Refactor props handling and inventory logic; add ghost prop preview

This commit is contained in:
2026-03-28 23:07:42 +00:00
parent 9b0d29555b
commit 1fbd12e6f6
10 changed files with 138 additions and 49 deletions
+51 -5
View File
@@ -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