Refactor enemy system: enhance EnemyAI with attack cooldown, update Force class to handle damage, and improve EnemyHandler for enemy removal; add OccamsRazor weapon with attack mechanics.

This commit is contained in:
2026-03-30 19:39:43 +00:00
parent 60a89ed128
commit 0369d24338
9 changed files with 93 additions and 37 deletions
+17 -18
View File
@@ -2,6 +2,7 @@ class EnemyAI
AGGRO_RADIUS = 2000
BASE_SPEED = 130.0
CORNER_OFFSET = 35 # how far from tile center to place corner waypoint
ATTACK_COOLDOWN = 0.2 # seconds
def initialize(enemy, type)
@enemy = enemy
@@ -11,22 +12,14 @@ class EnemyAI
@last_player_tile = nil
@avoiding_obstacle = false
@speed = BASE_SPEED
@lorentz_effect_active = false
$bus.on(:lorentz_field) do
@lorentz_effect_active = true
end
$bus.on(:lorentz_field_end) do
@lorentz_effect_active = false
end
@time_since_attack = ATTACK_COOLDOWN
end
def update(player_x, player_y, dt)
distance = Math.sqrt((player_x - @enemy.x)**2 + (player_y - @enemy.y)**2)
return unless distance < AGGRO_RADIUS
if @lorentz_effect_active && distance < 230
if @enemy.lorentz && distance < 230
@speed = BASE_SPEED * 0.3
else
@speed = BASE_SPEED
@@ -42,7 +35,14 @@ class EnemyAI
enemy_tile[0] > start_room_tile[0] - 1 && enemy_tile[0] < start_room_tile[0] + 3 &&
enemy_tile[1] > start_room_tile[1] - 1 && enemy_tile[1] < start_room_tile[1] + 3
return if $bus.get_all(:collides?, @enemy.rect)&.include?(:character)
if $bus.get_all(:collides?, @enemy.rect)&.include?(:character)
if @time_since_attack >= ATTACK_COOLDOWN
$bus.emit(:enemy_attack, 10) # deal 10 damage
@time_since_attack = 0
end
@time_since_attack += dt
return
end
prop_in_tile = $bus.get(:prop_at, enemy_tile[0], enemy_tile[1])
@@ -150,15 +150,14 @@ class EnemyAI
end
def move_towards(target_x, target_y, dt)
angle = Gosu.angle(@enemy.x, @enemy.y, target_x, target_y)
dx = Gosu.offset_x(angle, @speed * dt)
dy = Gosu.offset_y(angle, @speed * dt)
dx_raw = target_x - @enemy.x
dy_raw = target_y - @enemy.y
angle = Math.atan2(dy_raw, dx_raw)
dx = Math.cos(angle) * @speed * dt
dy = Math.sin(angle) * @speed * dt
@enemy.x += dx
@enemy.y += dy
if $bus.get_all(:collides?, @enemy.rect)&.include?(:character)
# Attack player
end
end
end