## Nathan Hinton ## A number producer that will create numbers when an extractor is placed on it. PRODUCER_DEBUG = false BORDER = 2 class Producer attr_reader :draw_x, :draw_y, :size_x, :size_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(parent, x, y, number, rate, box_size, screen_width, screen_height) @x = x @y = y @parent = parent @number = [number, 1].max @rate = rate @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::Image.new('assets/images/producer.png').draw(0, 0, 0, @box_size / 32.0, @box_size / 32.0) Gosu::Image.from_text("#{@number}", 20, font: FONT_PATH).draw(10 / 32.0 * @box_size, (8 / 32.0 * @box_size), 1, 2, 2, 0xFFFA32C0) } puts "X: #{@x}, Y: #{@y}" @tooltip = @parent.register_dialouge(@x, @y, @box_size, @box_size, "Produces #{@rate} number per second", 500) @size_x = @size_y = 1 end # Creates numbers depending on the rate. This is done with knowing that the # game is 30 fps so we use that for a counter # @param delta_mult [Float] The delta multiplier for any actions # @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 @tooltip.move(@draw_x, @draw_y) end # Draw the producer. Uses the camera x and y to shift where it should draw def draw() if PRODUCER_DEBUG puts "Drawing at #{@x - camera_x}, #{@y - camera_y}" end @image.draw(@draw_x, @draw_y, 0, @camera_zoom, @camera_zoom) end end