diff --git a/assets/images/hud.aseprite b/assets/images/hud.aseprite deleted file mode 100644 index 35df33b..0000000 Binary files a/assets/images/hud.aseprite and /dev/null differ diff --git a/assets/images/inventory.aseprite b/assets/images/inventory.aseprite new file mode 100644 index 0000000..5698dd0 Binary files /dev/null and b/assets/images/inventory.aseprite differ diff --git a/game/enemy/handler.rb b/game/enemy/handler.rb index ac5a956..13f211a 100644 --- a/game/enemy/handler.rb +++ b/game/enemy/handler.rb @@ -12,10 +12,10 @@ class EnemyHandler def spawn! # For now, just spawn a single enemy at a fixed location - #start_room_coords = $bus.get(:start_room_coords) - #if @enemies.empty? - # @enemies << Enemy.new((start_room_coords[0] * 2 + 1 + 4) * 60 + 30, (start_room_coords[1] * 2 + 1 + 4) * 60 + 30) - #end + start_room_coords = $bus.get(:start_room_coords) + if @enemies.empty? + @enemies << Enemy.new((start_room_coords[0] * 2 + 1 + 4) * 60 + 30, (start_room_coords[1] * 2 + 1 + 4) * 60 + 30) + end end def draw diff --git a/game/hud/inventory.rb b/game/hud/inventory.rb index d91114a..aedcc7f 100644 --- a/game/hud/inventory.rb +++ b/game/hud/inventory.rb @@ -3,6 +3,7 @@ class Inventory COLS = 3 ROW_HEIGHT = 48 COL_WIDTH = 40 + RECT = [22, 30, 126, 196] CRAFT_RECIPES = { lorentz_field: { wood: 16, metal: 8, science: 2 }, @@ -39,6 +40,24 @@ class Inventory @grid[row][col][1][0] += amount @grid[row][col][1][0] = @grid[row][col][1][1] if @grid[row][col][1][0] > @grid[row][col][1][1] end + + $bus.on(:consume) do |type, amount| + row, col = find_slot(type) + next false unless row + next false if @grid[row][col][1][0] < amount + @grid[row][col][1][0] -= amount + next true + end + + $bus.on(:count) do |type| + row, col = find_slot(type) + next 0 unless row + next @grid[row][col][1][0] + end + + $bus.on(:selected_item) do + @inventory_selected + end end # Draw the inventory @@ -71,27 +90,40 @@ class Inventory def button_down(id, pos) case id when Gosu::MS_LEFT, Gosu::MS_RIGHT - mouse_click(*pos, id) + return mouse_click(*pos, id) when Gosu::KB_1 then @inventory_selected = :occams_razor when Gosu::KB_2 then @inventory_selected = :quantum_bow when Gosu::KB_3 then @inventory_selected = :blade_of_recursion - when Gosu::KB_C + when Gosu::KB_DOWN row, col = find_slot(@inventory_selected) @inventory_selected = @grid[(row + 1) % @grid.size][col][0] - when Gosu::KB_V + when Gosu::KB_UP + row, col = find_slot(@inventory_selected) + @inventory_selected = @grid[(row - 1) % @grid.size][col][0] + when Gosu::KB_LEFT + row, col = find_slot(@inventory_selected) + @inventory_selected = @grid[row][(col - 1) % @grid[row].size][0] + when Gosu::KB_RIGHT row, col = find_slot(@inventory_selected) @inventory_selected = @grid[row][(col + 1) % @grid[row].size][0] + when Gosu::KB_RETURN + craft(@inventory_selected, ctrl: Gosu.button_down?(Gosu::KB_RIGHT_CONTROL) || Gosu.button_down?(Gosu::KB_LEFT_CONTROL)) + else + return false end + true end # Mouse click detection def mouse_click(mx, my, id) + return false unless intersects?([mx, my, 1, 1], RECT) + x_start, y_start = OFFSET row_idx = ((my - y_start) / ROW_HEIGHT).floor col_idx = ((mx - x_start) / COL_WIDTH).floor - return if row_idx < 0 || row_idx >= @grid.size - return if col_idx < 0 || col_idx >= @grid[row_idx].size + return true if row_idx < 0 || row_idx >= @grid.size + return true if col_idx < 0 || col_idx >= @grid[row_idx].size type, (amount, max) = @grid[row_idx][col_idx] @@ -104,6 +136,8 @@ class Inventory craft(type, ctrl: Gosu.button_down?(Gosu::KB_RIGHT_CONTROL) || Gosu.button_down?(Gosu::KB_LEFT_CONTROL)) end end + + true end private diff --git a/game/props/base.rb b/game/props/base.rb index 2359c24..72d6303 100644 --- a/game/props/base.rb +++ b/game/props/base.rb @@ -8,11 +8,26 @@ class Prop # A prop is one that is placed at the center of a tile (radar, torch & chest) attr_reader :x, :y + def self.setup_sprites(path, frames) + @frames_count = frames + @spritesheet = Gosu::Image.load_tiles(path, 20, 20, retro: true) + end + + def self.spritesheet + @spritesheet + end + + def self.frames_count + @frames_count + end + + def self.ghost + @spritesheet&.first + end + def initialize(x, y) @x = x @y = y - @frames_count = 0 - @spritesheet = nil @health = 100 end @@ -34,20 +49,21 @@ class Prop end def update(dt) - return unless Gosu.button_down?(Gosu::MS_LEFT) - + return unless Gosu.button_down?(Gosu::MS_LEFT) || Gosu.button_down?(Gosu::KB_X) + 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) + if Gosu.button_down?(Gosu::MS_LEFT) + 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) + end @health -= DESTRUCTION_SPEED * dt if @health <= 0 @@ -60,16 +76,16 @@ class Prop end def draw - return unless @spritesheet + return unless self.class.spritesheet cam_x, cam_y = $bus.get(:camera_pos) || [0, 0] screen_x = @x * 120 + 90 - cam_x screen_y = @y * 120 + 90 - cam_y elapsed = Gosu.milliseconds / 1000.0 - frame_index = ((elapsed * @frames_count).floor) % @frames_count + frame_index = ((elapsed * self.class.frames_count).floor) % self.class.frames_count - @spritesheet[frame_index].draw(screen_x - 20, screen_y - 20, screen_y, 2, 2) + self.class.spritesheet[frame_index].draw(screen_x - 20, screen_y - 20, screen_y, 2, 2) if @health < 100 percent = 1.0 - @health / 100.0 @@ -81,7 +97,7 @@ class Prop 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) + Gosu.draw_rect(bar_x, bar_y, bar_width, bar_height, Gosu::Color::RED, screen_y - 19) end return unless DEBUG diff --git a/game/props/chest.rb b/game/props/chest.rb index 45b1f7e..9690104 100644 --- a/game/props/chest.rb +++ b/game/props/chest.rb @@ -1,11 +1,7 @@ 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 + setup_sprites("assets/images/chest.png", 1) def resources { wood: rand(0..64), metal: rand(0..16), science: rand(0..4) } diff --git a/game/props/handler.rb b/game/props/handler.rb index c649b47..baafca9 100644 --- a/game/props/handler.rb +++ b/game/props/handler.rb @@ -58,8 +58,7 @@ class PropsHandler [start_room_x + 2, start_room_y + 2] ].sample chest = Chest.new(x, y) - @props << chest - @grid[[x, y]] = chest + add(chest) end def nearby_props(rect) @@ -84,9 +83,7 @@ class PropsHandler def add(prop) @props << prop - - key = [prop.x, prop.y] - @grid[key] = prop + @grid[[prop.x, prop.y]] = prop end def update(dt) @@ -97,10 +94,59 @@ class PropsHandler @grid.delete([prop.x, prop.y]) end end + if Gosu.button_down?(Gosu::KB_P) # place selected if it is a placeable item + selected_item = $bus.get(:selected_item) + if selected_item == :torch + player_x, player_y = $bus.get(:player_position) || [0, 0] + tile = [(player_x - 90) / 120, (player_y - 90) / 120].map(&:round) + torch = Torch.new(*tile) + return if @grid[[tile[0], tile[1]]] # can't place if something is already there + return if $bus.get_all(:collides?, torch.rect).include?(:character) # can't place if colliding with player + return unless $bus.get(:consume, :torch, 1) + add(torch) + elsif selected_item == :radar + player_x, player_y = $bus.get(:player_position) || [0, 0] + tile = [(player_x - 90) / 120, (player_y - 90) / 120].map(&:round) + radar = Radar.new(*tile) + return if @grid[[tile[0], tile[1]]] + return if $bus.get_all(:collides?, radar.rect).include?(:character) + return unless $bus.get(:consume, :radar, 1) + add(radar) + end + end + end + + def button_down(id, pos) + # end def draw cam = $bus.get(:camera_pos) || [0, 0] nearby_props([*cam, *SCREEN_SIZE]).each(&:draw) + draw_ghost_prop! + end + + def draw_ghost_prop! + # draw a ghost of the prop that would be placed if the player presses the place button, + # to give them a preview of where it would go, also tint it red if it can't be placed there for any reason + # or green if it can + selected_item = $bus.get(:selected_item) + return unless [:torch, :radar].include?(selected_item) + cam_x, cam_y = $bus.get(:camera_pos) || [0, 0] + player_x, player_y = $bus.get(:player_position) || [0, 0] + x, y = [(player_x - 90) / 120, (player_y - 90) / 120].map(&:round) + return if @grid[[x, y]] + return if $bus.get(:count, selected_item) < 1 + world_x = x * 120 + 90 + world_y = y * 120 + 90 + screen_x = world_x - cam_x + screen_y = world_y - cam_y + possible = !$bus.get_all(:collides?, [world_x - 20, world_y - 20, 40, 40]).include?(:character) + color = possible ? Gosu::Color.new(255 * 0.7, 128, 239, 128) : Gosu::Color.new(255 * 0.7, 255, 116, 108) + if selected_item == :torch + Torch.ghost.draw(screen_x - 20, screen_y - 20, screen_y, 2, 2, color) + elsif selected_item == :radar + Radar.ghost.draw(screen_x - 20, screen_y - 20, screen_y, 2, 2, color) + end end end \ No newline at end of file diff --git a/game/props/radar.rb b/game/props/radar.rb index b24fc63..ec317dc 100644 --- a/game/props/radar.rb +++ b/game/props/radar.rb @@ -1,11 +1,7 @@ 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 + setup_sprites("assets/images/radar.png", 4) def resources { wood: rand(0..2), metal: rand(0..8), science: rand(0..2) } diff --git a/game/props/torch.rb b/game/props/torch.rb index 1efe853..3aeeeda 100644 --- a/game/props/torch.rb +++ b/game/props/torch.rb @@ -1,11 +1,7 @@ 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 + setup_sprites("assets/images/torch.png", 4) def resources { wood: rand(0..8) } diff --git a/game/scene.rb b/game/scene.rb index 6d8a307..bc373d3 100644 --- a/game/scene.rb +++ b/game/scene.rb @@ -61,11 +61,15 @@ class Game < Scene py = SCREEN_SIZE[1] / 2.0 # Collect torch positions relative to camera - torches = $bus.get(:nearby_torches, - [cam_x - SCREEN_SIZE[0] / 2, cam_y - SCREEN_SIZE[1] / 2, SCREEN_SIZE[0] * 2, SCREEN_SIZE[1] * 2] - ) || [] - torch_lights = torches.map { |t| [t[0] - cam_x, t[1] - cam_y] } - + torch_lights = [] + # Only calculate torch lights if the setting is enabled, to save performance + if $bus.get(:settings, :torches_lightup) + torches = $bus.get(:nearby_torches, + [cam_x - SCREEN_SIZE[0] / 2, cam_y - SCREEN_SIZE[1] / 2, SCREEN_SIZE[0] * 2, SCREEN_SIZE[1] * 2] + ) || [] + torch_lights = torches.map { |t| [t[0] - cam_x, t[1] - cam_y] } + end + tiles_x = (SCREEN_SIZE[0] / cell) + 2 tiles_y = (SCREEN_SIZE[1] / cell) + 2 @@ -152,6 +156,7 @@ class Game < Scene def button_down(id, pos) return $bus.emit(:change_scene, Menu.new) if id == Gosu::KB_ESCAPE - @hud.button_down(id, pos) + return if @hud.button_down(id, pos) + return if @props.button_down(id, pos) end end \ No newline at end of file