Props are now collectible;

Props logic refractor;
maze coordinates cleanup
This commit is contained in:
2026-03-28 18:09:58 +00:00
parent e42b31ec24
commit 045200bf9f
10 changed files with 122 additions and 41 deletions
+24 -4
View File
@@ -1,4 +1,6 @@
require_relative "base"
require_relative "radar"
require_relative "torch"
require_relative "chest"
class PropsHandler
attr_reader :props
@@ -25,7 +27,7 @@ class PropsHandler
def spawn_chests!
world_size = $bus.get(:maze_size) || [0, 0]
cell_size = 10
cell_size = 8
(0...world_size[0]).step(cell_size) do |cx|
(0...world_size[1]).step(cell_size) do |cy|
@@ -46,6 +48,18 @@ class PropsHandler
@grid[[x, y]] = chest
end
end
# Add one in the start room for players to have something to interact with right away
start_room_x, start_room_y = $bus.get(:start_room_coords) || [0, 0]
x, y = [
[start_room_x, start_room_y],
[start_room_x + 2, start_room_y],
[start_room_x, start_room_y + 2],
[start_room_x + 2, start_room_y + 2]
].sample
chest = Chest.new(x, y)
@props << chest
@grid[[x, y]] = chest
end
def nearby_props(rect)
@@ -75,8 +89,14 @@ class PropsHandler
@grid[key] = prop
end
def update
@props.each(&:update)
def update(dt)
cam = $bus.get(:camera_pos) || [0, 0]
nearby_props([*cam, *SCREEN_SIZE]).each do |prop|
if prop.update(dt)
@props.delete(prop)
@grid.delete([prop.x, prop.y])
end
end
end
def draw