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
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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