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
+1 -1
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@@ -10,7 +10,7 @@ class Character
start_room_coords = $bus.get(:start_room_coords) start_room_coords = $bus.get(:start_room_coords)
if start_room_coords if start_room_coords
@world_x, @world_y = [(start_room_coords[0] + 2) * 60 + 30, (start_room_coords[1] + 2) * 60 + 30] @world_x, @world_y = [(start_room_coords[0] * 2 + 3) * 60 + 30, (start_room_coords[1] * 2 + 3) * 60 + 30]
end end
# Load the full sheet as tiles # Load the full sheet as tiles
+1 -1
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@@ -14,7 +14,7 @@ class EnemyHandler
# For now, just spawn a single enemy at a fixed location # For now, just spawn a single enemy at a fixed location
start_room_coords = $bus.get(:start_room_coords) start_room_coords = $bus.get(:start_room_coords)
if @enemies.empty? if @enemies.empty?
@enemies << Enemy.new((start_room_coords[0] + 4) * 60 + 30, (start_room_coords[1] + 4) * 60 + 30) @enemies << Enemy.new((start_room_coords[0] * 2 + 1 + 4) * 60 + 30, (start_room_coords[1] * 2 + 1 + 4) * 60 + 30)
end end
end end
+49 -31
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@@ -1,4 +1,5 @@
class Prop class Prop
DESTRUCTION_SPEED = 50.0
SIZE = [25, 15] SIZE = [25, 15]
# The base class for all props in the game. Props are things that can be interacted with, but do not move (unlike characters). # The base class for all props in the game. Props are things that can be interacted with, but do not move (unlike characters).
@@ -12,19 +13,50 @@ class Prop
@y = y @y = y
@frames_count = 0 @frames_count = 0
@spritesheet = nil @spritesheet = nil
@health = 100
end end
def collides?(rect) def collides?(rect)
return true if intersects?(self.rect, rect) return true if intersects?(self.collision_rect, rect)
false false
end end
def rect def collision_rect
[@x * 120 + 90 - SIZE[0] / 2, @y * 120 + 90 - SIZE[1], *SIZE] [@x * 120 + 90 - SIZE[0] / 2, @y * 120 + 90 - SIZE[1], *SIZE]
end end
def update def rect
# For now, placeables don't have any behavior [@x * 120 + 90 - 20, @y * 120 + 90 - 20, 40, 40]
end
def resources
{}
end
def update(dt)
return unless Gosu.button_down?(Gosu::MS_LEFT)
player_x, player_y = $bus.get(:player_position) || [0, 0]
tile_x, tile_y = [(player_x - 90) / 120, (player_y - 90) / 120].map(&:round)
return unless tile_x == @x && tile_y == @y
mouse_x, mouse_y = $bus.get(:mouse_pos)
cam_x, cam_y = $bus.get(:camera_pos)
world_mouse_x = mouse_x + cam_x
world_mouse_y = mouse_y + cam_y
return unless intersects?([world_mouse_x, world_mouse_y, 1, 1], self.rect)
@health -= DESTRUCTION_SPEED * dt
if @health <= 0
resources.each do |type, amount|
$bus.emit(:obtain, type, amount)
end
return true
end
false
end end
def draw def draw
@@ -39,36 +71,22 @@ class Prop
@spritesheet[frame_index].draw(screen_x - 20, screen_y - 20, screen_y, 2, 2) @spritesheet[frame_index].draw(screen_x - 20, screen_y - 20, screen_y, 2, 2)
if @health < 100
percent = 1.0 - @health / 100.0
w, h = SIZE
bar_width = w * percent
bar_height = 3
bar_x = screen_x - w / 2
bar_y = screen_y + h + 5
Gosu.draw_rect(bar_x, bar_y, bar_width, bar_height, Gosu::Color::RED, screen_y + 1)
end
return unless DEBUG return unless DEBUG
# collision box centered on same point # collision box centered on same point
Gosu.draw_rect(screen_x - SIZE[0] / 2, screen_y - SIZE[1], *SIZE, Gosu::Color.new(0x88ff0000), Float::INFINITY) Gosu.draw_rect(screen_x - SIZE[0] / 2, screen_y - SIZE[1], *SIZE, Gosu::Color.new(0x88ff0000), Float::INFINITY)
end end
end end
class Radar < Prop
def initialize(x, y)
super(x, y)
@frames_count = 4
@spritesheet = Gosu::Image.load_tiles("assets/images/radar.png", 20, 20, retro: true)
end
end
class Torch < Prop
def initialize(x, y)
super(x, y)
@frames_count = 4
@spritesheet = Gosu::Image.load_tiles("assets/images/torch.png", 20, 20, retro: true)
end
end
class Chest < Prop
def initialize(x, y)
super(x, y)
@wood = rand(0..64)
@metal = rand(0..16)
@science = rand(0..4)
@frames_count = 1
@spritesheet = Gosu::Image.load_tiles("assets/images/chest.png", 20, 20, retro: true)
end
end
+13
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@@ -0,0 +1,13 @@
require_relative "base"
class Chest < Prop
def initialize(x, y)
super(x, y)
@frames_count = 1
@spritesheet = Gosu::Image.load_tiles("assets/images/chest.png", 20, 20, retro: true)
end
def resources
{ wood: rand(0..64), metal: rand(0..16), science: rand(0..4) }
end
end
+24 -4
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@@ -1,4 +1,6 @@
require_relative "base" require_relative "radar"
require_relative "torch"
require_relative "chest"
class PropsHandler class PropsHandler
attr_reader :props attr_reader :props
@@ -25,7 +27,7 @@ class PropsHandler
def spawn_chests! def spawn_chests!
world_size = $bus.get(:maze_size) || [0, 0] 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[0]).step(cell_size) do |cx|
(0...world_size[1]).step(cell_size) do |cy| (0...world_size[1]).step(cell_size) do |cy|
@@ -46,6 +48,18 @@ class PropsHandler
@grid[[x, y]] = chest @grid[[x, y]] = chest
end end
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 end
def nearby_props(rect) def nearby_props(rect)
@@ -75,8 +89,14 @@ class PropsHandler
@grid[key] = prop @grid[key] = prop
end end
def update def update(dt)
@props.each(&:update) 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 end
def draw def draw
+13
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@@ -0,0 +1,13 @@
require_relative "base"
class Radar < Prop
def initialize(x, y)
super(x, y)
@frames_count = 4
@spritesheet = Gosu::Image.load_tiles("assets/images/radar.png", 20, 20, retro: true)
end
def resources
{ wood: rand(0..2), metal: rand(0..8), science: rand(0..2) }
end
end
+13
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@@ -0,0 +1,13 @@
require_relative "base"
class Torch < Prop
def initialize(x, y)
super(x, y)
@frames_count = 4
@spritesheet = Gosu::Image.load_tiles("assets/images/torch.png", 20, 20, retro: true)
end
def resources
{ wood: rand(0..8) }
end
end
+3 -3
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@@ -139,7 +139,7 @@ class Game < Scene
(0...tiles_x).each do |i| (0...tiles_x).each do |i|
sx = i * tile_size - offset_x sx = i * tile_size - offset_x
sy = j * tile_size - offset_y sy = j * tile_size - offset_y
@floor_image.draw(sx, sy, -1000, 3, 3) @floor_image.draw(sx, sy, -Float::INFINITY, 3, 3)
end end
end end
end end
@@ -147,10 +147,10 @@ class Game < Scene
def update(dt) def update(dt)
@character.update(dt) @character.update(dt)
@enemies.update(dt) @enemies.update(dt)
@props.update @props.update(dt)
end end
def button_down(id, _pos) def button_down(id, pos)
return $bus.emit(:change_scene, Menu.new) if id == Gosu::KB_ESCAPE return $bus.emit(:change_scene, Menu.new) if id == Gosu::KB_ESCAPE
end end
end end
+4
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@@ -34,5 +34,9 @@ class State
@health = 100 @health = 100
@stealth = 100 @stealth = 100
@memory = 256 @memory = 256
$bus.on(:obtain) do |type, amount|
@inventory[type] += amount if @inventory.key?(type)
end
end end
end end
+1 -1
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@@ -16,7 +16,7 @@ class MazeData
return if standalone return if standalone
$bus.on(:start_room_coords) do $bus.on(:start_room_coords) do
next @start_room ? [@start_room[0] * 2 + 1, @start_room[1] * 2 + 1] : nil next @start_room
end end
$bus.on(:room?) do |gx, gy| $bus.on(:room?) do |gx, gy|