Added actual images and prepared to add extractors
This commit is contained in:
@@ -1,3 +1,36 @@
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# number_factory
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A game where you create combinations of numbers!
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# UI elements
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If you hover over the producers you will see the speed at which it produces.
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If you hover over the consumer, you can see your next goal or quest
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## tools
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### Extractor
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Extracts numbers. It is a three by three square and populates numbers from any
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side (max 12) every time the producer ticks.
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### Conveyer belt
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Can move numbers around.
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### Adder
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Can output to either side but will only output to one space. Prefers the slot
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on the left. If it is full though it will use the slots to the right
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### Multiplier
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### Subtractor
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### Divider
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### Exponent
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### Logarithm
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+2
-2
@@ -37,11 +37,11 @@ class Consumer
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# @param camera_x [Integer] The camera X position
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# @param camera_y [Integer] The camera Y position
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# @param camera_zoom [Float] The camera zoom
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def update(delta_mult, camera_x, camera_y, camera_zoom, mouse_x, mouse_y)
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def update(delta_mult, camera_x, camera_y, camera_zoom, mouse_x, mouse_y, mouse_used)
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@draw_x = (((((@screen_width / @box_size.to_f) / 2.0) + (@x - camera_x) * camera_zoom) * @box_size) + BORDER * camera_zoom)
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@draw_y = (((((@screen_height / @box_size.to_f) / 2.0) + (@y - camera_y) * camera_zoom) * @box_size) + BORDER * camera_zoom)
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@camera_zoom = camera_zoom
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if 0 < mouse_x - @draw_x && mouse_x - @draw_x < (SIZE * @box_size * @camera_zoom) && 0 < mouse_y - @draw_y && mouse_y - @draw_y < (SIZE * @box_size * @camera_zoom)
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if !mouse_used && 0 < mouse_x - @draw_x && mouse_x - @draw_x < (SIZE * @box_size * @camera_zoom) && 0 < mouse_y - @draw_y && mouse_y - @draw_y < (SIZE * @box_size * @camera_zoom)
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@tooltip_timer += 60.0 * delta_mult
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if @tooltip_timer > HOVER_TIME
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@tooltip.show = true
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@@ -0,0 +1,26 @@
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# Nathan Hinton
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#
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# When placed it will extract numbers at a specified rate and place them on any
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# conveyer belts that are adjacent to it.
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class Extractor
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def initialize(x, y, box_size)
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@x = x
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@y = y
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@box_size = box_size
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@image = Gosu.render(@box_size - (2 * BORDER), @box_size - (2 * BORDER)) {
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Gosu::Image.new('assets/images/producer.png').draw(0, 0, 0, @box_size / 32.0, @box_size / 32.0)
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Gosu::Image.from_text("#{@number}", 20, font: FONT_PATH).draw(10 / 32.0 * @box_size, (8 / 32.0 * @box_size), 1, 2, 2, 0xFFFA32C0)
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}
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end
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def update(delta_mult, camera_x, camera_y)
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@draw_x = (((((@screen_width / @box_size.to_f) / 2.0) + (@x - camera_x) * camera_zoom) * @box_size) + BORDER * camera_zoom)
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@draw_y = (((((@screen_height / @box_size.to_f) / 2.0) + (@y - camera_y) * camera_zoom) * @box_size) + BORDER * camera_zoom)
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@camera_zoom = camera_zoom
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end
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def draw()
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@image.draw(@draw_x, @draw_y, 0, @camera_zoom, @camera_zoom)
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end
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end
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@@ -7,7 +7,7 @@ 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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require './ui.rb'
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FONT_PATH = 'assets/font/Cousine-Regular.ttf'
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@@ -45,9 +45,8 @@ class NumFactory < Gosu::Window
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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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@ui = UI.new(WIDTH, HEIGHT)
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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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@@ -188,8 +187,10 @@ class NumFactory < Gosu::Window
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@camera_y = [@camera_y, @game_width].min
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### ITEMS ###
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mouse_used = @ui.update(self.mouse_x, self.mouse_y)
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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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producer.update(delta_mult, @camera_x, @camera_y, @camera_zoom, self.mouse_x, self.mouse_y, mouse_used)
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end
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@belts.each do |belt|
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@@ -197,10 +198,7 @@ class NumFactory < Gosu::Window
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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, self.mouse_x, self.mouse_y)
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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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consumer.update(delta_mult, @camera_x, @camera_y, @camera_zoom, self.mouse_x, self.mouse_y, mouse_used)
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end
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end
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@@ -209,9 +207,11 @@ class NumFactory < Gosu::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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# TODO: The background does *not* actually need to move. It can just stay
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# in one spot and scale... This would make the program load so much faster
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# as well as allow for larger maps.
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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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@@ -236,9 +236,7 @@ class NumFactory < Gosu::Window
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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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@ui.draw()
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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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+10
-5
@@ -7,7 +7,6 @@ PRODUCER_DEBUG = false
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BORDER = 2
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HOVER_TIME = 500 # ms
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class Producer
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attr_reader :draw_x, :draw_y
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# Create producer at a position with the number and rate specified
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@@ -25,8 +24,8 @@ class Producer
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@screen_height = screen_height
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@image = Gosu.render(@box_size - (2 * BORDER), @box_size - (2 * BORDER)) {
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# Render the item
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Gosu.draw_rect(0, 0, @box_size - (2 * BORDER), @box_size - (2 * BORDER), Gosu::Color::RED, 0)
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Gosu::Image.from_text("#{@number}", 20, font: FONT_PATH).draw(5, 5, 1)
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Gosu::Image.new('assets/images/producer.png').draw(0, 0, 0, @box_size / 32.0, @box_size / 32.0)
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Gosu::Image.from_text("#{@number}", 20, font: FONT_PATH).draw(10 / 32.0 * @box_size, (8 / 32.0 * @box_size), 1, 2, 2, 0xFFFA32C0)
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}
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@tooltip = DialougeBox.new(@x, @y, WIDTH, HEIGHT, "Produces #{@rate} number per second")
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@@ -39,11 +38,11 @@ class Producer
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# @param camera_x [Integer] The camera X position
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# @param camera_y [Integer] The camera Y position
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# @param camera_zoom [Float] The camera zoom
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def update(delta_mult, camera_x, camera_y, camera_zoom, mouse_x, mouse_y)
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def update(delta_mult, camera_x, camera_y, camera_zoom, mouse_x, mouse_y, mouse_used)
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@draw_x = (((((@screen_width / @box_size.to_f) / 2.0) + (@x - camera_x) * camera_zoom) * @box_size) + BORDER * camera_zoom)
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@draw_y = (((((@screen_height / @box_size.to_f) / 2.0) + (@y - camera_y) * camera_zoom) * @box_size) + BORDER * camera_zoom)
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@camera_zoom = camera_zoom
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if 0 < mouse_x - @draw_x && mouse_x - @draw_x < (@box_size * @camera_zoom) && 0 < mouse_y - @draw_y && mouse_y - @draw_y < (@box_size * @camera_zoom)
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if !mouse_used && 0 < mouse_x - @draw_x && mouse_x - @draw_x < (@box_size * @camera_zoom) && 0 < mouse_y - @draw_y && mouse_y - @draw_y < (@box_size * @camera_zoom)
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@tooltip_timer += 60.0 * delta_mult
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if @tooltip_timer > HOVER_TIME
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@tooltip.show = true
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@@ -53,6 +52,9 @@ class Producer
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@tooltip_timer = 0
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@tooltip.show = false
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end
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if @extractor
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@extractor.update()
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end
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end
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# Draw the producer. Uses the camera x and y to shift where it should draw
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@@ -62,5 +64,8 @@ class Producer
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end
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@image.draw(@draw_x, @draw_y, 0, @camera_zoom, @camera_zoom)
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@tooltip.draw()
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if @extractor
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@extractor.update()
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end
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end
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end
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@@ -0,0 +1,39 @@
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# Nathan Hinton
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# This is the UI for the game and will contain all of the sub elements required.
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# There will be three main areas that we will be in charge of. First, the
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# bottom bar has the selector of item types. There will be a menu in the top
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# right as well as any store things that we need/
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class UI
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# Setup for the UI
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# @param width [Integer] Width of screen in pixels
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# @param height [Integer] Height of the screen in pixels
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def initialize(width, height)
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@width = width
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@height = height
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@tool_selector = []
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@toolbar_width = width / 2
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@toolbar_height = height / 9
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@tool_selector_image = Gosu.render(@toolbar_width, @toolbar_height) {
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Gosu.draw_rect(
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0,
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0,
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@toolbar_width,
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@toolbar_height,
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Gosu::Color.new(0xC0, 0xFF, 0xFF, 0xFF),
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0)
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Gosu::Image.from_text('tool selector', TEXT_SIZE, font: FONT_PATH).draw(TEXT_MARGIN, TEXT_MARGIN)
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}
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@x = (@width / 2) - (@toolbar_width / 2)
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@y = @height - @toolbar_height
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end
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def update(mouse_x, mouse_y)
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false
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end
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def draw()
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@tool_selector_image.draw(@x, @y)
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end
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end
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