Files
number_factory/main.rb
T

204 lines
6.4 KiB
Ruby

## 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 = 30
CAMERA_MOVE_MAX_SPEED = (CAMERA_MOVE_RANGE * CAMERA_MOVE_SPEED / 2).to_i
CAMERA_MIN_ZOOM = 0.3
CAMERA_MAX_ZOOM = 20
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
@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
elsif id == Gosu::MS_WHEEL_DOWN
@camera_zoom *= 0.9
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)
@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