mend
checked that all fonts are uniform
This commit is contained in:
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## Nathan Hinton
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## Main entry point for the game. Sets up the world and holds the main loop
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require 'gosu'
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require 'yaml'
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require './producer.rb'
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require './consumer.rb'
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require './dialouge_box.rb'
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FONT_PATH = 'assets/font/Cousine-Regular.ttf'
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# Viewport resolution
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WIDTH = Gosu::screen_width
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HEIGHT = Gosu::screen_height
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BOX_SIZE = 64
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# Default game settings
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GAME_SAVE_DIRECTORY = 'game_save_data'
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GAME_WIDTH = 101 # Odd numbers look best, in squares
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GAME_HEIGHT = 101
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GAME_PRODUCER_CHANCE = 0.01
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GAME_PRODUCER_VALUE_MULT = 0.1
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GAME_PRODUCER_BASE_SPEED = 1
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# Camera settings
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CAMERA_MOVE_RANGE = 10
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CAMERA_MOVE_SPEED = 1
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CAMERA_MOVE_MAX_SPEED = 5
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CAMERA_MIN_ZOOM = 16 # Boxes across
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CAMERA_MAX_ZOOM = 80 # Boxes across
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class NumFactory < Gosu::Window
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def initialize
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super WIDTH, HEIGHT, :fullscreen => true
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self.caption = "Number factory"
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@background_color = Gosu::Color::BLUE
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@camera_x = 0
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@camera_y = 0
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@camera_boxes = 30 # Default zoom
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@camera_zoom = 1
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@camera_x_zoom_offset = WIDTH.to_f / (@camera_boxes * BOX_SIZE * 2).to_f
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@camera_y_zoom_offset = HEIGHT.to_f / (@camera_boxes * BOX_SIZE * 2).to_f
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@dd = DialougeBox.new(0, 0, WIDTH, HEIGHT, "This is a really really really really really really really really really really string\nof test text!")
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@dialouges = []
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# Load from file or initialize a new game
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begin
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game_save_data = YAML.load_file("#{GAME_SAVE_DIRECTORY}/positions.yaml")
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puts game_save_data
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# Load from file OR generate new save file
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@producers = [
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Producer.new(0, 0, 1, 1),
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Producer.new(1000, 1000, 1, 1),
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Producer.new(2000, 2000, 1, 1),
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]
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@consumers = []
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@belts = []
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rescue Errno::ENOENT # File does not exist
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puts "Generating new game..."
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@game_width = GAME_WIDTH
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@game_height = GAME_HEIGHT
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@producers = []
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@consumers = [] # Consumer in center
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@belts = []
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# Loop through and place producers
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center_x = ((@game_width - 1) / 2).to_i
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center_y = ((@game_height - 1) / 2).to_i
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@consumers.append(
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Consumer.new(center_x, center_y, BOX_SIZE, WIDTH, HEIGHT),
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)
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# The value of the producer is proportional to the distance from the center
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((@game_width).to_i).times do |xx|
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(@game_height).to_i.times do |yy|
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if rand < GAME_PRODUCER_CHANCE
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# Place a producer:
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@producers.append(
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Producer.new(
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xx,
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yy,
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(Math.sqrt((xx - center_x)**2 + (yy - center_y) ** 2) * GAME_PRODUCER_VALUE_MULT).to_i,
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GAME_PRODUCER_BASE_SPEED,
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BOX_SIZE,
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WIDTH,
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HEIGHT,
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)
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)
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end
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end
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end
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end # End file loading
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# Move the camera to the center of the map:
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@camera_x = @game_width / 2
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@camera_y = @game_height / 2
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# Render the background
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@background = Gosu.render(@game_width * BOX_SIZE, @game_height * BOX_SIZE) {
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im = Gosu::Image.new('assets/images/background_square.png', {:tileable => true})
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zoom = BOX_SIZE / 30.0
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(@game_width).to_i.times do |ww|
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puts ww
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(@game_height).to_i.times do |hh|
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im.draw(ww * BOX_SIZE, hh * BOX_SIZE, 0, zoom, zoom)
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end
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end
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}
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@tick_time = Time.now()
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@delta_time = 0
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end
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def button_down(id)
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if id == Gosu::KB_ESCAPE
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close
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elsif [Gosu::MS_WHEEL_UP, Gosu::KB_Z].include? id
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@camera_boxes -= 2
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if @camera_boxes < CAMERA_MIN_ZOOM
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@camera_boxes = CAMERA_MIN_ZOOM
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end
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@camera_zoom = WIDTH / (@camera_boxes * BOX_SIZE).to_f
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@camera_x_zoom_offset = WIDTH.to_f / (@camera_boxes * BOX_SIZE * 2).to_f
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@camera_y_zoom_offset = HEIGHT.to_f / (@camera_boxes * BOX_SIZE * 2).to_f
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elsif [Gosu::MS_WHEEL_DOWN, Gosu::KB_X].include? id
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@camera_boxes += 2
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if @camera_boxes > CAMERA_MAX_ZOOM
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@camera_boxes = CAMERA_MAX_ZOOM
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end
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@camera_zoom = WIDTH.to_f / (@camera_boxes * BOX_SIZE).to_f
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@camera_x_zoom_offset = WIDTH.to_f / (@camera_boxes * BOX_SIZE * 2).to_f
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@camera_y_zoom_offset = HEIGHT.to_f / (@camera_boxes * BOX_SIZE * 2).to_f
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elsif id == Gosu::KB_DOWN
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@camera_y += 1
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elsif id == Gosu::KB_UP
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@camera_y -= 1
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elsif id == Gosu::KB_LEFT
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@camera_x -= 1
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elsif id == Gosu::KB_RIGHT
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@camera_x += 1
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elsif id == Gosu::KB_SPACE
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@camera_boxes = 30
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@camera_zoom = WIDTH.to_f / (@camera_boxes * BOX_SIZE).to_f
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@camera_x_zoom_offset = WIDTH.to_f / (@camera_boxes * BOX_SIZE * 2).to_f
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@camera_y_zoom_offset = HEIGHT.to_f / (@camera_boxes * BOX_SIZE * 2).to_f
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else
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super
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end
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end
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## Called every frame
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def update
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@delta_time = Time.now() - @tick_time
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delta_mult = @delta_time * 30
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#puts "Time: #{@delta_time}, Mult: #{delta_mult}" # Timing debug
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@tick_time = Time.now()
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### CAMERA ###
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# Move the camera if needed
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if self.mouse_x < CAMERA_MOVE_RANGE
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@camera_x -= ([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - self.mouse_x ) / 5)), CAMERA_MOVE_MAX_SPEED].min * delta_mult)
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elsif self.mouse_x > WIDTH - CAMERA_MOVE_RANGE
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@camera_x += ([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - (WIDTH - self.mouse_x + 1)) / 5)), CAMERA_MOVE_MAX_SPEED].min * delta_mult)
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end
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if self.mouse_y < CAMERA_MOVE_RANGE
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@camera_y -= ([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - self.mouse_y ) / 5)), CAMERA_MOVE_MAX_SPEED].min * delta_mult)
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elsif self.mouse_y > HEIGHT - CAMERA_MOVE_RANGE
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@camera_y += ([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - (HEIGHT - (self.mouse_y + 1)) ) / 5)), CAMERA_MOVE_MAX_SPEED].min * delta_mult)
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end
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# Prevent camera from leaving the screen
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@camera_x = [@camera_x, 0].max
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@camera_x = [@camera_x, @game_width].min
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@camera_y = [@camera_y, 0].max
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@camera_y = [@camera_y, @game_width].min
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### ITEMS ###
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@producers.each do |producer|
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producer.update(delta_mult, @camera_x, @camera_y, @camera_zoom, self.mouse_x, self.mouse_y)
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end
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@belts.each do |belt|
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belt.update(delta_mult)
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end
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@consumers.each do |consumer|
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consumer.update(delta_mult, @camera_x, @camera_y, @camera_zoom)
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end
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@dialouges.each do |dialouge|
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dialouge.update(0, 0, newtext: "My new text is: #{delta_mult}")
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end
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end
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## Called when OS wants to update window.
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def draw
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# Draw mouse coords:
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onscreen_items = 0
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@background.draw(
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(((((WIDTH / BOX_SIZE.to_f) / 2.0) - (@camera_x * @camera_zoom)) * (BOX_SIZE))),
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((((HEIGHT / BOX_SIZE.to_f) / 2.0) - (@camera_y * @camera_zoom)) * (BOX_SIZE)),
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0,
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@camera_zoom,
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@camera_zoom
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)
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@producers.each do |producer|
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if producer.draw_x <= WIDTH && producer.draw_x >= 0
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if producer.draw_y <= HEIGHT && producer.draw_y >= 0
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producer.draw()
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onscreen_items += 1
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end
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end
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end
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@consumers.each do |consumer|
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if consumer.draw_x <= WIDTH && consumer.draw_x >= 0
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if consumer.draw_y <= HEIGHT && consumer.draw_y >= 0
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consumer.draw()
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onscreen_items += 1
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end
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end
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end
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@dialouges.each do |dialouge|
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dialouge.draw()
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end
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Gosu::Image.from_text("#{width}, #{height}", 20, font: FONT_PATH).draw(1600, 0, 1)
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Gosu::Image.from_text("#{mouse_x}, #{mouse_y}", 20, font: FONT_PATH).draw(1600, 100, 1)
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Gosu::Image.from_text("Tick time: #{((Time.now() - @tick_time).to_f * 1000).to_i}", 20, font: FONT_PATH).draw(1600, 25, 1)
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Gosu::Image.from_text("FPS: #{Gosu.fps}", 20, font: FONT_PATH).draw(1600, 50, 1)
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Gosu::Image.from_text("items on screen: #{onscreen_items}", 20, font: FONT_PATH).draw(1600, 75, 1)
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Gosu::Image.from_text("Camera boxes: #{@camera_boxes}", 20, font: FONT_PATH).draw(1600, 175, 1)
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Gosu::Image.from_text("Camera location: #{@camera_x}, #{@camera_y}", 20, font: FONT_PATH).draw(1600, 200, 1)
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Gosu::Image.from_text("Camera zoom: #{@camera_zoom}, #{@camera_x_zoom_offset}", 20, font: FONT_PATH).draw(1600, 225, 1)
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Gosu::Image.from_text("Camera viewport: (#{@camera_min_x}, #{@camera_min_y}) to (#{@camera_max_x}, #{@camera_max_y})", 20, font: FONT_PATH).draw(1600, 250, 1)
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end
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end
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NumFactory.new.show
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Reference in New Issue
Block a user