module CyberarmEngine class GameObject include Common attr_accessor :image, :angle, :position, :velocity, :center_x, :center_y, :scale_x, :scale_y, :color, :mode, :options, :paused, :radius, :last_position attr_reader :alpha def initialize(options = {}) window.current_state.add_game_object(self) if options[:auto_manage] || options[:auto_manage].nil? @options = options @image = options[:image] ? image(options[:image]) : nil x = options[:x] || 0 y = options[:y] || 0 z = options[:z] || 0 @position = Vector.new(x, y, z) @velocity = Vector.new @last_position = Vector.new @angle = options[:angle] || 0 @center_x = options[:center_x] || 0.5 @center_y = options[:center_y] || 0.5 @scale_x = options[:scale_x] || 1 @scale_y = options[:scale_y] || 1 @color = options[:color] || Gosu::Color.argb(0xff_ffffff) @alpha = options[:alpha] || 255 @mode = options[:mode] || :default @paused = false @speed = 0 @debug_color = Gosu::Color::GREEN @world_center_point = Vector.new(0, 0) setup @debug_text = Text.new("", color: @debug_color, y: @position.y - (height * scale), z: 9999) @debug_text.x = @position.x if @radius == 0 || @radius.nil? @radius = if options[:radius] options[:radius] else defined?(@image.width) ? ((@image.width + @image.height) / 4) * scale : 1 end end end def draw if @image @image.draw_rot(@position.x, @position.y, @position.z, @angle, @center_x, @center_y, @scale_x, @scale_y, @color, @mode) end if $debug show_debug_heading Gosu.draw_circle(@position.x, @position.y, radius, 9999, @debug_color) if @debug_text.text != "" Gosu.draw_rect(@debug_text.x - 10, (@debug_text.y - 10), @debug_text.width + 20, @debug_text.height + 20, Gosu::Color.rgba(0, 0, 0, 200), 9999) @debug_text.draw end end end def update end def debug_text(text) @debug_text.text = text @debug_text.x = @position.x - (@debug_text.width / 2) @debug_text.y = @position.y - (@debug_text.height + radius + height) end def scale if @scale_x == @scale_y @scale_x else false # maths? end end def scale=(int) self.scale_x = int self.scale_y = int self.radius = ((@image.width + @image.height) / 4) * scale end def visible true # if _x_visible # if _y_visible # true # else # false # end # else # false # end end def _x_visible x.between?((window.width / 2) - @world_center_point.x, (window.width / 2) + @world_center_point.x) || x.between?((@world_center_point.x - window.width / 2), (window.width / 2) + @world_center_point.x) end def _y_visible y.between?((window.height / 2) - @world_center_point.y, (window.height / 2) + @world_center_point.y) || y.between?(@world_center_point.y - (window.height / 2), (window.height / 2) + @world_center_point.y) end def heading(ahead_by = 100, _object = nil, angle_only = false) direction = Gosu.angle(@last_position.x, @last_position.x, @position.x, position.y).gosu_to_radians _x = @position.x + (ahead_by * Math.cos(direction)) _y = @position.y + (ahead_by * Math.sin(direction)) return direction if angle_only return Vector.new(_x, _y) unless angle_only end def show_debug_heading _heading = heading Gosu.draw_line(@position.x, @position.y, @debug_color, _heading.x, _heading.y, @debug_color, 9999) end def width @image ? @image.width * scale : 0 end def height @image ? @image.height * scale : 0 end def pause @paused = true end def unpause @paused = false end def rotate(int) self.angle += int self.angle %= 360 end def alpha=(int) # 0-255 @alpha = int @alpha = 255 if @alpha > 255 @color = Gosu::Color.rgba(@color.red, @color.green, @color.blue, int) end def button_up(id) end def button_down(id) end def find_closest(game_object_class) best_object = nil best_distance = 100_000_000_000 # Huge default number game_object_class.all.each do |object| distance = Gosu.distance(x, y, object.x, object.y) if distance <= best_distance best_object = object best_distance = distance end end best_object end def look_at(object) # TODO: Implement end def circle_collision?(object) distance = Gosu.distance(x, y, object.x, object.y) distance <= radius + object.radius end # Duplication... so DRY. def each_circle_collision(object, _resolve_with = :width, &block) if object.class != Class && object.instance_of?(object.class) window.current_state.game_objects.select { |i| i.instance_of?(object.class) }.each do |o| distance = Gosu.distance(x, y, object.x, object.y) block.call(o, object) if distance <= radius + object.radius && block end else list = window.current_state.game_objects.select { |i| i.instance_of?(object) } list.each do |o| next if self == o distance = Gosu.distance(x, y, o.x, o.y) block.call(self, o) if distance <= radius + o.radius && block end end end def destroy if window.current_state window.current_state.game_objects.each do |o| window.current_state.game_objects.delete(o) if o.is_a?(self.class) && o == self end end end # NOTE: This could be implemented more reliably def all INSTANCES.select { |i| i.instance_of?(self) } end def self.each_circle_collision(object, _resolve_with = :width, &block) if object.class != Class && object.instance_of?(object.class) window.current_state.game_objects.select { |i| i.instance_of?(self) }.each do |o| distance = Gosu.distance(o.x, o.y, object.x, object.y) block.call(o, object) if distance <= o.radius + object.radius && block end else lista = window.current_state.game_objects.select { |i| i.instance_of?(self) } listb = window.current_state.game_objects.select { |i| i.instance_of?(object) } lista.product(listb).each do |o, o2| next if o == o2 distance = Gosu.distance(o.x, o.y, o2.x, o2.y) block.call(o, o2) if distance <= o.radius + o2.radius && block end end end def self.destroy_all INSTANCES.clear if window.current_state window.current_state.game_objects.each do |o| window.current_state.game_objects.delete(o) if o.is_a?(self.class) end end end end end