Add new assets and implement minimap functionality

- Added new image assets for game over screens: `game_over_dead_bg.png`, `game_over_victory_bg.png`, and their respective Aseprite files.
- Introduced a new `Minimap` class to manage torch placement and rendering on the minimap.
- Implemented methods for adding and removing torches, updating the grid area, and drawing the minimap based on the current state of the game.
- Enhanced the minimap display with color coding for walls, empty spaces, and torches.
This commit is contained in:
2026-04-03 02:51:11 +01:00
parent b325b35c88
commit 222b28d196
24 changed files with 209 additions and 32 deletions
+3 -3
View File
@@ -126,11 +126,11 @@ class Character
$bus.emit(:trap_stepped_on, rect, :character)
end
# teleport to boss room for debug purposes
# teleport to exit room for debug purposes
if $bus.get(:settings, :debug) && Gosu.button_down?(Gosu::KB_T)
room_coords = $bus.get(:boss_room_coords)
room_coords = $bus.get(:exit_room_coords)
if room_coords
@world_x, @world_y = [room_coords[0] * 60 + 5, room_coords[1] * 60 + 5]
@world_x, @world_y = [room_coords[0] * 120 + 90, room_coords[1] * 120 + 90]
end
end
+7 -2
View File
@@ -5,6 +5,8 @@ class HealthBar
@max_health = max_health
@health = max_health
@heart_image = Gosu::Image.new("assets/images/heart.png", retro: true)
$bus.on(:blast) do |x, y, radius, damage, safety|
next if safety == :safe
@@ -21,6 +23,7 @@ class HealthBar
@health -= amount
if @health <= 0
@health = 0
$is_dead = true
$bus.emit(:change_scene, GameOver)
end
end
@@ -32,10 +35,12 @@ class HealthBar
def draw
# Draw the background of the health bar (red)
Gosu.draw_rect(30, 10, 100, 10, Gosu::Color::RED)
Gosu.draw_rect(SCREEN_SIZE[0] - 100 - 10, 180, 100, 10, Gosu::Color::RED)
# Draw the foreground of the health bar (green) based on current health
health_width = (health.to_f / max_health) * 100
Gosu.draw_rect(30, 10, health_width, 10, Gosu::Color::GREEN)
Gosu.draw_rect(SCREEN_SIZE[0] - 100 - 10, 180, health_width, 10, Gosu::Color::GREEN)
@heart_image.draw(SCREEN_SIZE[0] - 100 - 20, 173, 1, 1.5, 1.5)
end
end
+17
View File
@@ -1,6 +1,7 @@
require_relative "inventory"
require_relative "health"
require_relative "logs"
require_relative "minimap"
class HUDLayer
def initialize
@@ -9,6 +10,9 @@ class HUDLayer
@inventory = Inventory.new
@health = HealthBar.new(100)
@logs = GameLogger.new
@minimap = Minimap.new
@direction_sprite = Gosu::Image.new("assets/images/direction.png", retro: true)
$bus.on(:enemy_attack) do |damage|
@health.take_damage(damage)
@@ -26,6 +30,19 @@ class HUDLayer
@health.draw
@logs.draw
player_x, player_y = $bus.get(:player_position) || [0, 0]
tile_x = ((player_x - 90) / 120).round
tile_y = ((player_y - 90) / 120).round
center_x = tile_x * 2 + 1
center_y = tile_y * 2 + 1
@minimap.draw(center_x, center_y)
if $bus.get(:radar_triangulation?, player_x, player_y)
exit_x, exit_y = $bus.get(:exit_room_coords) || [0, 0]
angle_to_exit = Math.atan2(exit_y - tile_x, exit_x - tile_y) * 180 / Math::PI
@direction_sprite.draw_rot(SCREEN_SIZE[0] / 2, SCREEN_SIZE[1] / 2, Float::INFINITY, angle_to_exit, 0.5, 0.5, 5, 5)
end
@hud_fg.draw(0, 0, Float::INFINITY)
end
+92
View File
@@ -0,0 +1,92 @@
class Minimap
CELL_SIZE = 3 # pixels per minimap cell
RADIUS = 10 # cells around torch to update
# Please ignore my overuse of that stupid ruby conditional assignment operator
def initialize
@torches = []
@grid_cache = {}
$bus.on(:torch_placed) do |gx, gy|
add_torch(gx, gy)
end
$bus.on(:torch_removed) do |gx, gy|
remove_torch(gx, gy)
end
end
def add_torch(x, y)
x, y = x * 2 + 1, y * 2 + 1 # convert from room coords to grid coords
@torches << [x, y]
update_grid_area(x, y)
end
def remove_torch(x, y)
x, y = x * 2 + 1, y * 2 + 1
@torches.delete([x, y])
update_grid_area(x, y)
end
# Update only cells in 10-cell box around given gx,gy
def update_grid_area(cx, cy)
(cx-RADIUS..cx+RADIUS).each do |gx|
(cy-RADIUS..cy+RADIUS).each do |gy|
if @torches.any? { |tx, ty| (gx - tx).abs <= RADIUS && (gy - ty).abs <= RADIUS }
@grid_cache[[gx, gy]] = if @torches.include?([gx, gy])
:torch
elsif $bus.get(:maze_wall?, gx, gy)
:wall
else
:empty
end
else
@grid_cache.delete([gx, gy])
end
end
end
end
def draw(center_x, center_y)
half_size = 25 # 40 cells → 20 each side
map_max = $bus.get(:maze_size).map { |s| s * 2 - 1 } || 0
offset_x = SCREEN_SIZE[0] - CELL_SIZE * (half_size * 2 + 1) - 10
offset_y = 10
size_in_cells = 2 * half_size + 1
width = size_in_cells * CELL_SIZE
height = size_in_cells * CELL_SIZE
# border
Gosu.draw_rect(offset_x - 3, offset_y - 3, width + 6, height + 6, Gosu::Color.new(0xFFa9b2a2), Float::INFINITY)
(-half_size..half_size).each do |dx|
(-half_size..half_size).each do |dy|
gx = center_x + dx
gy = center_y + dy
type = if gx < 0 || gy < 0 || gx > map_max[0] || gy > map_max[1]
:wall
else
@grid_cache[[gx, gy]] || :unrevealed
end
color = case type
when :wall then Gosu::Color.new(0xFF28353e)
when :empty then Gosu::Color.new(0xFFd6dad3)
when :torch then Gosu::Color.new(0xFFfbb954)
else Gosu::Color.new(0xFF576069)
end
color = Gosu::Color::RED if gx == center_x && gy == center_y
x = (dx + half_size) * CELL_SIZE + offset_x
y = (dy + half_size) * CELL_SIZE + offset_y
Gosu.draw_rect(x, y, CELL_SIZE, CELL_SIZE, color, Float::INFINITY)
end
end
end
end
+30 -1
View File
@@ -22,6 +22,34 @@ class PropsHandler
$bus.on(:nearby_torches) do |rect|
nearby_props(rect).select { |p| p.is_a?(Torch) }.map(&:rect).map { |t| [t[0] + t[2] / 2, t[1] + t[3] / 2] }
end
$bus.on(:radar_triangulation?) do |player_x, player_y|
radar_triangulation?(player_x, player_y)
end
end
def radar_triangulation?(player_x, player_y)
# small rect around player to find the first radar
small_rect = [player_x - 60, player_y - 60, 120, 120] # 1 block radius
first_radar = nearby_props(small_rect).find { |p| p.is_a?(Radar) }
return false unless first_radar
# larger rect to find other radars (max 15 blocks away, 15*120 pixels)
large_rect = [first_radar.x * 120 - 15 * 120, first_radar.y * 120 - 15 * 120, 30 * 120, 30 * 120]
nearby_radars = nearby_props(large_rect).select { |p| p.is_a?(Radar) }
# need at least 3 radars total
return false if nearby_radars.size < 3
nearby_radars.combination(3).any? do |r1, r2, r3|
next unless r1 == first_radar || r2 == first_radar || r3 == first_radar
d1 = Math.hypot((r1.x - r2.x), (r1.y - r2.y))
d2 = Math.hypot((r1.x - r3.x), (r1.y - r3.y))
d3 = Math.hypot((r2.x - r3.x), (r2.y - r3.y))
[d1, d2, d3].all? { |d| d >= 3 && d <= 15 }
end
end
def spawn_chests!
@@ -49,7 +77,7 @@ class PropsHandler
end
end
# Add one in the start room for players to have something to interact with right away
# Add one in the start room for players to have something right away
start_room_x, start_room_y = $bus.get(:start_room_coords) || [0, 0]
x, y = [
[start_room_x, start_room_y],
@@ -103,6 +131,7 @@ class PropsHandler
return if @grid[[tile[0], tile[1]]] # can't place if something is already there
return if $bus.get_all(:collides?, torch.collision_rect).include?(:character) # can't place if colliding with player
return unless $bus.get(:consume, :torch, 1)
$bus.emit(:torch_placed, torch.x, torch.y)
add(torch)
elsif selected_item == :radar
player_x, player_y = $bus.get(:player_position) || [0, 0]
+9
View File
@@ -6,4 +6,13 @@ class Torch < Prop
def resources
{ wood: rand(0..8) }
end
def update(dt)
dead = super(dt)
if dead
$bus.emit(:torch_removed, @x, @y)
pp "Emitted torch_removed for torch at #{@x}, #{@y}"
end
dead
end
end
+4
View File
@@ -9,6 +9,8 @@ require_relative 'character'
class Game < Scene
def initialize
super
$is_dead = false
@font = Gosu::Font.new(24)
@floor_image = Gosu::Image.new("assets/images/floor.png", retro: true)
@@ -94,6 +96,8 @@ class Game < Scene
end
def button_down(id, pos)
# Pressing ESC returns to the menu, this is bad but I don't have time to make a proper pause menu,
# as the game has no persistent state outside of the current scene, just returning to the menu resets everything
return $bus.emit(:change_scene, Menu.new) if id == Gosu::KB_ESCAPE
return if @hud.button_down(id, pos)
+6 -3
View File
@@ -11,6 +11,8 @@ class BladeOfRecursion
# the knife is pointed top-right
@sprite = Gosu::Image.new('assets/images/blade_of_recursion.png', retro: true)
@memory_sprite = Gosu::Image.new('assets/images/memory.png', retro: true)
end
def attack(direction)
@@ -72,10 +74,9 @@ class BladeOfRecursion
# this should be in the HUD layer but due to time constraints im putting it here, sorry
bar_width = 100
bar_height = 10
padding = 10
bar_x = SCREEN_SIZE[0] - bar_width - padding
bar_y = padding
bar_x = SCREEN_SIZE[0] - bar_width - 10
bar_y = 205
# full red background
Gosu.draw_rect(bar_x, bar_y, bar_width, bar_height, Gosu::Color::RED, Float::INFINITY)
@@ -84,5 +85,7 @@ class BladeOfRecursion
damage_ratio = Math.log2(@damage) / 9.0
damage_width = bar_width * [damage_ratio, 1.0].min
Gosu.draw_rect(bar_x, bar_y, damage_width, bar_height, Gosu::Color::GREEN, Float::INFINITY)
@memory_sprite.draw(bar_x - 10, bar_y - 7, Float::INFINITY, 1.5, 1.5)
end
end