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class Isometric
attr_accessor :grid, :inputs, :state, :outputs
def tick
defaults
render
calc
process_inputs
end
def defaults
state.quantity ||= 6 #Size of grid
state.tileSize ||= [262 / 2, 194 / 2] #width and heigth of orange tiles
state.tileGrid ||= [] #Holds ordering of tiles
state.currentSpriteLocation ||= -1 #Current Sprite hovering location
state.tileCords ||= [] #Physical, rendering cordinates
state.initCords ||= [640 - (state.quantity / 2 * state.tileSize[0]), 330] #Location of tile (0, 0)
state.sideSize ||= [state.tileSize[0] / 2, 242 / 2] #Purple & green cube face size
state.mode ||= :delete #Switches between :delete and :insert
state.spriteSelection ||= [['river', 0, 0, 262 / 2, 194 / 2],
['mountain', 0, 0, 262 / 2, 245 / 2],
['ocean', 0, 0, 262 / 2, 194 / 2]] #Storage for sprite information
#['name', deltaX, deltaY, sizeW, sizeH]
#^delta refers to distance from tile cords
#Orders tiles based on tile placement and fancy math. Very left: 0,0. Very bottom: quantity-1, 0, etc
if state.tileGrid == []
tempX = 0
tempY = 0
tempLeft = false
tempRight = false
count = 0
(state.quantity * state.quantity).times do
if tempY == 0
tempLeft = true
end
if tempX == (state.quantity - 1)
tempRight = true
end
state.tileGrid.push([tempX, tempY, true, tempLeft, tempRight, count])
#orderX, orderY, exists?, leftSide, rightSide, order
tempX += 1
if tempX == state.quantity
tempX = 0
tempY += 1
end
tempLeft = false
tempRight = false
count += 1
end
end
#Calculates physical cordinates for tiles
if state.tileCords == []
state.tileCords = state.tileGrid.map do
|val|
x = (state.initCords[0]) + ((val[0] + val[1]) * state.tileSize[0] / 2)
y = (state.initCords[1]) + (-1 * val[0] * state.tileSize[1] / 2) + (val[1] * state.tileSize[1] / 2)
[x, y, val[2], val[3], val[4], val[5], -1] #-1 represents sprite on top of tile. -1 for now
end
end
end
def render
renderBackground
renderLeft
renderRight
renderTiles
renderObjects
renderLabels
end
def renderBackground
outputs.solids << [0, 0, 1280, 720, 0, 0, 0] #Background color
end
def renderLeft
#Shows the pink left cube face
outputs.sprites << state.tileCords.map do
|val|
if val[2] == true && val[3] == true #Checks if the tile exists and right face needs to be rendered
[val[0], val[1] + (state.tileSize[1] / 2) - state.sideSize[1], state.sideSize[0],
state.sideSize[1], 'sprites/leftSide.png']
end
end
end
def renderRight
#Shows the green right cube face
outputs.sprites << state.tileCords.map do
|val|
if val[2] == true && val[4] == true #Checks if it exists & checks if right face needs to be rendered
[val[0] + state.tileSize[0] / 2, val[1] + (state.tileSize[1] / 2) - state.sideSize[1], state.sideSize[0],
state.sideSize[1], 'sprites/rightSide.png']
end
end
end
def renderTiles
#Shows the tile itself. Important that it's rendered after the two above!
outputs.sprites << state.tileCords.map do
|val|
if val[2] == true #Chcekcs if tile needs to be rendered
if val[5] == state.currentSpriteLocation
[val[0], val[1], state.tileSize[0], state.tileSize[1], 'sprites/selectedTile.png']
else
[val[0], val[1], state.tileSize[0], state.tileSize[1], 'sprites/tile.png']
end
end
end
end
def renderObjects
#Renders the sprites on top of the tiles. Order of rendering: top corner to right corner and cascade down until left corner
#to bottom corner.
a = (state.quantity * state.quantity) - state.quantity
iter = 0
loop do
if state.tileCords[a][2] == true && state.tileCords[a][6] != -1
outputs.sprites << [state.tileCords[a][0] + state.spriteSelection[state.tileCords[a][6]][1],
state.tileCords[a][1] + state.spriteSelection[state.tileCords[a][6]][2],
state.spriteSelection[state.tileCords[a][6]][3], state.spriteSelection[state.tileCords[a][6]][4],
'sprites/' + state.spriteSelection[state.tileCords[a][6]][0] + '.png']
end
iter += 1
a += 1
a -= state.quantity * 2 if iter == state.quantity
iter = 0 if iter == state.quantity
break if a < 0
end
end
def renderLabels
#Labels
outputs.labels << [50, 680, 'Click to delete!', 5, 0, 255, 255, 255, 255] if state.mode == :delete
outputs.labels << [50, 640, 'Press \'i\' for insert mode!', 5, 0, 255, 255, 255, 255] if state.mode == :delete
outputs.labels << [50, 680, 'Click to insert!', 5, 0, 255, 255, 255, 255] if state.mode == :insert
outputs.labels << [50, 640, 'Press \'d\' for delete mode!', 5, 0, 255, 255, 255, 255] if state.mode == :insert
end
def calc
calcCurrentHover
end
def calcCurrentHover
#This determines what tile the mouse is hovering (or last hovering) over
x = inputs.mouse.position.x
y = inputs.mouse.position.y
m = (state.tileSize[1] / state.tileSize[0]) #slope
state.tileCords.map do
|val|
#Conditions that makes runtime faster. Checks if the mouse click was between tile dimensions (rectangle collision)
next unless val[0] < x && x < val[0] + state.tileSize[0]
next unless val[1] < y && y < val[1] + state.tileSize[1]
next unless val[2] == true
tempBool = false
if x == val[0] + (state.tileSize[0] / 2)
#The height of a diamond is the height of the diamond, so if x equals that exact point, it must be inside the diamond
tempBool = true
elsif x < state.tileSize[0] / 2 + val[0]
#Uses y = (m) * (x - x1) + y1 to determine the y values for the two diamond lines on the left half of diamond
tempY1 = (m * (x - val[0])) + val[1] + (state.tileSize[1] / 2)
tempY2 = (-1 * m * (x - val[0])) + val[1] + (state.tileSize[1] / 2)
#Checks to see if the mouse click y value is between those temp y values
tempBool = true if y < tempY1 && y > tempY2
elsif x > state.tileSize[0] / 2 + val[0]
#Uses y = (m) * (x - x1) + y1 to determine the y values for the two diamond lines on the right half of diamond
tempY1 = (m * (x - val[0] - (state.tileSize[0] / 2))) + val[1]
tempY2 = (-1 * m * (x - val[0] - (state.tileSize[0] / 2))) + val[1] + state.tileSize[1]
#Checks to see if the mouse click y value is between those temp y values
tempBool = true if y > tempY1 && y < tempY2
end
if tempBool == true
state.currentSpriteLocation = val[5] #Current sprite location set to the order value
end
end
end
def process_inputs
#Makes development much faster and easier
if inputs.keyboard.key_up.r
$dragon.reset
end
checkTileSelected
switchModes
end
def checkTileSelected
if inputs.mouse.down
x = inputs.mouse.down.point.x
y = inputs.mouse.down.point.y
m = (state.tileSize[1] / state.tileSize[0]) #slope
state.tileCords.map do
|val|
#Conditions that makes runtime faster. Checks if the mouse click was between tile dimensions (rectangle collision)
next unless val[0] < x && x < val[0] + state.tileSize[0]
next unless val[1] < y && y < val[1] + state.tileSize[1]
next unless val[2] == true
tempBool = false
if x == val[0] + (state.tileSize[0] / 2)
#The height of a diamond is the height of the diamond, so if x equals that exact point, it must be inside the diamond
tempBool = true
elsif x < state.tileSize[0] / 2 + val[0]
#Uses y = (m) * (x - x1) + y1 to determine the y values for the two diamond lines on the left half of diamond
tempY1 = (m * (x - val[0])) + val[1] + (state.tileSize[1] / 2)
tempY2 = (-1 * m * (x - val[0])) + val[1] + (state.tileSize[1] / 2)
#Checks to see if the mouse click y value is between those temp y values
tempBool = true if y < tempY1 && y > tempY2
elsif x > state.tileSize[0] / 2 + val[0]
#Uses y = (m) * (x - x1) + y1 to determine the y values for the two diamond lines on the right half of diamond
tempY1 = (m * (x - val[0] - (state.tileSize[0] / 2))) + val[1]
tempY2 = (-1 * m * (x - val[0] - (state.tileSize[0] / 2))) + val[1] + state.tileSize[1]
#Checks to see if the mouse click y value is between those temp y values
tempBool = true if y > tempY1 && y < tempY2
end
if tempBool == true
if state.mode == :delete
val[2] = false
state.tileGrid[val[5]][2] = false #Unnecessary because never used again but eh, I like consistency
state.tileCords[val[5]][2] = false #Ensures that the tile isn't rendered
unless state.tileGrid[val[5]][0] == 0 #If tile is the left most tile in the row, right doesn't get rendered
state.tileGrid[val[5] - 1][4] = true #Why the order value is amazing
state.tileCords[val[5] - 1][4] = true
end
unless state.tileGrid[val[5]][1] == state.quantity - 1 #Same but left side
state.tileGrid[val[5] + state.quantity][3] = true
state.tileCords[val[5] + state.quantity][3] = true
end
elsif state.mode == :insert
#adds the current sprite value selected to tileCords. (changes from the -1 earlier)
val[6] = rand(state.spriteSelection.length)
end
end
end
end
end
def switchModes
#Switches between insert and delete modes
if inputs.keyboard.key_up.i && state.mode == :delete
state.mode = :insert
inputs.keyboard.clear
elsif inputs.keyboard.key_up.d && state.mode == :insert
state.mode = :delete
inputs.keyboard.clear
end
end
end
$isometric = Isometric.new
def tick args
$isometric.grid = args.grid
$isometric.inputs = args.inputs
$isometric.state = args.state
$isometric.outputs = args.outputs
$isometric.tick
end
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