Files
number_factory/main.rb
T

381 lines
13 KiB
Ruby

## Nathan Hinton
## Main entry point for the game. Sets up the world and holds the main loop
require 'gosu'
require 'yaml'
require './gamegrid.rb'
require './extractor.rb'
require './producer.rb'
require './consumer.rb'
require './dialouge_box.rb'
require './ui.rb'
FONT_PATH = 'assets/font/Cousine-Regular.ttf'
# Viewport resolution
WIDTH = Gosu::screen_width
HEIGHT = Gosu::screen_height
BOX_SIZE = 64
# Default game settings
GAME_SAVE_DIRECTORY = 'game_save_data'
GAME_WIDTH = 201 # Odd numbers look best, in squares
GAME_HEIGHT = 201
GAME_PRODUCER_CHANCE = 0.01
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 = 5
CAMERA_MIN_ZOOM = 16 # Boxes across
CAMERA_MAX_ZOOM = 80 # Boxes across
class NumFactory < Gosu::Window
attr_accessor :current_tool
def initialize
super WIDTH, HEIGHT, :fullscreen => true
self.caption = "Number factory"
@background_color = Gosu::Color::BLUE
@cursor_image = Gosu::Image.new('assets/images/cursor.png')
@cursor = @cursor_image
@cursor_offset = 16
@camera_x = 0
@camera_y = 0
@camera_boxes = 30 # Default zoom
@camera_zoom = 1
@camera_x_zoom_offset = WIDTH.to_f / (@camera_boxes * BOX_SIZE * 2).to_f
@camera_y_zoom_offset = HEIGHT.to_f / (@camera_boxes * BOX_SIZE * 2).to_f
@ui = UI.new(self, WIDTH, HEIGHT)
@current_tool = nil
@extractor_image = Gosu::Image.new('assets/images/extractor.png')
@belt_image = Gosu::Image.new('assets/images/belt.png')
@adder_image = Gosu::Image.new('assets/images/adder.png')
@delete_image = Gosu::Image.new('assets/images/delete.png')
@dialouges = []
@extractors = []
# Setup the game grid
@game_grid = GameGrid.new(GAME_WIDTH, GAME_HEIGHT)
# Load from file or initialize a new game
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 - 1) / 2).to_i
center_y = ((@game_height - 1) / 2).to_i
consumer = Consumer.new(self, center_x, center_y, BOX_SIZE, WIDTH, HEIGHT)
if @game_grid.add_item(center_x, center_y, consumer)
@consumers.append(consumer)
end
# The value of the producer is proportional to the distance from the center
((@game_width).to_i).times do |xx|
(@game_height).to_i.times do |yy|
if rand < GAME_PRODUCER_CHANCE
# Place a producer:
producer =
Producer.new(
self,
xx,
yy,
(Math.sqrt((xx - center_x)**2 + (yy - center_y) ** 2) * GAME_PRODUCER_VALUE_MULT).to_i,
GAME_PRODUCER_BASE_SPEED,
BOX_SIZE,
WIDTH,
HEIGHT,
)
# Add an item to the game with checking that the internal game state is good
if @game_grid.add_item(xx, yy, producer)
@producers.append(producer)
end
end
end
end
end # End file loading
# Move the camera to the center of the map:
@camera_x = @game_width / 2
@camera_y = @game_height / 2
# Render the background
@background = Gosu.render(@game_width * BOX_SIZE, @game_height * BOX_SIZE) {
im = Gosu::Image.new('assets/images/background_square.png', {:tileable => true})
zoom = BOX_SIZE / 30.0
(@game_width).to_i.times do |ww|
puts ww
(@game_height).to_i.times do |hh|
im.draw(ww * BOX_SIZE, hh * BOX_SIZE, 0, zoom, zoom)
end
end
}
@tick_time = Time.now()
@delta_time = 0
end
# Disable cursor in the window
def needs_cursor?
false
end
def button_down(id)
### Process mouse ###
mouse_used = @ui.update(self.mouse_x, self.mouse_y)
# They clicked in the game screen, attempt to place an item
if !mouse_used && id == Gosu::MS_LEFT
case @current_tool
when 'delete'
@cursor = @delete_image
@cursor_offset = @delete_image.height
#break
when 'belt'
@cursor = @belt_image
@cursor_offset = @belt_image.height
#break
when 'adder'
@cursor = @adder_image
@cursor_offset = @adder_image.height
#break
when 'extractor'
#xx = @camera_x + ((((self.mouse_x) - (WIDTH/2)) / BOX_SIZE - 1) * @camera_zoom).to_i
#yy = @camera_y + ((((self.mouse_y) - (HEIGHT/2)) / BOX_SIZE - 1) * @camera_zoom).to_i
xx = @camera_x + ((self.mouse_x - @cursor_offset + (BOX_SIZE * @camera_zoom)) / (BOX_SIZE * @camera_zoom)).to_i
yy = @camera_y + ((self.mouse_y - @cursor_offset + (BOX_SIZE * @camera_zoom)) / (BOX_SIZE * @camera_zoom))
extractor = Extractor.new(xx, yy, BOX_SIZE)
if @game_grid.add_item(xx, yy, extractor)
@extractors.append(extractor)
end
#break
end
end
### Process keyboard ###
if id == Gosu::KB_ESCAPE
close
elsif [Gosu::MS_WHEEL_UP, Gosu::KB_Z].include? id
@camera_boxes -= 2
if @camera_boxes < CAMERA_MIN_ZOOM
@camera_boxes = CAMERA_MIN_ZOOM
end
@camera_zoom = WIDTH / (@camera_boxes * BOX_SIZE).to_f
@camera_x_zoom_offset = WIDTH.to_f / (@camera_boxes * BOX_SIZE * 2).to_f
@camera_y_zoom_offset = HEIGHT.to_f / (@camera_boxes * BOX_SIZE * 2).to_f
elsif [Gosu::MS_WHEEL_DOWN, Gosu::KB_X].include? id
@camera_boxes += 2
if @camera_boxes > CAMERA_MAX_ZOOM
@camera_boxes = CAMERA_MAX_ZOOM
end
@camera_zoom = WIDTH.to_f / (@camera_boxes * BOX_SIZE).to_f
@camera_x_zoom_offset = WIDTH.to_f / (@camera_boxes * BOX_SIZE * 2).to_f
@camera_y_zoom_offset = HEIGHT.to_f / (@camera_boxes * BOX_SIZE * 2).to_f
elsif id == Gosu::KB_DOWN
@camera_y += 1
elsif id == Gosu::KB_UP
@camera_y -= 1
elsif id == Gosu::KB_LEFT
@camera_x -= 1
elsif id == Gosu::KB_RIGHT
@camera_x += 1
elsif id == Gosu::KB_SPACE
@camera_boxes = 30
@camera_zoom = WIDTH.to_f / (@camera_boxes * BOX_SIZE).to_f
@camera_x_zoom_offset = WIDTH.to_f / (@camera_boxes * BOX_SIZE * 2).to_f
@camera_y_zoom_offset = HEIGHT.to_f / (@camera_boxes * BOX_SIZE * 2).to_f
elsif id == Gosu::KB_G
@cursor = @cursor_image
@cursor_offset = 16
@current_tool = nil
else
super
end
end
## Register a dialouge into the game
# @param x [Integer] The x position that the dialouge should be drawn at.
# @param y [Integer] The y position that the dialouge should be drawn at.
# @param size_x [Integer] The pixel width
# @param size_y [Integer] The pixel width
# @param text [String] The text for the dialouge box
def register_dialouge(x, y, size_x, size_y, text, popup_time)
dialouge = DialougeBox.new(x, y, size_x, size_y, WIDTH, HEIGHT, text, BOX_SIZE, popup_time)
@dialouges.append(dialouge)
return dialouge
end
## Remove a dialouge from the game
# @param dialouge [DialougeBox] The dialouge to remove
def deregister_dialouge(dialouge)
@dialouges.delete(dialouge)
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 ) / 5)), CAMERA_MOVE_MAX_SPEED].min * delta_mult)
elsif self.mouse_x > WIDTH - CAMERA_MOVE_RANGE
@camera_x += ([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - (WIDTH - self.mouse_x + 1)) / 5)), CAMERA_MOVE_MAX_SPEED].min * delta_mult)
end
if self.mouse_y < CAMERA_MOVE_RANGE
@camera_y -= ([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - self.mouse_y ) / 5)), 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)) ) / 5)), CAMERA_MOVE_MAX_SPEED].min * delta_mult)
end
# Prevent camera from leaving the screen
@camera_x = [@camera_x.to_i, 0].max
@camera_x = [@camera_x.to_i, @game_width].min
@camera_y = [@camera_y.to_i, 0].max
@camera_y = [@camera_y.to_i, @game_width].min
### ITEMS ###
@producers.each do |producer|
producer.update(delta_mult, @camera_x, @camera_y, @camera_zoom)
end
@extractors.each do |extractor|
extractor.update(delta_mult, @camera_x, @camera_y, @camera_zoom)
end
@consumers.each do |consumer|
consumer.update(delta_mult, @camera_x, @camera_y, @camera_zoom, self.mouse_x, self.mouse_y)
end
# Finally process the dialouges
@dialouges.each do |dialouge|
dialouge.update(delta_mult, @camera_zoom, self.mouse_x, self.mouse_y)
end
case @current_tool
when 'delete'
@cursor = @delete_image
@cursor_offset = @delete_image.height
#break
when 'belt'
@cursor = @belt_image
@cursor_offset = @belt_image.height
#break
when 'adder'
@cursor = @adder_image
@cursor_offset = @adder_image.height
#break
when 'extractor'
@cursor = @extractor_image
@cursor_offset = @extractor_image.height
#break
end
end
## Called when OS wants to update window.
def draw
# Draw mouse coords:
onscreen_items = 0
# TODO: The background does *not* actually need to move. It can just stay
# in one spot and scale... This would make the program load so much faster
# as well as allow for larger maps.
@background.draw(
(((((WIDTH / BOX_SIZE.to_f) / 2.0) - (@camera_x * @camera_zoom)) * (BOX_SIZE))),
((((HEIGHT / BOX_SIZE.to_f) / 2.0) - (@camera_y * @camera_zoom)) * (BOX_SIZE)),
0,
@camera_zoom,
@camera_zoom
)
@producers.each do |producer|
if producer.draw_x <= WIDTH && producer.draw_x >= 0
if producer.draw_y <= HEIGHT && producer.draw_y >= 0
producer.draw()
onscreen_items += 1
end
end
end
@extractors.each do |extractor|
if extractor.draw_x <= WIDTH && extractor.draw_x >= 0
if extractor.draw_y <= HEIGHT && extractor.draw_y >= 0
extractor.draw()
onscreen_items += 1
end
end
end
@consumers.each do |consumer|
if consumer.draw_x <= WIDTH && consumer.draw_x >= 0
if consumer.draw_y <= HEIGHT && consumer.draw_y >= 0
consumer.draw()
onscreen_items += 1
end
end
end
@dialouges.each do |dialouge|
dialouge.draw()
end
@ui.draw()
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("#{@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("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("Camera boxes: #{@camera_boxes}", 20, font: FONT_PATH).draw(1600, 175, 1)
Gosu::Image.from_text("Camera location: #{@camera_x}, #{@camera_y}", 20, font: FONT_PATH).draw(1600, 200, 1)
Gosu::Image.from_text("Camera zoom: #{@camera_zoom}, #{@camera_x_zoom_offset}", 20, font: FONT_PATH).draw(1600, 225, 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
@cursor.draw(self.mouse_x - @cursor_offset, self.mouse_y - @cursor_offset, 10)
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, 0x88_888888)
end
Gosu.draw_rect(self.mouse_x - 2, self.mouse_y - 2, 4, 4, Gosu::Color::RED)
end
end
NumFactory.new.show