Refactor game window and shader management; add fog shader implementation and update configuration settings
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+3
-76
@@ -37,8 +37,8 @@ class Game < Scene
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@character.draw
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@enemies.draw
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@props.draw
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@hud.draw
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draw_fog! if $bus.get(:settings, :fog)
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@hud.draw
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draw_debug! if $bus.get(:settings, :debug)
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end
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@@ -49,83 +49,10 @@ class Game < Scene
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end
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def draw_fog!
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cam_x, cam_y = @camera
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cell = 10
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p_i_radius = 80.0
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p_o_radius = 350.0
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t_i_radius = 10.0
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o_radius = 160.0
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$bus.emit(:shade)
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return
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# Player screen position
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px = SCREEN_SIZE[0] / 2.0
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py = SCREEN_SIZE[1] / 2.0
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# Collect torch positions relative to camera
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torch_lights = []
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# Only calculate torch lights if the setting is enabled, to save performance
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if $bus.get(:settings, :torches_lightup)
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torches = $bus.get(:nearby_torches,
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[cam_x - SCREEN_SIZE[0] / 2, cam_y - SCREEN_SIZE[1] / 2, SCREEN_SIZE[0] * 2, SCREEN_SIZE[1] * 2]
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) || []
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torch_lights = torches.map { |t| [t[0] - cam_x, t[1] - cam_y] }
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end
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tiles_x = (SCREEN_SIZE[0] / cell) + 2
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tiles_y = (SCREEN_SIZE[1] / cell) + 2
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# This part is a shader but due to time constraints, I'm doing it on the CPU.
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# If done on the GPU, we could have much better performance.
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# and also make it more fine-grained and smoother gradients.
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# doing it on the GPU would require better knowledge of the ruby openGL bindings and shader programming,
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# which I don't have right now.
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tiles_y.times do |j|
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tiles_x.times do |i|
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sx = i * cell
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sy = j * cell
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light_strength = 0.0
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d = Math.sqrt((px - sx)**2 + (py - sy)**2)
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if d < p_i_radius
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light_strength = 1.0
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elsif d < p_o_radius
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t = (d - p_i_radius) / (p_o_radius - p_i_radius) # 0..1
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light_strength = 1.0 - t
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end
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torch_lights.each do |lx, ly|
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d = Math.sqrt((sx - lx)**2 + (sy - ly)**2)
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if d < t_i_radius
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strength = 1.0
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elsif d < o_radius
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t = (d - t_i_radius) / (o_radius - t_i_radius) # 0..1
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strength = 1.0 - t
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else
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strength = 0.0
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end
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light_strength += strength
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end
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light_strength = light_strength.clamp(0.0, 1.0)
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t = 1.0 - light_strength
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world_x = (sx + cam_x) * 0.005
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world_y = (sy + cam_y) * 0.005
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noise = (@noise[
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world_x + Gosu.milliseconds / 5000.0,
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world_y + Gosu.milliseconds / 6000.0
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] + 1.0) / 2.0
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alpha = (t * (1.0 + noise) * 255).to_i.clamp(0, 255)
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Gosu.draw_rect(sx, sy, cell, cell, Gosu::Color.new(alpha, 0, 0, 0), 10000 + sy)
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end
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end
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end
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def draw_floor
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