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number_factory/main.rb
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bionickatana 693f5b83e9 Update main.rb (#8)
This works. I did find out in my testing that it might not set the zoom correct however as soon as you do zoom it works properly. Also odd aspect ratios (eg not my aspect ratio) cause the squares to be not so square

Reviewed-on: bionickatana/number_factory#8
Co-authored-by: nathan <nathan@hintonclan.org>
Co-committed-by: nathan <nathan@hintonclan.org>
2026-06-14 15:32:57 -06:00

243 lines
7.7 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 = Gosu::screen_width
HEIGHT = Gosu::screen_height
BOX_SIZE = 64
# Default game settings
GAME_SAVE_DIRECTORY = 'game_save_data'
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 = 5
CAMERA_MIN_ZOOM = 16 # Boxes across
CAMERA_MAX_ZOOM = 80 # Boxes across
class NumFactory < Gosu::Window
def initialize
super WIDTH, HEIGHT, :fullscreen => true
self.caption = "Number factory"
@background_color = Gosu::Color::BLUE
@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
# 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
@consumers.append(
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).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,
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,
)
)
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
def button_down(id)
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
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 ) / 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)
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, 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, @camera_x, @camera_y, @camera_zoom)
end
@belts.each do |belt|
belt.update(delta_mult)
end
@consumers.each do |consumer|
consumer.update(delta_mult, @camera_x, @camera_y, @camera_zoom)
end
end
## Called when OS wants to update window.
def draw
# Draw mouse coords:
onscreen_items = 0
@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
@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
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
NumFactory.new.show