Fixed coordinate system and finally got zoom working
This commit is contained in:
+24
-18
@@ -2,36 +2,42 @@
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## A number consumer that will create numbers when an extractor is placed on it.
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CONSUMER_DEBUG = false
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BORDER = 2
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SIZE = 3
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class Consumer
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attr_reader :x, :y
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attr_reader :draw_x, :draw_y
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# Create consumer at a position with the number and rate specified
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# @param x [Integer] X position to start at
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# @param y [Integer] Y position to start at
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# @param number [Integer] The number to produce
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# @param rate [Integer] The speed in numbers per second to produce
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def initialize(x, y)
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@x = x
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@y = y
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@image = Gosu.render(30, 30) {Gosu.draw_rect(0, 0, 30, 30, Gosu::Color::GREEN, 0)}
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#Gosu::Image.new('assets/images/background_square.png', {:tileable => true})
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def initialize(x, y, box_size, screen_width, screen_height)
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@x = x - SIZE / 2
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@y = y - SIZE / 2
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@box_size = box_size
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@screen_width = screen_width
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@screen_height = screen_height
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@image = Gosu.render((SIZE * @box_size) - (2 * BORDER), (SIZE * @box_size) - (2 * BORDER)) {
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Gosu.draw_rect(0, 0, (SIZE * @box_size) - (2 * BORDER), (SIZE * @box_size) - (2 * BORDER), Gosu::Color::GREEN, 0)
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}
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end
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# Creates numbers depending on the rate. This is done with knowing that the
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# game is 30 fps so we use that for a counter
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# Consumes numbers created
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# @param delta_mult [Float] The delta multiplier for any actions
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def update(delta_mult)
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end
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# Draw the consumer. Uses the camera x and y to shift where it should draw
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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 draw(camera_x, camera_y, camera_zoom)
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if CONSUMER_DEBUG
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def update(delta_mult, camera_x, camera_y, camera_zoom)
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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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# Draw the consumer. Uses the camera x and y to shift where it should draw
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def draw()
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if PRODUCER_DEBUG
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puts "Drawing at #{@x - camera_x}, #{@y - camera_y}"
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end
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@image.draw(camera_zoom * (@x - camera_x), camera_zoom * (@y - camera_y), 0, camera_zoom, camera_zoom)
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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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@@ -9,23 +9,24 @@ require './producer.rb'
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require './consumer.rb'
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# Viewport resolution
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WIDTH = 640*2
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HEIGHT = 480*2
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WIDTH = 1920
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HEIGHT = 1080
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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 = 10000
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GAME_HEIGHT = 10000
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GAME_PRODUCER_CHANCE = 0.005
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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 = (CAMERA_MOVE_RANGE * CAMERA_MOVE_SPEED / 2).to_i
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CAMERA_MIN_ZOOM = 0.7
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CAMERA_MAX_ZOOM = 5
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CAMERA_MOVE_MAX_SPEED = 1 # (CAMERA_MOVE_RANGE * CAMERA_MOVE_SPEED / 3).to_i
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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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@@ -34,14 +35,14 @@ class NumFactory < Gosu::Window
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@background_color = Gosu::Color::BLUE
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### CAMERA ###
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# camera_x [Integer] Used to know the x position of the camera
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# camera_y [Integer] Used to know the y position of the camera
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# camera_zoom [Float] Used to know the zoom of the camera
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@camera_x = 0
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@camera_y = 0
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@camera_zoom = 1.0
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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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# 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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@@ -65,39 +66,101 @@ class NumFactory < Gosu::Window
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# Loop through and place producers
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center_x = (@game_width / 60).to_i
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center_y = (@game_height / 60).to_i
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# Move the camera to the center of the map:
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@camera_x = center_x * 30 - WIDTH / 2
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@camera_y = center_y * 30 - HEIGHT / 2
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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 * 30, center_y * 30),
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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 / 30).to_i).times do |xx|
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(@game_height / 30).to_i.times do |yy|
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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 * 30,
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yy * 30,
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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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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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@producers.append(
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Producer.new(
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0,
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0,
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(Math.sqrt((0 - center_x)**2 + (0 - 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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@producers.append(
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Producer.new(
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2,
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2,
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(Math.sqrt((2 - center_x)**2 + (2 - 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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@producers.append(
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Producer.new(
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2,
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0,
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(Math.sqrt((2 - center_x)**2 + (0 - 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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@producers.append(
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Producer.new(
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0,
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2,
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(Math.sqrt((0 - center_x)**2 + (2 - 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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@producers.append(
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Producer.new(
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10,
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10,
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1000,
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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 # End file loading
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@background = Gosu.render(@game_width, @game_height) {
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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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(@game_width / 30).to_i.times do |ww|
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(@game_height / 30).to_i.times do |hh|
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im.draw(ww * 30, hh * 30)
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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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@@ -111,24 +174,35 @@ class NumFactory < Gosu::Window
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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 id == Gosu::MS_WHEEL_UP
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@camera_zoom *= 1.1
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if @camera_zoom > CAMERA_MAX_ZOOM
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@camera_zoom = CAMERA_MAX_ZOOM
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else
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@camera_x *= 1.0125
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@camera_y *= 1.0125
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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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elsif id == Gosu::MS_WHEEL_DOWN
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@camera_zoom *= 0.9
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if @camera_zoom < CAMERA_MIN_ZOOM
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@camera_zoom = CAMERA_MIN_ZOOM
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else
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@camera_x *= 0.985
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@camera_y *= 0.985
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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_zoom = 1.0
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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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@@ -145,32 +219,26 @@ class NumFactory < Gosu::Window
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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 ) / 2)).to_i, CAMERA_MOVE_MAX_SPEED].min * delta_mult * @camera_zoom)
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@camera_x -= 1#([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - self.mouse_x ) / 2)).to_i, 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) ) / 2)).to_i, CAMERA_MOVE_MAX_SPEED].min * delta_mult * @camera_zoom)
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@camera_x += 1#([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - (WIDTH - self.mouse_x) ) / 2)).to_i, 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 ) / 2)).to_i, CAMERA_MOVE_MAX_SPEED].min * delta_mult)
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@camera_y -= 1#([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - self.mouse_y ) / 2)).to_i, 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)) ) / 2)).to_i, CAMERA_MOVE_MAX_SPEED].min * delta_mult)
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@camera_y += 1#([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - (HEIGHT - (self.mouse_y + 1)) ) / 2)).to_i, 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, -10].max
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@camera_x = [@camera_x, @game_width - (WIDTH / @camera_zoom) + 10].min
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@camera_y = [@camera_y, -10].max
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@camera_y = [@camera_y, @game_height - (HEIGHT / @camera_zoom) + 10].min
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# Setup variables used to know what portions of the screen need to be rendered
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@camera_max_x = [@game_width, @camera_x + (WIDTH / @camera_zoom)].min
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@camera_min_x = [0, @camera_x].max
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@camera_max_y = [@game_height, @camera_y + (WIDTH / @camera_zoom)].min
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@camera_min_y = [0, @camera_y].max
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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)
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producer.update(delta_mult, @camera_x, @camera_y, @camera_zoom)
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end
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@belts.each do |belt|
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@@ -178,7 +246,7 @@ 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)
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consumer.update(delta_mult, @camera_x, @camera_y, @camera_zoom)
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end
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end
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@@ -186,37 +254,41 @@ 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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Gosu.draw_rect(
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[(@camera_min_x - @camera_x) * @camera_zoom, self.width].min,
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[(@camera_min_y - @camera_y) * @camera_zoom, self.width].min,
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[self.width, (@camera_max_x - @camera_x) * @camera_zoom].min,
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[self.height, (@camera_max_y - @camera_y) * @camera_zoom].min,
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@background_color, 0)
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@background.draw(0, 0, 0, @camera_zoom, @camera_zoom)
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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.x <= @camera_max_x && producer.x >= @camera_min_x
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if producer.y <= @camera_max_y && producer.y >= @camera_min_y
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producer.draw(@camera_x, @camera_y, @camera_zoom)
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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.x <= (@camera_x + WIDTH) && consumer.x >= (@camera_x)
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if consumer.y <= (@camera_y + WIDTH) && consumer.y >= (@camera_y)
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consumer.draw(@camera_x, @camera_y, @camera_zoom)
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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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Gosu::Image.from_text("#{mouse_x}, #{mouse_y}", 20).draw(0, 100, 1)
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Gosu::Image.from_text("Tick time: #{((Time.now() - @tick_time).to_f * 1000).to_i}", 20).draw(0, 25, 1)
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Gosu::Image.from_text("FPS: #{Gosu.fps}", 20).draw(0, 50, 1)
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Gosu::Image.from_text("items on screen: #{onscreen_items}", 20).draw(0, 75, 1)
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Gosu::Image.from_text("#{width}, #{height}", 20).draw(0, 0, 1)
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Gosu::Image.from_text("Camera location: #{@camera_x}, #{@camera_y}", 20).draw(0, 200, 1)
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Gosu::Image.from_text("Camera zoom: #{@camera_zoom}", 20).draw(0, 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).draw(0, 250, 1)
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Gosu::Image.from_text("#{width}, #{height}", 20).draw(1600, 0, 1)
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Gosu::Image.from_text("#{mouse_x}, #{mouse_y}", 20).draw(1600, 100, 1)
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||||
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
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user