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
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+4 -4
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@@ -12,10 +12,10 @@ class EnemyHandler
def spawn! def spawn!
# 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] * 2 + 1 + 4) * 60 + 30, (start_room_coords[1] * 2 + 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
def draw def draw
+39 -5
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@@ -3,6 +3,7 @@ class Inventory
COLS = 3 COLS = 3
ROW_HEIGHT = 48 ROW_HEIGHT = 48
COL_WIDTH = 40 COL_WIDTH = 40
RECT = [22, 30, 126, 196]
CRAFT_RECIPES = { CRAFT_RECIPES = {
lorentz_field: { wood: 16, metal: 8, science: 2 }, 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] += amount
@grid[row][col][1][0] = @grid[row][col][1][1] if @grid[row][col][1][0] > @grid[row][col][1][1] @grid[row][col][1][0] = @grid[row][col][1][1] if @grid[row][col][1][0] > @grid[row][col][1][1]
end 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 end
# Draw the inventory # Draw the inventory
@@ -71,27 +90,40 @@ class Inventory
def button_down(id, pos) def button_down(id, pos)
case id case id
when Gosu::MS_LEFT, Gosu::MS_RIGHT 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_1 then @inventory_selected = :occams_razor
when Gosu::KB_2 then @inventory_selected = :quantum_bow when Gosu::KB_2 then @inventory_selected = :quantum_bow
when Gosu::KB_3 then @inventory_selected = :blade_of_recursion when Gosu::KB_3 then @inventory_selected = :blade_of_recursion
when Gosu::KB_C when Gosu::KB_DOWN
row, col = find_slot(@inventory_selected) row, col = find_slot(@inventory_selected)
@inventory_selected = @grid[(row + 1) % @grid.size][col][0] @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) row, col = find_slot(@inventory_selected)
@inventory_selected = @grid[row][(col + 1) % @grid[row].size][0] @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 end
true
end end
# Mouse click detection # Mouse click detection
def mouse_click(mx, my, id) def mouse_click(mx, my, id)
return false unless intersects?([mx, my, 1, 1], RECT)
x_start, y_start = OFFSET x_start, y_start = OFFSET
row_idx = ((my - y_start) / ROW_HEIGHT).floor row_idx = ((my - y_start) / ROW_HEIGHT).floor
col_idx = ((mx - x_start) / COL_WIDTH).floor col_idx = ((mx - x_start) / COL_WIDTH).floor
return if row_idx < 0 || row_idx >= @grid.size return true if row_idx < 0 || row_idx >= @grid.size
return if col_idx < 0 || col_idx >= @grid[row_idx].size return true if col_idx < 0 || col_idx >= @grid[row_idx].size
type, (amount, max) = @grid[row_idx][col_idx] 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)) craft(type, ctrl: Gosu.button_down?(Gosu::KB_RIGHT_CONTROL) || Gosu.button_down?(Gosu::KB_LEFT_CONTROL))
end end
end end
true
end end
private private
+30 -14
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@@ -8,11 +8,26 @@ class Prop
# A prop is one that is placed at the center of a tile (radar, torch & chest) # A prop is one that is placed at the center of a tile (radar, torch & chest)
attr_reader :x, :y 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) def initialize(x, y)
@x = x @x = x
@y = y @y = y
@frames_count = 0
@spritesheet = nil
@health = 100 @health = 100
end end
@@ -34,20 +49,21 @@ class Prop
end end
def update(dt) 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] player_x, player_y = $bus.get(:player_position) || [0, 0]
tile_x, tile_y = [(player_x - 90) / 120, (player_y - 90) / 120].map(&:round) tile_x, tile_y = [(player_x - 90) / 120, (player_y - 90) / 120].map(&:round)
return unless tile_x == @x && tile_y == @y return unless tile_x == @x && tile_y == @y
mouse_x, mouse_y = $bus.get(:mouse_pos) if Gosu.button_down?(Gosu::MS_LEFT)
cam_x, cam_y = $bus.get(:camera_pos) mouse_x, mouse_y = $bus.get(:mouse_pos)
world_mouse_x = mouse_x + cam_x cam_x, cam_y = $bus.get(:camera_pos)
world_mouse_y = mouse_y + cam_y 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) return unless intersects?([world_mouse_x, world_mouse_y, 1, 1], self.rect)
end
@health -= DESTRUCTION_SPEED * dt @health -= DESTRUCTION_SPEED * dt
if @health <= 0 if @health <= 0
@@ -60,16 +76,16 @@ class Prop
end end
def draw def draw
return unless @spritesheet return unless self.class.spritesheet
cam_x, cam_y = $bus.get(:camera_pos) || [0, 0] cam_x, cam_y = $bus.get(:camera_pos) || [0, 0]
screen_x = @x * 120 + 90 - cam_x screen_x = @x * 120 + 90 - cam_x
screen_y = @y * 120 + 90 - cam_y screen_y = @y * 120 + 90 - cam_y
elapsed = Gosu.milliseconds / 1000.0 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 if @health < 100
percent = 1.0 - @health / 100.0 percent = 1.0 - @health / 100.0
@@ -81,7 +97,7 @@ class Prop
bar_x = screen_x - w / 2 bar_x = screen_x - w / 2
bar_y = screen_y + h + 5 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 end
return unless DEBUG return unless DEBUG
+1 -5
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@@ -1,11 +1,7 @@
require_relative "base" require_relative "base"
class Chest < Prop class Chest < Prop
def initialize(x, y) setup_sprites("assets/images/chest.png", 1)
super(x, y)
@frames_count = 1
@spritesheet = Gosu::Image.load_tiles("assets/images/chest.png", 20, 20, retro: true)
end
def resources def resources
{ wood: rand(0..64), metal: rand(0..16), science: rand(0..4) } { wood: rand(0..64), metal: rand(0..16), science: rand(0..4) }
+51 -5
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@@ -58,8 +58,7 @@ class PropsHandler
[start_room_x + 2, start_room_y + 2] [start_room_x + 2, start_room_y + 2]
].sample ].sample
chest = Chest.new(x, y) chest = Chest.new(x, y)
@props << chest add(chest)
@grid[[x, y]] = chest
end end
def nearby_props(rect) def nearby_props(rect)
@@ -84,9 +83,7 @@ class PropsHandler
def add(prop) def add(prop)
@props << prop @props << prop
@grid[[prop.x, prop.y]] = prop
key = [prop.x, prop.y]
@grid[key] = prop
end end
def update(dt) def update(dt)
@@ -97,10 +94,59 @@ class PropsHandler
@grid.delete([prop.x, prop.y]) @grid.delete([prop.x, prop.y])
end end
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 end
def draw def draw
cam = $bus.get(:camera_pos) || [0, 0] cam = $bus.get(:camera_pos) || [0, 0]
nearby_props([*cam, *SCREEN_SIZE]).each(&:draw) 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
end end
+1 -5
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@@ -1,11 +1,7 @@
require_relative "base" require_relative "base"
class Radar < Prop class Radar < Prop
def initialize(x, y) setup_sprites("assets/images/radar.png", 4)
super(x, y)
@frames_count = 4
@spritesheet = Gosu::Image.load_tiles("assets/images/radar.png", 20, 20, retro: true)
end
def resources def resources
{ wood: rand(0..2), metal: rand(0..8), science: rand(0..2) } { wood: rand(0..2), metal: rand(0..8), science: rand(0..2) }
+1 -5
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@@ -1,11 +1,7 @@
require_relative "base" require_relative "base"
class Torch < Prop class Torch < Prop
def initialize(x, y) setup_sprites("assets/images/torch.png", 4)
super(x, y)
@frames_count = 4
@spritesheet = Gosu::Image.load_tiles("assets/images/torch.png", 20, 20, retro: true)
end
def resources def resources
{ wood: rand(0..8) } { wood: rand(0..8) }
+11 -6
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@@ -61,11 +61,15 @@ class Game < Scene
py = SCREEN_SIZE[1] / 2.0 py = SCREEN_SIZE[1] / 2.0
# Collect torch positions relative to camera # Collect torch positions relative to camera
torches = $bus.get(:nearby_torches, torch_lights = []
[cam_x - SCREEN_SIZE[0] / 2, cam_y - SCREEN_SIZE[1] / 2, SCREEN_SIZE[0] * 2, SCREEN_SIZE[1] * 2] # Only calculate torch lights if the setting is enabled, to save performance
) || [] if $bus.get(:settings, :torches_lightup)
torch_lights = torches.map { |t| [t[0] - cam_x, t[1] - cam_y] } 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_x = (SCREEN_SIZE[0] / cell) + 2
tiles_y = (SCREEN_SIZE[1] / cell) + 2 tiles_y = (SCREEN_SIZE[1] / cell) + 2
@@ -152,6 +156,7 @@ class Game < Scene
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
@hud.button_down(id, pos) return if @hud.button_down(id, pos)
return if @props.button_down(id, pos)
end end
end end