diff --git a/consumer.rb b/consumer.rb index dc95b54..ee4be68 100644 --- a/consumer.rb +++ b/consumer.rb @@ -2,36 +2,42 @@ ## A number consumer that will create numbers when an extractor is placed on it. CONSUMER_DEBUG = false +BORDER = 2 +SIZE = 3 class Consumer - attr_reader :x, :y + attr_reader :draw_x, :draw_y # Create consumer 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(x, y) - @x = x - @y = y - @image = Gosu.render(30, 30) {Gosu.draw_rect(0, 0, 30, 30, Gosu::Color::GREEN, 0)} - #Gosu::Image.new('assets/images/background_square.png', {:tileable => true}) + def initialize(x, y, box_size, screen_width, screen_height) + @x = x - SIZE / 2 + @y = y - SIZE / 2 + @box_size = box_size + @screen_width = screen_width + @screen_height = screen_height + @image = Gosu.render((SIZE * @box_size) - (2 * BORDER), (SIZE * @box_size) - (2 * BORDER)) { + Gosu.draw_rect(0, 0, (SIZE * @box_size) - (2 * BORDER), (SIZE * @box_size) - (2 * BORDER), Gosu::Color::GREEN, 0) + } 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 - + # Consumes numbers created # @param delta_mult [Float] The delta multiplier for any actions - def update(delta_mult) + # @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 + end # Draw the consumer. Uses the camera x and y to shift where it should draw - # @param camera_x [Integer] The camera X position - # @param camera_y [Integer] The camera Y position - # @param camera_zoom [Float] The camera zoom - def draw(camera_x, camera_y, camera_zoom) - if CONSUMER_DEBUG + def draw() + if PRODUCER_DEBUG puts "Drawing at #{@x - camera_x}, #{@y - camera_y}" end - @image.draw(camera_zoom * (@x - camera_x), camera_zoom * (@y - camera_y), 0, camera_zoom, camera_zoom) + @image.draw(@draw_x, @draw_y, 0, @camera_zoom, @camera_zoom) end end diff --git a/main.rb b/main.rb index 98b792d..ea15484 100644 --- a/main.rb +++ b/main.rb @@ -9,23 +9,24 @@ require './producer.rb' require './consumer.rb' # Viewport resolution -WIDTH = 640*2 -HEIGHT = 480*2 +WIDTH = 1920 +HEIGHT = 1080 +BOX_SIZE = 64 # Default game settings GAME_SAVE_DIRECTORY = 'game_save_data' -GAME_WIDTH = 10000 -GAME_HEIGHT = 10000 -GAME_PRODUCER_CHANCE = 0.005 +GAME_WIDTH = 101 # Odd numbers look best, in squares +GAME_HEIGHT = 101 +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 = (CAMERA_MOVE_RANGE * CAMERA_MOVE_SPEED / 2).to_i -CAMERA_MIN_ZOOM = 0.7 -CAMERA_MAX_ZOOM = 5 +CAMERA_MOVE_MAX_SPEED = 5 +CAMERA_MIN_ZOOM = 16 # Boxes across +CAMERA_MAX_ZOOM = 80 # Boxes across class NumFactory < Gosu::Window def initialize @@ -34,14 +35,14 @@ class NumFactory < Gosu::Window @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 + @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 + # Load from file or initialize a new game begin game_save_data = YAML.load_file("#{GAME_SAVE_DIRECTORY}/positions.yaml") puts game_save_data @@ -65,39 +66,46 @@ class NumFactory < Gosu::Window # Loop through and place producers - center_x = (@game_width / 60).to_i - center_y = (@game_height / 60).to_i + center_x = ((@game_width - 1) / 2).to_i + center_y = ((@game_height - 1) / 2).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), + Consumer.new(center_x, center_y, BOX_SIZE, WIDTH, HEIGHT), ) - + # 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| + ((@game_width).to_i).times do |xx| + (@game_height).to_i.times do |yy| if rand < GAME_PRODUCER_CHANCE # Place a producer: @producers.append( Producer.new( - xx * 30, - yy * 30, + xx, + yy, (Math.sqrt((xx - center_x)**2 + (yy - center_y) ** 2) * GAME_PRODUCER_VALUE_MULT).to_i, - GAME_PRODUCER_BASE_SPEED) + GAME_PRODUCER_BASE_SPEED, + BOX_SIZE, + WIDTH, + HEIGHT, + ) ) end end end end # End file loading - @background = Gosu.render(@game_width, @game_height) { + # 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}) - (@game_width / 30).to_i.times do |ww| - (@game_height / 30).to_i.times do |hh| - im.draw(ww * 30, hh * 30) + 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 } @@ -111,24 +119,35 @@ class NumFactory < Gosu::Window 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 + 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 - 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 + @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_zoom = 1.0 + @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 else super end @@ -141,13 +160,13 @@ class NumFactory < Gosu::Window 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) + @camera_x -= ([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - self.mouse_x ) / 5)).to_i, 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) ) / 2)).to_i, CAMERA_MOVE_MAX_SPEED].min * delta_mult * @camera_zoom) + @camera_x += ([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - (WIDTH - self.mouse_x) ) / 2)).to_i, CAMERA_MOVE_MAX_SPEED].min * delta_mult) end if self.mouse_y < CAMERA_MOVE_RANGE @@ -155,30 +174,24 @@ class NumFactory < Gosu::Window 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 + @camera_x = [@camera_x, 0].max + @camera_x = [@camera_x, @game_width].min + @camera_y = [@camera_y, 0].max + @camera_y = [@camera_y, @game_width].min ### ITEMS ### @producers.each do |producer| - producer.update(delta_mult) + producer.update(delta_mult, @camera_x, @camera_y, @camera_zoom) end - + @belts.each do |belt| belt.update(delta_mult) end - + @consumers.each do |consumer| - consumer.update(delta_mult) + consumer.update(delta_mult, @camera_x, @camera_y, @camera_zoom) end end @@ -186,37 +199,41 @@ class NumFactory < Gosu::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) + @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.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) + 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 + @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) + 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 - 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) + Gosu::Image.from_text("#{width}, #{height}", 20).draw(1600, 0, 1) + Gosu::Image.from_text("#{mouse_x}, #{mouse_y}", 20).draw(1600, 100, 1) + Gosu::Image.from_text("Tick time: #{((Time.now() - @tick_time).to_f * 1000).to_i}", 20).draw(1600, 25, 1) + Gosu::Image.from_text("FPS: #{Gosu.fps}", 20).draw(1600, 50, 1) + Gosu::Image.from_text("items on screen: #{onscreen_items}", 20).draw(1600, 75, 1) + Gosu::Image.from_text("Camera boxes: #{@camera_boxes}", 20).draw(1600, 175, 1) + Gosu::Image.from_text("Camera location: #{@camera_x}, #{@camera_y}", 20).draw(1600, 200, 1) + Gosu::Image.from_text("Camera zoom: #{@camera_zoom}, #{@camera_x_zoom_offset}", 20).draw(1600, 225, 1) + Gosu::Image.from_text("Camera viewport: (#{@camera_min_x}, #{@camera_min_y}) to (#{@camera_max_x}, #{@camera_max_y})", 20).draw(1600, 250, 1) end end diff --git a/producer.rb b/producer.rb index e58c264..cd6eff2 100644 --- a/producer.rb +++ b/producer.rb @@ -2,22 +2,26 @@ ## A number producer that will create numbers when an extractor is placed on it. PRODUCER_DEBUG = false +BORDER = 2 class Producer - attr_reader :x, :y + attr_reader :draw_x, :draw_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(x, y, number, rate) + def initialize(x, y, number, rate, box_size, screen_width, screen_height) @x = x @y = y @number = [number, 1].max @rate = (30/rate).to_i - @image = Gosu.render(30, 30) { + @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.draw_rect(0, 0, 30, 30, Gosu::Color::RED, 0) + Gosu.draw_rect(0, 0, @box_size - (2 * BORDER), @box_size - (2 * BORDER), Gosu::Color::RED, 0) Gosu::Image.from_text("#{@number}", 20).draw(5, 5, 1) } @@ -27,18 +31,21 @@ class Producer # game is 30 fps so we use that for a counter # @param delta_mult [Float] The delta multiplier for any actions - def update(delta_mult) + # @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 end # Draw the producer. Uses the camera x and y to shift where it should draw - # @param camera_x [Integer] The camera X position - # @param camera_y [Integer] The camera Y position - # @param camera_zoom [Float] The camera zoom - def draw(camera_x, camera_y, camera_zoom) + def draw() if PRODUCER_DEBUG puts "Drawing at #{@x - camera_x}, #{@y - camera_y}" end - @image.draw(camera_zoom * (@x - camera_x), camera_zoom * (@y - camera_y), 0, camera_zoom, camera_zoom) + @image.draw(@draw_x, @draw_y, 0, @camera_zoom, @camera_zoom) end end