initial commit

This commit is contained in:
2026-03-25 07:13:37 +00:00
commit 8d643a3842
28 changed files with 790 additions and 0 deletions
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class Character
SPEED = 2.5
SIZE = [25, 30]
def initialize
@world_x = 60.0
@world_y = 60.0
# Load the full sheet as tiles
sheet = Gosu::Image.load_tiles("assets/images/player.png", 20, 40, retro: true)
rows = [
:idle_front,
:idle_back,
:idle_right,
:idle_left,
:walk_front,
:walk_back,
:walk_right,
:walk_left
]
@animations = {}
rows.each_with_index do |name, row|
start_index = row * 6
@animations[name] = sheet[start_index, 6] # slice 6 frames
end
@current_animation = :idle_front
@facing = :front
end
def rect
w, h = SIZE
[@world_x - w / 2, @world_y - h / 2, w, h]
end
def collides?(rect)
return true if intersects?(self.rect, rect)
false
end
def update
dx = 0.0
dy = 0.0
dx -= 1 if Gosu.button_down?(Gosu::KB_A)
dx += 1 if Gosu.button_down?(Gosu::KB_D)
dy -= 1 if Gosu.button_down?(Gosu::KB_W)
dy += 1 if Gosu.button_down?(Gosu::KB_S)
moving = dx != 0 || dy != 0
if moving
if dy < 0
@facing = :back
elsif dy > 0
@facing = :front
elsif dx < 0
@facing = :left
elsif dx > 0
@facing = :right
end
end
@current_animation = moving ? :"walk_#{@facing}" : :"idle_#{@facing}"
# Normalize vector if moving diagonally
if dx != 0 && dy != 0
length = Math.sqrt(dx**2 + dy**2)
dx /= length
dy /= length
end
# Apply speed
dx *= SPEED
dy *= SPEED
# Horizontal
@world_x += dx
if $bus.get(:collides?, rect)&.include?(:wall)
@world_x -= dx
end
# Vertical
@world_y += dy
if $bus.get(:collides?, rect)&.include?(:wall)
@world_y -= dy
end
# Camera follow
cam_x = @world_x - SCREEN_SIZE[0] / 2.0
cam_y = @world_y - SCREEN_SIZE[1] / 2.0
$bus.emit(:player_move, [cam_x, cam_y])
end
def draw
cx = SCREEN_SIZE[0] / 2.0 - SIZE[0] / 2.0
cy = SCREEN_SIZE[1] / 2.0 - SIZE[1] / 2.0
sprite_x = cx + SIZE[0] / 2.0 - 20 * 1.8 / 2
sprite_y = cy + SIZE[1] / 2.0 - 50 * 1.8 / 2
elapsed = Gosu.milliseconds / 1000.0
frame_index = ((elapsed * 7).floor) % 6
@animations[@current_animation][frame_index].draw(sprite_x, sprite_y, sprite_y, 1.8, 1.8)
return unless DEBUG
Gosu.draw_rect(cx, cy, SIZE[0], SIZE[1], Gosu::Color.new(0x8000FF00), cy)
end
end
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require_relative "../utils/maze"
class Maze
def initialize
@maze = MazeData.new(80, 80)
@spritesheet = Gosu::Image.load_tiles("assets/images/walls.png", 20, 40, retro: true)
puts @spritesheet.size
end
def collides?(rect)
x1 = ((rect[0] - 10) / 60).floor
y1 = ((rect[1] - 10) / 60).floor
x2 = ((rect[0] + rect[2] + 10) / 60).floor
y2 = ((rect[1] + rect[3] + 10) / 60).floor
(x1..x2).each do |x|
(y1..y2).each do |y|
shapes = shapes_for(@maze.wall_type(x, y), x * 60, y * 60)
shapes.each do |shape|
return true if intersects?(shape, rect)
end
end
end
false
end
def shapes_for(mask, tx, ty)
return [] if mask == 0
half = 30
band = 10
shapes = []
case mask & (W | E)
when W | E
shapes << [tx, ty + 30 - band / 2, 60, band]
when E
if (mask & (N | S)) == 0
shapes << [tx, ty + 30 - band / 2, 60, band]
else
shapes << [tx + half, ty + 30 - band / 2, half, band]
end
when W
if (mask & (N | S)) == 0
shapes << [tx, ty + 30 - band / 2, 60, band]
else
shapes << [tx, ty + 30 - band / 2, half, band]
end
end
band = 20
case mask & (N | S)
when (N | S)
shapes << [tx + 30 - band / 2, ty, band, 60]
when S
shapes << [tx + 30 - band / 2, ty + half, band, half]
when N
shapes << [tx + 30 - band / 2, ty, band, half]
end
shapes
end
def draw(camera)
cam_x, cam_y = camera
tile_size = 60
scale = 3
screen_width, screen_height = SCREEN_SIZE
# How many tiles fit on screen (+1 for partially visible tiles)
tiles_x = (screen_width / tile_size) + 2
tiles_y = (screen_height / tile_size) + 2
# Which tile to start drawing (top-left corner of camera)
start_x = (cam_x / tile_size).floor - 1
start_y = (cam_y / tile_size).floor - 1
(0...tiles_y).each do |j|
(0...tiles_x).each do |i|
gx = start_x + i
gy = start_y + j
next if gx < 0 || gy < 0 || gx >= @maze.width || gy >= @maze.height
index = @maze.wall_type(gx, gy)
next if index == 0
# Pixel position on screen
screen_x = gx * tile_size - cam_x
screen_y = gy * tile_size - cam_y
@spritesheet[index - 1].draw(screen_x, screen_y, screen_y, scale, scale)
next unless DEBUG
shapes = shapes_for(index, gx * tile_size, gy * tile_size)
shapes.each do |shape|
Gosu.draw_rect(shape[0] - cam_x, shape[1] - cam_y, shape[2], shape[3], 0x44ff0000, shape[1] - cam_y)
end
end
end
end
end
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require_relative 'state'
require_relative 'maze'
require_relative 'character'
require 'perlin'
class Game < Scene
def initialize
super
@font = Gosu::Font.new(24)
@noise = Perlin::Generator.new(rand(1000), 1.0, 1)
@floor_image = Gosu::Image.new("assets/images/floor.png", retro: true)
@maze = Maze.new
@character = Character.new
@camera = [0, 0]
$bus.on(:player_move) do |pos|
@camera = pos
end
$bus.on_retrievable(:collides?) do |rect|
collisions = []
collisions << :wall if @maze.collides?(rect)
collisions << :character if @character.collides?(rect)
next collisions
end
end
def draw
draw_floor
@maze.draw(@camera)
@character.draw
draw_fog(@camera)
draw_debug! if DEBUG
end
def draw_debug!
now = Gosu.milliseconds
@last_draw_time ||= now
@draw_count ||= 0
@fps ||= 0
@draw_count += 1
if now - @last_draw_time >= 1000
@fps = @draw_count
@draw_count = 0
@last_draw_time = now
end
@font.draw_text("FPS: #{@fps}", 5, 5, Float::INFINITY, 1, 1, Gosu::Color::YELLOW)
end
def draw_fog(camera)
cam_x, cam_y = camera
cell = 10
i_radius = 80.0
o_radius = 360.0
# Player screen position
px = SCREEN_SIZE[0] / 2.0
py = SCREEN_SIZE[1] / 2.0
tiles_x = (SCREEN_SIZE[0] / cell) + 2
tiles_y = (SCREEN_SIZE[1] / cell) + 2
tiles_y.times do |j|
tiles_x.times do |i|
sx = i * cell
sy = j * cell
dist = Math.sqrt((sx - px)**2 + (sy - py)**2)
if dist < i_radius
next # fully clear
elsif dist > o_radius
alpha = 255
else
t = (dist - i_radius) / (o_radius - i_radius) # 0..1
world_x = (sx + cam_x) * 0.005
world_y = (sy + cam_y) * 0.005
# Sample noise at world position so it scrolls with camera
noise = (@noise[world_x + Gosu.milliseconds / 5000.0, world_y + Gosu.milliseconds / 6000.0] + 1.0) / 2.0
alpha = (t * (1.0 + noise) * 255).to_i.clamp(0, 255)
end
Gosu.draw_rect(sx, sy, cell, cell, Gosu::Color.new(alpha, 0, 0, 0), 10000 + sy)
end
end
end
def draw_floor
cam_x, cam_y = @camera
tile_size = 60
offset_x = cam_x % tile_size
offset_y = cam_y % tile_size
tiles_x = (SCREEN_SIZE[0] / tile_size) + 2
tiles_y = (SCREEN_SIZE[1] / tile_size) + 2
(0...tiles_y).each do |j|
(0...tiles_x).each do |i|
sx = i * tile_size - offset_x
sy = j * tile_size - offset_y
@floor_image.draw(sx, sy, -1000, 3, 3)
end
end
end
def update
@character.update
end
def button_down(id, _pos)
return $bus.emit(:change_scene, Menu.new) if id == Gosu::KB_ESCAPE
end
end
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class State
# This class holds state information
# for example the player inventory / items
# also their health, stealth, and memory bars
# it can handle mouse input for inventory management and item usage
# it can also handle keyboard input for quick item usage
end