Refactor weapon system: implement WeaponHandler to manage LorentzField and prepare for additional weapons; update shader to incorporate lorentz_field uniform for visual effects.

This commit is contained in:
2026-03-29 22:22:06 +00:00
parent 3c8c481713
commit 1ea06f50d3
6 changed files with 114 additions and 20 deletions
+11 -6
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@@ -1,12 +1,12 @@
#version 120 #version 120
uniform vec2 player_pos;
uniform vec2 resolution; // 720x480 uniform vec2 resolution; // 720x480
uniform vec2 offset; // padding in pixels uniform vec2 offset; // padding in pixels
uniform float scale; // scale factor uniform float scale; // scale factor
uniform vec2 torch_lights[32]; uniform vec2 torch_lights[32];
uniform int num_torches; uniform int num_torches;
uniform float time_sec; uniform float time_sec;
uniform float lorentz_field;
// External snippet // External snippet
// Simplex 2D noise // Simplex 2D noise
@@ -49,8 +49,14 @@ void main() {
return; return;
} }
float p_i_radius = 100.0; // tint
float p_o_radius = 340.0; vec3 lf_color = vec3(3.0/255.0, 9.0/255.0, 42.0/255.0);
vec3 tint = mix(vec3(0.0), lf_color, lorentz_field);
// radii
float p_i_radius = mix(100.0, 120.0, lorentz_field);
float p_o_radius = mix(340.0, 235.0, lorentz_field);
float t_i_radius = 10.0; float t_i_radius = 10.0;
float t_o_radius = 160.0; float t_o_radius = 160.0;
@@ -84,11 +90,10 @@ void main() {
light_strength = clamp(light_strength, 0.0, 1.0); light_strength = clamp(light_strength, 0.0, 1.0);
// Noise // Noise
vec2 world_coord = (virtual_coord + player_pos - resolution / 2.0) * 0.005; float noise = (snoise(virtual_coord / resolution * 3.0 + vec2(time_sec * 0.25, 0)) + 1.0) / 2.0;
float noise = (snoise(world_coord + vec2(time_sec / 5.0, time_sec / 6.0)) + 1.0) / 2.0;
float t = 1.0 - light_strength; float t = 1.0 - light_strength;
float alpha = clamp(t * (1.0 + noise), 0.0, 1.0); float alpha = clamp(t * (1.0 + noise), 0.0, 1.0);
gl_FragColor = vec4(0.0, 0.0, 0.0, alpha); gl_FragColor = vec4(tint, alpha);
} }
+7
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@@ -2,6 +2,7 @@ require_relative 'maze'
require_relative 'hud/layer' require_relative 'hud/layer'
require_relative 'props/handler' require_relative 'props/handler'
require_relative 'enemy/handler' require_relative 'enemy/handler'
require_relative 'weapons/handler'
require_relative 'character' require_relative 'character'
require 'perlin' require 'perlin'
@@ -17,6 +18,7 @@ class Game < Scene
@character = Character.new @character = Character.new
@enemies = EnemyHandler.new @enemies = EnemyHandler.new
@props = PropsHandler.new @props = PropsHandler.new
@weapons = WeaponHandler.new
@hud = HUDLayer.new @hud = HUDLayer.new
@@ -39,6 +41,7 @@ class Game < Scene
@props.draw @props.draw
$bus.emit(:shade) if $bus.get(:settings, :fog) $bus.emit(:shade) if $bus.get(:settings, :fog)
@hud.draw @hud.draw
@weapons.draw
draw_debug! if $bus.get(:settings, :debug) draw_debug! if $bus.get(:settings, :debug)
end end
@@ -71,6 +74,7 @@ class Game < Scene
@character.update(dt) @character.update(dt)
@enemies.update(dt) @enemies.update(dt)
@props.update(dt) @props.update(dt)
@weapons.update(dt)
end end
def button_down(id, pos) def button_down(id, pos)
@@ -78,5 +82,8 @@ class Game < Scene
return if @hud.button_down(id, pos) return if @hud.button_down(id, pos)
return if @props.button_down(id, pos) return if @props.button_down(id, pos)
#return if @weapons.button_down(id, pos)
#@character.button_down(id)
end end
end end
+31
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@@ -0,0 +1,31 @@
require_relative 'lorentz_field'
#require_relative 'occams_razor'
#require_relative 'quantum_bow'
#require_relative 'blade_of_recursion'
class WeaponHandler
def initialize
@weapons = {
lorentz_field: LorentzField.new,
#occams_razor: OccamsRazor.new,
#quantum_bow: QuantumBow.new,
#blade_of_recursion: BladeOfRecursion.new
}
end
def update(dt)
@weapons.each_value { |weapon| weapon.update(dt) }
selected_item = $bus.get(:selected_item)
return unless @weapons.key?(selected_item)
weapon = @weapons[selected_item]
if $bus.get(:count, selected_item) > 0 && Gosu.button_down?(Gosu::KB_SPACE)
weapon.attack
end
end
def draw
@weapons.each_value(&:draw)
end
end
+51 -11
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@@ -1,16 +1,56 @@
class LorentzField < Weapon class LorentzField
BASE_TIME = 25 # Base time for the field to be active in seconds
def initialize def initialize
super( @time = 0
name: "Lorentz Field", @active = false
description: "A defensive weapon that creates a time distortion field around the user. While active, the field slows down incoming projectiles and enemies, giving the user a chance to react and evade. The field lasts for a short duration and has a cooldown period before it can be used again.", @font = Gosu::Font.new(24, name: "assets/fonts/tn.ttf")
image_path: "assets/images/lorentz_field.png",
cooldown: 5.0, $bus.on(:lorentz_field) do
damage: 0, if @active
range: 0, t = @time
area_of_effect: 0 remaining = BASE_TIME - t
)
if t < 4
# fade in
next t / 4.0
elsif remaining < 4
# fade out
next remaining / 4.0
else
# fully active
next 1.0
end
else
next 0.0
end
end
end end
def activate(user) def attack
return if @active
$bus.emit(:consume, :lorentz_field, 1)
@active = true
@time = 0
end
def update(dt)
return unless @active
@time += dt
if @time >= BASE_TIME
@time = 0
@active = false
end
end
def draw
# for now draw the time
return unless @active
remaining = BASE_TIME - @time
text = "Lorentz Field: #{remaining.round(1)}s"
@font.draw_text(text, SCREEN_SIZE[0] / 2 - @font.text_width(text) / 2, 10, Float::INFINITY, 1, 1, Gosu::Color::CYAN)
end end
end end
+9
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@@ -0,0 +1,9 @@
class OccamsRazor
def initialize
#
end
def attack(dt)
#
end
end
+5 -3
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@@ -75,6 +75,8 @@ class Window < Gosu::Window
torch_lights = torches.map { |t| [t[0] - cam_x, SCREEN_SIZE[1] - (t[1] - cam_y)] }.flatten torch_lights = torches.map { |t| [t[0] - cam_x, SCREEN_SIZE[1] - (t[1] - cam_y)] }.flatten
end end
lorentz_field = $bus.get(:lorentz_field) || 0.0
torch_lights = torch_lights.first(32) torch_lights = torch_lights.first(32)
torch_count = torch_lights.size / 2 torch_count = torch_lights.size / 2
torch_lights += [0.0] * (32 - torch_lights.size) torch_lights += [0.0] * (32 - torch_lights.size)
@@ -95,9 +97,6 @@ class Window < Gosu::Window
scale_loc = GL.GetUniformLocation(@shader, "scale") scale_loc = GL.GetUniformLocation(@shader, "scale")
GL.Uniform1f(scale_loc, scale) GL.Uniform1f(scale_loc, scale)
player_loc = GL.GetUniformLocation(@shader, "player_pos")
GL.Uniform2f(player_loc, SCREEN_SIZE[0] / 2, SCREEN_SIZE[1] / 2)
torches_loc = GL.GetUniformLocation(@shader, "torch_lights") torches_loc = GL.GetUniformLocation(@shader, "torch_lights")
GL.Uniform2fv(torches_loc, torch_lights.size / 2, torch_lights.pack("f*")) GL.Uniform2fv(torches_loc, torch_lights.size / 2, torch_lights.pack("f*"))
@@ -107,6 +106,9 @@ class Window < Gosu::Window
time_loc = GL.GetUniformLocation(@shader, "time_sec") time_loc = GL.GetUniformLocation(@shader, "time_sec")
GL.Uniform1f(time_loc, Gosu.milliseconds / 1000.0) GL.Uniform1f(time_loc, Gosu.milliseconds / 1000.0)
lorentz_loc = GL.GetUniformLocation(@shader, "lorentz_field")
GL.Uniform1f(lorentz_loc, lorentz_field)
GL.Begin(GL::QUADS) GL.Begin(GL::QUADS)
GL.Vertex2f(-1, -1) GL.Vertex2f(-1, -1)
GL.Vertex2f( 1, -1) GL.Vertex2f( 1, -1)