Enhance enemy AI and introduce Force class: update speed dynamics based on Lorentz field effects, refactor enemy spawning to utilize Force, and add sprite loading for Force.

This commit is contained in:
2026-03-30 16:31:08 +00:00
parent ccadcf660c
commit 60a89ed128
7 changed files with 61 additions and 13 deletions
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After

Width:  |  Height:  |  Size: 811 B

+20 -4
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@@ -1,6 +1,6 @@
class EnemyAI
AGGRO_RADIUS = 2000
SPEED = 120.0
BASE_SPEED = 130.0
CORNER_OFFSET = 35 # how far from tile center to place corner waypoint
def initialize(enemy, type)
@@ -10,12 +10,28 @@ class EnemyAI
@waypoints = [] # actual world positions to move through
@last_player_tile = nil
@avoiding_obstacle = false
@speed = BASE_SPEED
@lorentz_effect_active = false
$bus.on(:lorentz_field) do
@lorentz_effect_active = true
end
$bus.on(:lorentz_field_end) do
@lorentz_effect_active = false
end
end
def update(player_x, player_y, dt)
distance = Gosu.distance(@enemy.x, @enemy.y, player_x, player_y)
distance = Math.sqrt((player_x - @enemy.x)**2 + (player_y - @enemy.y)**2)
return unless distance < AGGRO_RADIUS
if @lorentz_effect_active && distance < 230
@speed = BASE_SPEED * 0.3
else
@speed = BASE_SPEED
end
player_tile = [(player_x - 90) / 120, (player_y - 90) / 120].map(&:round)
enemy_tile = [(@enemy.x - 90) / 120, (@enemy.y - 90) / 120].map(&:round)
@@ -135,8 +151,8 @@ class EnemyAI
def move_towards(target_x, target_y, dt)
angle = Gosu.angle(@enemy.x, @enemy.y, target_x, target_y)
dx = Gosu.offset_x(angle, SPEED * dt)
dy = Gosu.offset_y(angle, SPEED * dt)
dx = Gosu.offset_x(angle, @speed * dt)
dy = Gosu.offset_y(angle, @speed * dt)
@enemy.x += dx
@enemy.y += dy
+26 -7
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@@ -3,6 +3,23 @@ require_relative 'ai'
class Enemy
attr_accessor :x, :y, :w, :h
def self.load(path, w, h, s)
# Once artwork is done need to load each animation here.
# But as artwork takes time, for now just load a single image.
@sprite = Gosu::Image.new(path, retro: true)
@i_w = w
@i_h = h
@s = s
end
def self.sprite
@sprite
end
def self.frame_size
[@i_w, @i_h, @s]
end
def initialize(x, y)
@x = x
@y = y
@@ -36,15 +53,17 @@ class Enemy
screen_x = @x - cam_x
screen_y = @y - cam_y
Gosu.draw_rect(
screen_x - @w / 2,
screen_y - @h / 2,
@w,
@h,
Gosu::Color::RED,
screen_y - @h / 2
self.class.sprite.draw(
screen_x - self.class.frame_size[0],
screen_y - self.class.frame_size[1],
screen_y - self.class.frame_size[1],
self.class.frame_size[2],
self.class.frame_size[2]
)
Gosu.draw_rect(screen_x - @w / 2, screen_y - @h / 2, @w, @h, Gosu::Color.new(0x40FF0000), Float::INFINITY) if $bus.get(:settings, :debug)
@ai.draw
end
end
+11
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@@ -0,0 +1,11 @@
require_relative 'base'
class Force < Enemy
load 'assets/images/force.png', 21, 32, 1.7
def initialize(x, y)
super
@w = 20
@h = 20
end
end
+2 -2
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@@ -1,4 +1,4 @@
require_relative 'base'
require_relative 'force'
class EnemyHandler
def initialize
@@ -14,7 +14,7 @@ class EnemyHandler
# For now, just spawn a single enemy at a fixed location
start_room_coords = $bus.get(:start_room_coords)
if @enemies.empty?
@enemies << Enemy.new((start_room_coords[0] * 2 + 1 + 4) * 60 + 30, (start_room_coords[1] * 2 + 1 + 4) * 60 + 30)
@enemies << Force.new((start_room_coords[0] * 2 + 1 + 4) * 60 + 30, (start_room_coords[1] * 2 + 1 + 4) * 60 + 30)
end
end
+2
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@@ -32,6 +32,7 @@ class LorentzField
$bus.emit(:consume, :lorentz_field, 1)
@active = true
@time = 0
$bus.emit(:lorentz_field)
end
def update(dt)
@@ -41,6 +42,7 @@ class LorentzField
if @time >= BASE_TIME
@time = 0
@active = false
$bus.emit(:lorentz_field_end)
end
end