Enhance enemy AI and weapon mechanics: add knockback effect based on player position in Enemy class; improve attack direction handling and animation in OccamsRazor class.
Basically the finishing touches.
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+4
-3
@@ -18,6 +18,7 @@ class EnemyAI
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end
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def update(player_x, player_y, dt, force = false)
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distance = Math.hypot(@enemy.x - player_x, @enemy.y - player_y)
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if @enemy.lorentz && distance < 230
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@speed = @base_speed * 0.3
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else
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@@ -65,7 +66,7 @@ class EnemyAI
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[center_x - CORNER_OFFSET, center_y + CORNER_OFFSET]
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]
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closest_idx = corners.each_with_index.min_by { |c, _| Gosu.distance(c[0], c[1], @enemy.x, @enemy.y) }[1]
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closest_idx = corners.each_with_index.min_by { |c, _| Math.hypot(c[0] - @enemy.x, c[1] - @enemy.y) }[1]
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@waypoints = corners.rotate(closest_idx)
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@avoiding_obstacle = true
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end
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@@ -131,12 +132,12 @@ class EnemyAI
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]
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# first waypoint: corner closest to where we're coming from
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first = corners.min_by { |cx, cy| Gosu.distance(cx, cy, prev_cx, prev_cy) }
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first = corners.min_by { |cx, cy| Math.hypot(cx - prev_cx, cy - prev_cy) }
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# second waypoint: closest to next tile but not opposite to first
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opposite = [center_x - (first[0] - center_x), center_y - (first[1] - center_y)]
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candidates = corners.reject { |c| c == first || c == opposite }
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second = candidates.min_by { |cx, cy| Gosu.distance(cx, cy, next_cx, next_cy) }
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second = candidates.min_by { |cx, cy| Math.hypot(cx - next_cx, cy - next_cy) }
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waypoints << first
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waypoints << second
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@@ -58,6 +58,12 @@ class Enemy
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end
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def take_damage(amount)
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# knockback a bit based on player position
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player_x, player_y = $bus.get(:player_position) || [0, 0]
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angle = Math.atan2(@y - player_y, @x - player_x)
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knockback_distance = 10
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@x += Math.cos(angle) * knockback_distance
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@y += Math.sin(angle) * knockback_distance
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@health -= amount
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if @health <= 0
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$bus.emit(:enemy_died, self)
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@@ -8,12 +8,15 @@ class OccamsRazor
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@range = 45 # how many pixels from player center to enemy center the attack hits, this is a melee weapon so it should be small
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end
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def attack(_direction)
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def attack(direction)
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return if @active
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@active = true
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@time = BASE_TIME
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@direction = direction # radians
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@spread = Math::PI # 90° total arc
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# Check for enemies in range and deal damage
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player_x, player_y = $bus.get(:player_position)
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$bus.emit(:attack, player_x, player_y, @range, @damage)
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@@ -23,6 +26,10 @@ class OccamsRazor
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return unless @active
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@time -= dt
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progress = @time / BASE_TIME
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@spread = (Math::PI) * progress
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if @time <= 0
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@active = false
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@time = 0
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@@ -30,6 +37,27 @@ class OccamsRazor
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end
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def draw
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# Nothing for now, but player attack animation would go here
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return unless @active
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px, py = $bus.get(:player_position)
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cam_x, cam_y = $bus.get(:camera_pos) || [0, 0]
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cx = px - cam_x
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cy = py - cam_y
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step = 0.1 # radians (~6°)
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angle_start = @direction - @spread
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angle_end = @direction + @spread
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alpha = ((@time / BASE_TIME) * 255).to_i
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color = Gosu::Color.new(alpha, 255, 255, 255)
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(angle_start..angle_end).step(step) do |rad|
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x = cx + Math.cos(rad) * @range
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y = cy + Math.sin(rad) * @range
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Gosu.draw_rect(x, y, 4, 4, color, Float::INFINITY)
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end
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end
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end
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