Finished allowing placement and collision detection. However, the placement is very inconsistent. Thinking about redoing coordinates again...
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+3
-2
@@ -14,7 +14,7 @@ TASKS = [
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]
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]
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class Consumer
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class Consumer
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attr_reader :draw_x, :draw_y
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attr_reader :draw_x, :draw_y, :size_x, :size_y
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# Create consumer at a position with the number and rate specified
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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 x [Integer] X position to start at
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# @param y [Integer] Y position to start at
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# @param y [Integer] Y position to start at
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@@ -30,6 +30,7 @@ class Consumer
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}
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}
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@task_index = 0
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@task_index = 0
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@tooltip = @parent.register_dialouge(@x, @y, @box_size * SIZE, @box_size * SIZE, TASKS[@task_index], 500)
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@tooltip = @parent.register_dialouge(@x, @y, @box_size * SIZE, @box_size * SIZE, TASKS[@task_index], 500)
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@size_x = @size_y = 3
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end
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end
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# Consumes numbers created
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# Consumes numbers created
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@@ -37,7 +38,7 @@ class Consumer
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# @param camera_x [Integer] The camera X position
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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_y [Integer] The camera Y position
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# @param camera_zoom [Float] The camera zoom
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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, mouse_used)
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def update(delta_mult, camera_x, camera_y, camera_zoom, mouse_x, mouse_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_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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@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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@camera_zoom = camera_zoom
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+9
-7
@@ -4,19 +4,21 @@
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# conveyer belts that are adjacent to it.
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# conveyer belts that are adjacent to it.
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class Extractor
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class Extractor
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attr_reader :draw_x, :draw_y, :size_x, :size_y
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def initialize(x, y, box_size)
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def initialize(x, y, box_size)
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@x = x
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@size_x = @size_y = 3
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@y = y
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@x = x - @size_x / 2
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@y = y - @size_y / 2
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@box_size = box_size
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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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@image = Gosu.render((@size_x * @box_size) - (2 * BORDER), (@size_y * @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.new('assets/images/extractor.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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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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}
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end
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end
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def update(delta_mult, camera_x, camera_y)
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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_x = (((((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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@draw_y = (((((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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@camera_zoom = camera_zoom
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end
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end
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+71
@@ -0,0 +1,71 @@
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# Nathan Hinton
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# Holds a grid of each otem in the game
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class GameGrid
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def initialize(game_width, game_height)
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@game_grid = []
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game_width.times do |xx|
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@game_grid.append(Array.new(game_height))
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end
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end
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## Add an item to the grid
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# @param x [Integer] The x position (top left corner of item)
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# @param y [Integer] The y position (top left corner of item)
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# @param item [Object] The item to add. Should be an actual reference to the item
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# @retval [Boolean] True if the item was placed, false otherwise (space conflict)
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def add_item(x, y, item)
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size_x = item.size_x
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size_y = item.size_y
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puts "#{item.to_s}"
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puts "top left: (#{x}, #{y}), size: (#{size_x}, #{size_y})"
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# Check that the grid is empty in those spots:
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size_x.times do |xx|
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size_y.times do |yy|
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unless @game_grid[x + xx][y + yy].nil?
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puts "Failed to add item: #{item.to_s}:"
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puts " - top left: (#{x}, #{y}), size: (#{size_x}, #{size_y}), collision: (#{xx}, #{yy})"
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return false
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end
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end
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end
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# place item in grid
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size_x.times do |xx|
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size_y.times do |yy|
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@game_grid[x + xx][y + yy] = item
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end
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end
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return true
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end
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## Add an item to the grid
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# @param x [Integer] The x position (top left corner of item)
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# @param y [Integer] The y position (top left corner of item)
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# @param item [Object] The item to remove. Used to ensure we are removing the right thing.
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def remove_item(x, y, item)
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size_x = item.size_x
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size_y = item.size_y
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# Check that the grid is empty in those spots:
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size_x.times do |xx|
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size_y.times do |yy|
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if @game_grid[x + xx][y + yy] != item
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raise RuntimeError.new('Item mismatch in internal game grid! Game state corrupted1')
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end
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end
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end
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# place item in grid
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size_x.times do |xx|
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size_y.times do |yy|
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@game_grid[x + xx][y + yy] = nil
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end
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end
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end
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end
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@@ -5,6 +5,8 @@
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require 'gosu'
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require 'gosu'
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require 'yaml'
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require 'yaml'
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require './gamegrid.rb'
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require './extractor.rb'
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require './producer.rb'
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require './producer.rb'
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require './consumer.rb'
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require './consumer.rb'
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require './dialouge_box.rb'
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require './dialouge_box.rb'
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@@ -19,8 +21,8 @@ BOX_SIZE = 64
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# Default game settings
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# Default game settings
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GAME_SAVE_DIRECTORY = 'game_save_data'
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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_WIDTH = 201 # Odd numbers look best, in squares
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GAME_HEIGHT = 101
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GAME_HEIGHT = 201
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GAME_PRODUCER_CHANCE = 0.01
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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_VALUE_MULT = 0.1
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GAME_PRODUCER_BASE_SPEED = 1
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GAME_PRODUCER_BASE_SPEED = 1
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@@ -42,6 +44,7 @@ class NumFactory < Gosu::Window
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@background_color = Gosu::Color::BLUE
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@background_color = Gosu::Color::BLUE
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@cursor_image = Gosu::Image.new('assets/images/cursor.png')
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@cursor_image = Gosu::Image.new('assets/images/cursor.png')
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@cursor = @cursor_image
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@cursor = @cursor_image
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@cursor_offset = 16
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@camera_x = 0
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@camera_x = 0
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@camera_y = 0
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@camera_y = 0
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@@ -57,9 +60,11 @@ class NumFactory < Gosu::Window
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@adder_image = Gosu::Image.new('assets/images/adder.png')
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@adder_image = Gosu::Image.new('assets/images/adder.png')
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@delete_image = Gosu::Image.new('assets/images/delete.png')
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@delete_image = Gosu::Image.new('assets/images/delete.png')
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@dialouges = [
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@dialouges = []
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#DialougeBox.new(0, 5, BOX_SIZE, BOX_SIZE, WIDTH, HEIGHT, 'this is some really good test text!', BOX_SIZE, 500)
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@extractors = []
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]
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# Setup the game grid
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@game_grid = GameGrid.new(GAME_WIDTH, GAME_HEIGHT)
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# Load from file or initialize a new game
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# Load from file or initialize a new game
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begin
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begin
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@@ -88,16 +93,17 @@ class NumFactory < Gosu::Window
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center_x = ((@game_width - 1) / 2).to_i
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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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center_y = ((@game_height - 1) / 2).to_i
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@consumers.append(
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consumer = Consumer.new(self, center_x, center_y, BOX_SIZE, WIDTH, HEIGHT)
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Consumer.new(self, center_x, center_y, BOX_SIZE, WIDTH, HEIGHT),
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if @game_grid.add_item(center_x, center_y, consumer)
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)
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@consumers.append(consumer)
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end
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# The value of the producer is proportional to the distance from the center
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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_width).to_i).times do |xx|
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(@game_height).to_i.times do |yy|
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(@game_height).to_i.times do |yy|
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if rand < GAME_PRODUCER_CHANCE
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if rand < GAME_PRODUCER_CHANCE
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# Place a producer:
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# Place a producer:
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@producers.append(
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producer =
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Producer.new(
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Producer.new(
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self,
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self,
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xx,
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xx,
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@@ -108,7 +114,10 @@ class NumFactory < Gosu::Window
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WIDTH,
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WIDTH,
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HEIGHT,
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HEIGHT,
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)
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)
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)
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# Add an item to the game with checking that the internal game state is good
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if @game_grid.add_item(xx, yy, producer)
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@producers.append(producer)
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end
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end
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end
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end
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end
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end
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end
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@@ -141,6 +150,38 @@ class NumFactory < Gosu::Window
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end
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end
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def button_down(id)
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def button_down(id)
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### Process mouse ###
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mouse_used = @ui.update(self.mouse_x, self.mouse_y)
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# They clicked in the game screen, attempt to place an item
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if !mouse_used && id == Gosu::MS_LEFT
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case @current_tool
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when 'delete'
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@cursor = @delete_image
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@cursor_offset = @delete_image.height
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#break
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when 'belt'
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@cursor = @belt_image
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@cursor_offset = @belt_image.height
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#break
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when 'adder'
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@cursor = @adder_image
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@cursor_offset = @adder_image.height
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#break
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when 'extractor'
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#xx = @camera_x + ((((self.mouse_x) - (WIDTH/2)) / BOX_SIZE - 1) * @camera_zoom).to_i
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#yy = @camera_y + ((((self.mouse_y) - (HEIGHT/2)) / BOX_SIZE - 1) * @camera_zoom).to_i
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xx = @camera_x + ((self.mouse_x - @cursor_offset + (BOX_SIZE * @camera_zoom)) / (BOX_SIZE * @camera_zoom)).to_i
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yy = @camera_y + ((self.mouse_y - @cursor_offset + (BOX_SIZE * @camera_zoom)) / (BOX_SIZE * @camera_zoom))
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extractor = Extractor.new(xx, yy, BOX_SIZE)
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if @game_grid.add_item(xx, yy, extractor)
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@extractors.append(extractor)
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end
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#break
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end
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end
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### Process keyboard ###
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if id == Gosu::KB_ESCAPE
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if id == Gosu::KB_ESCAPE
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close
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close
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elsif [Gosu::MS_WHEEL_UP, Gosu::KB_Z].include? id
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elsif [Gosu::MS_WHEEL_UP, Gosu::KB_Z].include? id
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@@ -174,6 +215,7 @@ class NumFactory < Gosu::Window
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@camera_y_zoom_offset = HEIGHT.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_G
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elsif id == Gosu::KB_G
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@cursor = @cursor_image
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@cursor = @cursor_image
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@cursor_offset = 16
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@current_tool = nil
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@current_tool = nil
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else
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else
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super
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super
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@@ -221,31 +263,28 @@ class NumFactory < Gosu::Window
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end
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end
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# Prevent camera from leaving the screen
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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.to_i, 0].max
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@camera_x = [@camera_x, @game_width].min
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@camera_x = [@camera_x.to_i, @game_width].min
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@camera_y = [@camera_y, 0].max
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@camera_y = [@camera_y.to_i, 0].max
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@camera_y = [@camera_y, @game_width].min
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@camera_y = [@camera_y.to_i, @game_width].min
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### ITEMS ###
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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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@producers.each do |producer|
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producer.update(delta_mult, @camera_x, @camera_y, @camera_zoom)
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producer.update(delta_mult, @camera_x, @camera_y, @camera_zoom)
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end
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end
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@belts.each do |belt|
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@extractors.each do |extractor|
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belt.update(delta_mult)
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extractor.update(delta_mult, @camera_x, @camera_y, @camera_zoom)
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end
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end
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@consumers.each do |consumer|
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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, mouse_used)
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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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end
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if !mouse_used
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# Finally process the dialouges
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@dialouges.each do |dialouge|
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@dialouges.each do |dialouge|
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dialouge.update(delta_mult, @camera_zoom, self.mouse_x, self.mouse_y)
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dialouge.update(delta_mult, @camera_zoom, self.mouse_x, self.mouse_y)
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end
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end
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end
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case @current_tool
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case @current_tool
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when 'delete'
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when 'delete'
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@@ -291,6 +330,15 @@ class NumFactory < Gosu::Window
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end
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end
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end
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end
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@extractors.each do |extractor|
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if extractor.draw_x <= WIDTH && extractor.draw_x >= 0
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if extractor.draw_y <= HEIGHT && extractor.draw_y >= 0
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extractor.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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@consumers.each do |consumer|
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if consumer.draw_x <= WIDTH && consumer.draw_x >= 0
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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
|
if consumer.draw_y <= HEIGHT && consumer.draw_y >= 0
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@@ -309,6 +357,7 @@ class NumFactory < Gosu::Window
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|||||||
|
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||||||
Gosu::Image.from_text("#{width}, #{height}", 20, font: FONT_PATH).draw(1600, 0, 1)
|
Gosu::Image.from_text("#{width}, #{height}", 20, font: FONT_PATH).draw(1600, 0, 1)
|
||||||
Gosu::Image.from_text("#{mouse_x}, #{mouse_y}", 20, font: FONT_PATH).draw(1600, 100, 1)
|
Gosu::Image.from_text("#{mouse_x}, #{mouse_y}", 20, font: FONT_PATH).draw(1600, 100, 1)
|
||||||
|
Gosu::Image.from_text("#{@camera_x + ((self.mouse_x - @cursor_offset + (BOX_SIZE * @camera_zoom)) / (BOX_SIZE * @camera_zoom)).to_i}, #{@camera_y + ((self.mouse_y - (HEIGHT/2)) / BOX_SIZE * @camera_zoom).to_i}", 20, font: FONT_PATH).draw(1600, 125, 1)
|
||||||
Gosu::Image.from_text("Tick time: #{((Time.now() - @tick_time).to_f * 1000).to_i}", 20, font: FONT_PATH).draw(1600, 25, 1)
|
Gosu::Image.from_text("Tick time: #{((Time.now() - @tick_time).to_f * 1000).to_i}", 20, font: FONT_PATH).draw(1600, 25, 1)
|
||||||
Gosu::Image.from_text("FPS: #{Gosu.fps}", 20, font: FONT_PATH).draw(1600, 50, 1)
|
Gosu::Image.from_text("FPS: #{Gosu.fps}", 20, font: FONT_PATH).draw(1600, 50, 1)
|
||||||
Gosu::Image.from_text("items on screen: #{onscreen_items}", 20, font: FONT_PATH).draw(1600, 75, 1)
|
Gosu::Image.from_text("items on screen: #{onscreen_items}", 20, font: FONT_PATH).draw(1600, 75, 1)
|
||||||
@@ -318,10 +367,11 @@ class NumFactory < Gosu::Window
|
|||||||
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)
|
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)
|
||||||
|
|
||||||
if @cursor == @cursor_image
|
if @cursor == @cursor_image
|
||||||
@cursor.draw(self.mouse_x - 16, self.mouse_y - 16, 10)
|
@cursor.draw(self.mouse_x - @cursor_offset, self.mouse_y - @cursor_offset, 10)
|
||||||
else
|
else
|
||||||
@cursor.draw(self.mouse_x - @cursor_offset, self.mouse_y - @cursor_offset, 10, BOX_SIZE / 32.0 * @camera_zoom, BOX_SIZE / 32.0 * @camera_zoom)
|
@cursor.draw(self.mouse_x - @cursor_offset, self.mouse_y - @cursor_offset, 10, BOX_SIZE / 32.0 * @camera_zoom, BOX_SIZE / 32.0 * @camera_zoom, 0x88_888888)
|
||||||
end
|
end
|
||||||
|
Gosu.draw_rect(self.mouse_x - 2, self.mouse_y - 2, 4, 4, Gosu::Color::RED)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
+2
-1
@@ -5,7 +5,7 @@ PRODUCER_DEBUG = false
|
|||||||
BORDER = 2
|
BORDER = 2
|
||||||
|
|
||||||
class Producer
|
class Producer
|
||||||
attr_reader :draw_x, :draw_y
|
attr_reader :draw_x, :draw_y, :size_x, :size_y
|
||||||
# Create producer at a position with the number and rate specified
|
# Create producer at a position with the number and rate specified
|
||||||
# @param x [Integer] X position to start at
|
# @param x [Integer] X position to start at
|
||||||
# @param y [Integer] Y position to start at
|
# @param y [Integer] Y position to start at
|
||||||
@@ -28,6 +28,7 @@ class Producer
|
|||||||
|
|
||||||
puts "X: #{@x}, Y: #{@y}"
|
puts "X: #{@x}, Y: #{@y}"
|
||||||
@tooltip = @parent.register_dialouge(@x, @y, @box_size, @box_size, "Produces #{@rate} number per second", 500)
|
@tooltip = @parent.register_dialouge(@x, @y, @box_size, @box_size, "Produces #{@rate} number per second", 500)
|
||||||
|
@size_x = @size_y = 1
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user