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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