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2026-03-25 07:13:37 +00:00
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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