## Nathan Hinton ## Main entry point for the game. Sets up the world and holds the main loop require 'gosu' require 'yaml' require './producer.rb' require './consumer.rb' # Viewport resolution WIDTH = 640*2 HEIGHT = 480*2 # Default game settings GAME_SAVE_DIRECTORY = 'game_save_data' GAME_WIDTH = 10000 GAME_HEIGHT = 10000 GAME_PRODUCER_CHANCE = 0.005 GAME_PRODUCER_VALUE_MULT = 0.1 GAME_PRODUCER_BASE_SPEED = 1 # Camera settings CAMERA_MOVE_RANGE = 10 CAMERA_MOVE_SPEED = 1 CAMERA_MOVE_MAX_SPEED = (CAMERA_MOVE_RANGE * CAMERA_MOVE_SPEED / 2).to_i CAMERA_MIN_ZOOM = 0.7 CAMERA_MAX_ZOOM = 5 class NumFactory < Gosu::Window def initialize super WIDTH, HEIGHT, :fullscreen => true self.caption = "Number factory" @background_color = Gosu::Color::BLUE ### CAMERA ### # camera_x [Integer] Used to know the x position of the camera # camera_y [Integer] Used to know the y position of the camera # camera_zoom [Float] Used to know the zoom of the camera @camera_x = 0 @camera_y = 0 @camera_zoom = 1.0 begin game_save_data = YAML.load_file("#{GAME_SAVE_DIRECTORY}/positions.yaml") puts game_save_data # Load from file OR generate new save file @producers = [ Producer.new(0, 0, 1, 1), Producer.new(1000, 1000, 1, 1), Producer.new(2000, 2000, 1, 1), ] @consumers = [] @belts = [] rescue Errno::ENOENT # File does not exist puts "Generating new game..." @game_width = GAME_WIDTH @game_height = GAME_HEIGHT @producers = [] @consumers = [] # Consumer in center @belts = [] # Loop through and place producers center_x = (@game_width / 60).to_i center_y = (@game_height / 60).to_i # Move the camera to the center of the map: @camera_x = center_x * 30 - WIDTH / 2 @camera_y = center_y * 30 - HEIGHT / 2 @consumers.append( Consumer.new(center_x * 30, center_y * 30), ) # The value of the producer is proportional to the distance from the center ((@game_width / 30).to_i).times do |xx| (@game_height / 30).to_i.times do |yy| if rand < GAME_PRODUCER_CHANCE # Place a producer: @producers.append( Producer.new( xx * 30, yy * 30, (Math.sqrt((xx - center_x)**2 + (yy - center_y) ** 2) * GAME_PRODUCER_VALUE_MULT).to_i, GAME_PRODUCER_BASE_SPEED) ) end end end end # End file loading @background = Gosu.render(@game_width, @game_height) { im = Gosu::Image.new('assets/images/background_square.png', {:tileable => true}) (@game_width / 30).to_i.times do |ww| (@game_height / 30).to_i.times do |hh| im.draw(ww * 30, hh * 30) end end } @tick_time = Time.now() @delta_time = 0 end def button_down(id) if id == Gosu::KB_ESCAPE close elsif id == Gosu::MS_WHEEL_UP @camera_zoom *= 1.1 if @camera_zoom > CAMERA_MAX_ZOOM @camera_zoom = CAMERA_MAX_ZOOM else @camera_x *= 1.0125 @camera_y *= 1.0125 end elsif id == Gosu::MS_WHEEL_DOWN @camera_zoom *= 0.9 if @camera_zoom < CAMERA_MIN_ZOOM @camera_zoom = CAMERA_MIN_ZOOM else @camera_x *= 0.985 @camera_y *= 0.985 end elsif id == Gosu::KB_SPACE @camera_zoom = 1.0 else super end end ## Called every frame def update @delta_time = Time.now() - @tick_time delta_mult = @delta_time * 30 #puts "Time: #{@delta_time}, Mult: #{delta_mult}" # Timing debug @tick_time = Time.now() ### CAMERA ### # Move the camera if needed if self.mouse_x < CAMERA_MOVE_RANGE @camera_x -= ([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - self.mouse_x ) / 2)).to_i, CAMERA_MOVE_MAX_SPEED].min * delta_mult * @camera_zoom) elsif self.mouse_x > WIDTH - CAMERA_MOVE_RANGE @camera_x += ([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - (WIDTH - self.mouse_x) ) / 2)).to_i, CAMERA_MOVE_MAX_SPEED].min * delta_mult * @camera_zoom) end if self.mouse_y < CAMERA_MOVE_RANGE @camera_y -= ([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - self.mouse_y ) / 2)).to_i, CAMERA_MOVE_MAX_SPEED].min * delta_mult) elsif self.mouse_y > HEIGHT - CAMERA_MOVE_RANGE @camera_y += ([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - (HEIGHT - (self.mouse_y + 1)) ) / 2)).to_i, CAMERA_MOVE_MAX_SPEED].min * delta_mult) end # Prevent camera from leaving the screen @camera_x = [@camera_x, -10].max @camera_x = [@camera_x, @game_width - (WIDTH / @camera_zoom) + 10].min @camera_y = [@camera_y, -10].max @camera_y = [@camera_y, @game_height - (HEIGHT / @camera_zoom) + 10].min # Setup variables used to know what portions of the screen need to be rendered @camera_max_x = [@game_width, @camera_x + (WIDTH / @camera_zoom)].min @camera_min_x = [0, @camera_x].max @camera_max_y = [@game_height, @camera_y + (WIDTH / @camera_zoom)].min @camera_min_y = [0, @camera_y].max ### ITEMS ### @producers.each do |producer| producer.update(delta_mult) end @belts.each do |belt| belt.update(delta_mult) end @consumers.each do |consumer| consumer.update(delta_mult) end end ## Called when OS wants to update window. def draw # Draw mouse coords: onscreen_items = 0 Gosu.draw_rect( [(@camera_min_x - @camera_x) * @camera_zoom, self.width].min, [(@camera_min_y - @camera_y) * @camera_zoom, self.width].min, [self.width, (@camera_max_x - @camera_x) * @camera_zoom].min, [self.height, (@camera_max_y - @camera_y) * @camera_zoom].min, @background_color, 0) @background.draw(0, 0, 0, @camera_zoom, @camera_zoom) @producers.each do |producer| if producer.x <= @camera_max_x && producer.x >= @camera_min_x if producer.y <= @camera_max_y && producer.y >= @camera_min_y producer.draw(@camera_x, @camera_y, @camera_zoom) onscreen_items += 1 end end end @consumers.each do |consumer| if consumer.x <= (@camera_x + WIDTH) && consumer.x >= (@camera_x) if consumer.y <= (@camera_y + WIDTH) && consumer.y >= (@camera_y) consumer.draw(@camera_x, @camera_y, @camera_zoom) onscreen_items += 1 end end end Gosu::Image.from_text("#{mouse_x}, #{mouse_y}", 20).draw(0, 100, 1) Gosu::Image.from_text("Tick time: #{((Time.now() - @tick_time).to_f * 1000).to_i}", 20).draw(0, 25, 1) Gosu::Image.from_text("FPS: #{Gosu.fps}", 20).draw(0, 50, 1) Gosu::Image.from_text("items on screen: #{onscreen_items}", 20).draw(0, 75, 1) Gosu::Image.from_text("#{width}, #{height}", 20).draw(0, 0, 1) Gosu::Image.from_text("Camera location: #{@camera_x}, #{@camera_y}", 20).draw(0, 200, 1) Gosu::Image.from_text("Camera zoom: #{@camera_zoom}", 20).draw(0, 225, 1) Gosu::Image.from_text("Camera viewport: (#{@camera_min_x}, #{@camera_min_y}) to (#{@camera_max_x}, #{@camera_max_y})", 20).draw(0, 250, 1) end end NumFactory.new.show