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
+20 -4
View File
@@ -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