) / 2.0) + (@y - camera_y) * camera_zoom) * @box_size) + BORDER * camera_zoom)
@camera_zoom = camera_zoom
end
# Draw the producer. Uses the camera x and y to shift where it should draw
# @param camera_x [Integer] The camera X position
# @param camera_y [Integer] The camera Y position
# @param camera_zoom [Float] The camera zoom
def draw(camera_x, camera_y, camera_zoom)
def draw()
if PRODUCER_DEBUG
puts "Drawing at #{@x - camera_x}, #{@y - camera_y}"
end
@image.draw(camera_zoom * (@x - camera_x), camera_zoom * (@y - camera_y), 0, camera_zoom, camera_zoom)
@image.draw(@draw_x, @draw_y, 0, @camera_zoom, @camera_zoom)
end
end