Class: RubyArmor::DungeonView
- Inherits:
-
Fidgit::Vertical
- Object
- Fidgit::Vertical
- RubyArmor::DungeonView
- Defined in:
- lib/ruby_armor/dungeon_view.rb
Constant Summary collapse
- FACINGS =
Sprites to show based on player facing.
{ :east => 0, :south => 1, :west => 2, :north => 3, }
- WARRIORS =
Rows in the warriors.png to use for each warrior type.
{ :valkyrie => 0, :mercenary => 1, :monk => 2, :burglar => 3, }
- FLOOR_COLOR =
Color.rgba 255, 255, 255, 125
- SPRITE_SCALE =
5
- HEALTH_BAR_BORDER =
0.25
Instance Attribute Summary collapse
-
#floor ⇒ Object
Returns the value of attribute floor.
-
#tile_set ⇒ Object
Returns the value of attribute tile_set.
-
#turn ⇒ Object
Returns the value of attribute turn.
Instance Method Summary collapse
- #draw ⇒ Object
-
#draw_entrance ⇒ Object
Draw trapdoor (entrance).
- #draw_floor ⇒ Object
-
#draw_stairs ⇒ Object
Draw stairs (exit).
- #draw_units ⇒ Object
- #draw_walls ⇒ Object
-
#initialize(packer, warrior_class) ⇒ DungeonView
constructor
A new instance of DungeonView.
-
#tip ⇒ Object
Tip is the unit/object under the cursor ON displayed turn.
-
#tip_for_tile(x, y) ⇒ Object
Tip for the tile at x, y.
- #unit_health_changed(unit, amount) ⇒ Object
Constructor Details
#initialize(packer, warrior_class) ⇒ DungeonView
Returns a new instance of DungeonView.
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# File 'lib/ruby_armor/dungeon_view.rb', line 27 def initialize(packer, warrior_class) @warrior_class = warrior_class super padding: 0, width: 670, height: 260, parent: packer @tiles = SpriteSheet.new "tiles.png", TILE_WIDTH, TILE_HEIGHT, 8 @warrior_sprites = SpriteSheet.new "warriors.png", SPRITE_WIDTH, SPRITE_HEIGHT, 4 @mob_sprites = SpriteSheet.new "mobs.png", SPRITE_WIDTH, SPRITE_HEIGHT, 4 @units_record = Array.new @turn = @tile_set = 0 end |
Instance Attribute Details
#floor ⇒ Object
Returns the value of attribute floor.
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# File 'lib/ruby_armor/dungeon_view.rb', line 25 def floor @floor end |
#tile_set ⇒ Object
Returns the value of attribute tile_set.
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# File 'lib/ruby_armor/dungeon_view.rb', line 25 def tile_set @tile_set end |
#turn ⇒ Object
Returns the value of attribute turn.
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# File 'lib/ruby_armor/dungeon_view.rb', line 25 def turn @turn end |
Instance Method Details
#draw ⇒ Object
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# File 'lib/ruby_armor/dungeon_view.rb', line 74 def draw $window.translate @level_offset_x, @level_offset_y do $window.scale SPRITE_SCALE do draw_floor draw_walls draw_stairs draw_entrance draw_units end end end |
#draw_entrance ⇒ Object
Draw trapdoor (entrance)
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# File 'lib/ruby_armor/dungeon_view.rb', line 87 def draw_entrance @tiles[6, @tile_set].draw @entry_x * SPRITE_WIDTH, @entry_y * SPRITE_HEIGHT, 0 end |
#draw_floor ⇒ Object
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# File 'lib/ruby_armor/dungeon_view.rb', line 116 def draw_floor # Draw floor floor.width.times do |x| floor.height.times do |y| @tiles[(x + y + 1) % 2, @tile_set].draw x * SPRITE_WIDTH, y * SPRITE_HEIGHT, 0, 1, 1, FLOOR_COLOR end end end |
#draw_stairs ⇒ Object
Draw stairs (exit)
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# File 'lib/ruby_armor/dungeon_view.rb', line 92 def draw_stairs if floor.stairs_location[0] == 0 # flip when on the left hand side. @tiles[2, @tile_set].draw (floor.stairs_location[0] + 1) * SPRITE_WIDTH, floor.stairs_location[1] * SPRITE_HEIGHT, 0, -1 else @tiles[2, @tile_set].draw floor.stairs_location[0] * SPRITE_WIDTH, floor.stairs_location[1] * SPRITE_HEIGHT, 0 end end |
#draw_units ⇒ Object
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# File 'lib/ruby_armor/dungeon_view.rb', line 125 def draw_units @units_record[turn] ||= $window.record 1, 1 do floor.units.sort_by {|u| u.position.y }.each do |unit| sprite = case unit when RubyWarrior::Units::Warrior @warrior_sprites[FACINGS[unit.position.direction], WARRIORS[@warrior_class]] when RubyWarrior::Units::Wizard @mob_sprites[0, 1] when RubyWarrior::Units::ThickSludge @mob_sprites[2, 1] when RubyWarrior::Units::Sludge @mob_sprites[1, 1] when RubyWarrior::Units::Archer @mob_sprites[3, 1] when RubyWarrior::Units::Captive @mob_sprites[0, 2] when RubyWarrior::Units::Golem @mob_sprites[1, 2] else raise "unknown unit: #{unit.class}" end # Draw unit itself x, y, z_order = unit.position.x * SPRITE_WIDTH, unit.position.y * SPRITE_HEIGHT, unit.position.y sprite.draw x, y, z_order # Draw health number $window.scale 0.25 do Font[12].draw unit.health, x * 4, y * 4 - 20, z_order end # Draw health-bar (black border, with red bar). draw_rect x, y - 2, SPRITE_WIDTH, 1, z_order, Color::BLACK draw_rect x + HEALTH_BAR_BORDER, y + HEALTH_BAR_BORDER - 2, (SPRITE_WIDTH - 1) * unit.health / unit.max_health + HEALTH_BAR_BORDER * 2, 1 - HEALTH_BAR_BORDER * 2, z_order, Color::RED # Draw binding rope if if it tied up. if unit.bound? @mob_sprites[2, 2].draw x, y, z_order end end end @units_record[turn].draw 0, 0, 0 end |
#draw_walls ⇒ Object
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# File 'lib/ruby_armor/dungeon_view.rb', line 101 def draw_walls # Draw horizontal walls. floor.width.times do |x| light = x % 2 light = 2 if light == 1 and (Gosu::milliseconds / 500) % 2 == 0 @tiles[light + 3, @tile_set].draw x * SPRITE_WIDTH, -SPRITE_HEIGHT, 0 @tiles[3, @tile_set].draw x * SPRITE_WIDTH, floor.height * SPRITE_HEIGHT, floor.height end # Draw vertical walls. (-1..floor.height).each do |y| @tiles[3, @tile_set].draw -SPRITE_WIDTH, y * SPRITE_HEIGHT, y @tiles[3, @tile_set].draw floor.width * SPRITE_WIDTH, y * SPRITE_HEIGHT, y end end |
#tip ⇒ Object
Tip is the unit/object under the cursor ON displayed turn.
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# File 'lib/ruby_armor/dungeon_view.rb', line 187 def tip # Find out the grid location of the cursor. cursor = $window.current_game_state.cursor x = (cursor.x - @level_offset_x) / (SPRITE_SCALE * SPRITE_WIDTH) y = (cursor.y - @level_offset_y) / (SPRITE_SCALE * SPRITE_HEIGHT) x, y = x.floor, y.floor if x == -1 or x == floor.width or y == -1 or y == floor.height "Wall" else @tips[@turn][[x, y]] end end |
#tip_for_tile(x, y) ⇒ Object
Tip for the tile at x, y.
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# File 'lib/ruby_armor/dungeon_view.rb', line 202 def tip_for_tile(x, y) # Check if the mouse is over a unit. unit = floor.units.find {|u| u.position.x == x and u.position.y == y } unit_str = if unit "#{unit.to_s} (#{unit.health} / #{unit.max_health} health)" else nil end unit_str += " (bound)" if unit and unit.bound? location_str = case [x, y] when floor.stairs_location "Stairs (level exit) " when [@entry_x, @entry_y] "Trapdoor (level entry) " else nil end if unit_str and location_str "#{unit_str} on #{location_str}" elsif unit_str unit_str elsif location_str location_str else nil end end |
#unit_health_changed(unit, amount) ⇒ Object
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# File 'lib/ruby_armor/dungeon_view.rb', line 175 def unit_health_changed(unit, amount) return unless @level_offset_x # Ignore changes out of order, such as between epic levels. color = (amount > 0) ? Color::GREEN : Color::RED y_offset = (amount > 0) ? -0.15 : +0.15 FloatingText.create "#{amount > 0 ? "+" : ""}#{amount}", :color => color, :x => unit.position.x * SPRITE_SCALE * SPRITE_WIDTH + (SPRITE_SCALE * SPRITE_WIDTH / 2) + @level_offset_x, :y => (unit.position.y + y_offset) * SPRITE_SCALE * SPRITE_HEIGHT + @level_offset_y end |