forked from bionickatana/number_factory
204 lines
6.4 KiB
Ruby
204 lines
6.4 KiB
Ruby
## Nathan Hinton
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## Main entry point for the game. Sets up the world and holds the main loop
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require 'gosu'
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require 'yaml'
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require './producer.rb'
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require './consumer.rb'
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# Viewport resolution
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WIDTH = 640*2
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HEIGHT = 480*2
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# Default game settings
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GAME_SAVE_DIRECTORY = 'game_save_data'
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GAME_WIDTH = 10000
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GAME_HEIGHT = 10000
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GAME_PRODUCER_CHANCE = 0.005
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GAME_PRODUCER_VALUE_MULT = 0.1
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GAME_PRODUCER_BASE_SPEED = 1
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# Camera settings
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CAMERA_MOVE_RANGE = 10
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CAMERA_MOVE_SPEED = 30
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CAMERA_MOVE_MAX_SPEED = (CAMERA_MOVE_RANGE * CAMERA_MOVE_SPEED / 2).to_i
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CAMERA_MIN_ZOOM = 0.3
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CAMERA_MAX_ZOOM = 20
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class NumFactory < Gosu::Window
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def initialize
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super WIDTH, HEIGHT, :fullscreen => true
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self.caption = "Number factory"
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@background_color = Gosu::Color::BLUE
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### CAMERA ###
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# camera_x [Integer] Used to know the x position of the camera
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# camera_y [Integer] Used to know the y position of the camera
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# camera_zoom [Float] Used to know the zoom of the camera
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@camera_x = 0
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@camera_y = 0
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@camera_zoom = 1.0
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begin
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game_save_data = YAML.load_file("#{GAME_SAVE_DIRECTORY}/positions.yaml")
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puts game_save_data
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# Load from file OR generate new save file
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@producers = [
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Producer.new(0, 0, 1, 1),
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Producer.new(1000, 1000, 1, 1),
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Producer.new(2000, 2000, 1, 1),
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]
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@consumers = []
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@belts = []
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rescue Errno::ENOENT # File does not exist
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puts "Generating new game..."
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@game_width = GAME_WIDTH
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@game_height = GAME_HEIGHT
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@producers = []
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@consumers = [] # Consumer in center
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@belts = []
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# Loop through and place producers
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center_x = (@game_width / 60).to_i
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center_y = (@game_height / 60).to_i
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# Move the camera to the center of the map:
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@camera_x = center_x * 30 - WIDTH / 2
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@camera_y = center_y * 30 - HEIGHT / 2
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@consumers.append(
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Consumer.new(center_x * 30, center_y * 30),
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)
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# The value of the producer is proportional to the distance from the center
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((@game_width / 30).to_i).times do |xx|
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(@game_height / 30).to_i.times do |yy|
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if rand < GAME_PRODUCER_CHANCE
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# Place a producer:
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@producers.append(
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Producer.new(
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xx * 30,
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yy * 30,
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(Math.sqrt((xx - center_x)**2 + (yy - center_y) ** 2) * GAME_PRODUCER_VALUE_MULT).to_i,
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GAME_PRODUCER_BASE_SPEED)
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)
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end
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end
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end
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end # End file loading
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@tick_time = Time.now()
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@delta_time = 0
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end
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def button_down(id)
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if id == Gosu::KB_ESCAPE
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close
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elsif id == Gosu::MS_WHEEL_UP
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@camera_zoom *= 1.1
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elsif id == Gosu::MS_WHEEL_DOWN
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@camera_zoom *= 0.9
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elsif id == Gosu::KB_SPACE
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@camera_zoom = 1.0
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else
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super
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end
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end
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## Called every frame
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def update
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@delta_time = Time.now() - @tick_time
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delta_mult = @delta_time * 30
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#puts "Time: #{@delta_time}, Mult: #{delta_mult}" # Timing debug
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@tick_time = Time.now()
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### CAMERA ###
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# Move the camera if needed
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if self.mouse_x < CAMERA_MOVE_RANGE
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@camera_x -= ([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - self.mouse_x ) / 2)).to_i, CAMERA_MOVE_MAX_SPEED].min * delta_mult * @camera_zoom)
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elsif self.mouse_x > WIDTH - CAMERA_MOVE_RANGE
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@camera_x += ([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - (WIDTH - self.mouse_x) ) / 2)).to_i, CAMERA_MOVE_MAX_SPEED].min * delta_mult * @camera_zoom)
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end
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if self.mouse_y < CAMERA_MOVE_RANGE
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@camera_y -= ([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - self.mouse_y ) / 2)).to_i, CAMERA_MOVE_MAX_SPEED].min * delta_mult)
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elsif self.mouse_y > HEIGHT - CAMERA_MOVE_RANGE
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@camera_y += ([(CAMERA_MOVE_SPEED * ((CAMERA_MOVE_RANGE - (HEIGHT - (self.mouse_y + 1)) ) / 2)).to_i, CAMERA_MOVE_MAX_SPEED].min * delta_mult)
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end
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# Prevent camera from leaving the screen
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@camera_x = [@camera_x, -10].max
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@camera_x = [@camera_x, @game_width - (WIDTH / @camera_zoom) + 10].min
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@camera_y = [@camera_y, -10].max
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@camera_y = [@camera_y, @game_height - (HEIGHT / @camera_zoom) + 10].min
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# Setup variables used to know what portions of the screen need to be rendered
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@camera_max_x = [@game_width, @camera_x + (WIDTH / @camera_zoom)].min
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@camera_min_x = [0, @camera_x].max
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@camera_max_y = [@game_height, @camera_y + (WIDTH / @camera_zoom)].min
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@camera_min_y = [0, @camera_y].max
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### ITEMS ###
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@producers.each do |producer|
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producer.update(delta_mult)
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end
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@belts.each do |belt|
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belt.update(delta_mult)
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end
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@consumers.each do |consumer|
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consumer.update(delta_mult)
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end
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end
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## Called when OS wants to update window.
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def draw
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# Draw mouse coords:
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onscreen_items = 0
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Gosu.draw_rect(
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[(@camera_min_x - @camera_x) * @camera_zoom, self.width].min,
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[(@camera_min_y - @camera_y) * @camera_zoom, self.width].min,
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[self.width, (@camera_max_x - @camera_x) * @camera_zoom].min,
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[self.height, (@camera_max_y - @camera_y) * @camera_zoom].min,
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@background_color, 0)
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@producers.each do |producer|
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if producer.x <= @camera_max_x && producer.x >= @camera_min_x
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if producer.y <= @camera_max_y && producer.y >= @camera_min_y
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producer.draw(@camera_x, @camera_y, @camera_zoom)
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onscreen_items += 1
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end
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end
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end
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@consumers.each do |consumer|
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if consumer.x <= (@camera_x + WIDTH) && consumer.x >= (@camera_x)
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if consumer.y <= (@camera_y + WIDTH) && consumer.y >= (@camera_y)
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consumer.draw(@camera_x, @camera_y, @camera_zoom)
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onscreen_items += 1
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end
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end
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end
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Gosu::Image.from_text("#{mouse_x}, #{mouse_y}", 20).draw(0, 100, 1)
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Gosu::Image.from_text("Tick time: #{((Time.now() - @tick_time).to_f * 1000).to_i}", 20).draw(0, 25, 1)
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Gosu::Image.from_text("FPS: #{Gosu.fps}", 20).draw(0, 50, 1)
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Gosu::Image.from_text("items on screen: #{onscreen_items}", 20).draw(0, 75, 1)
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Gosu::Image.from_text("#{width}, #{height}", 20).draw(0, 0, 1)
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Gosu::Image.from_text("Camera location: #{@camera_x}, #{@camera_y}", 20).draw(0, 200, 1)
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Gosu::Image.from_text("Camera zoom: #{@camera_zoom}", 20).draw(0, 225, 1)
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Gosu::Image.from_text("Camera viewport: (#{@camera_min_x}, #{@camera_min_y}) to (#{@camera_max_x}, #{@camera_max_y})", 20).draw(0, 250, 1)
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end
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end
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NumFactory.new.show
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