Refactor weapon system: update BladeOfRecursion and QuantumBow classes with improved attack mechanics, damage handling, and drawing logic; enhance WeaponHandler for better weapon management.
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@@ -1,16 +1,23 @@
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class BladeOfRecursion
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def initialize
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@damage = 1
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@range = 200
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@speed = 500
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@range = 150
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@speed = 400
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@x = 0
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@y = 0
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@start_x = 0
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@start_y = 0
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@direction = nil
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# the knife is pointed top-right
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@sprite = Gosu::Image.new('assets/images/blade_of_recursion.png', retro: true)
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end
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def attack(direction)
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return if @direction
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@direction = direction
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@x, @y = $bus.get(:player_position)
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@start_x, @start_y = @x, @y
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end
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def update(dt)
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@@ -19,12 +26,63 @@ class BladeOfRecursion
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@x += Math.cos(@direction) * @speed * dt
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@y += Math.sin(@direction) * @speed * dt
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$bus.get(:attack, @x, @y, @range, @damage)
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# If the blade has traveled its max range, reset it
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player_x, player_y = $bus.get(:player_position)
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if Math.hypot(@x - player_x, @y - player_y) > @range
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if Math.hypot(@x - @start_x, @y - @start_y) > @range
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@direction = nil
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@damage = 1
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return
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end
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collides = $bus.get_all(:collides?, [@x - 5, @y - 5, 10, 10])
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if collides.include?(:enemy)
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$bus.emit(:attack, @x, @y, 30, @damage)
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@direction = nil
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@damage *= 2
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if @damage > 512
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damage = 1
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$bus.emit(:consume, :blade_of_recursion, 1)
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end
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elsif collides.include?(:wall)
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@direction = nil
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@damage = 1
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end
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end
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def draw
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cam_x, cam_y = $bus.get(:camera_pos) || [0, 0]
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# Draw the blade if active
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if @direction
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# Convert radians to degrees
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angle_deg = @direction * 180 / Math::PI
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# Adjust for knife pointing top-right
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angle_deg += 45
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@sprite.draw_rot(
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@x - cam_x, # x in world coords
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@y - cam_y, # y in world coords
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1, # z-order
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angle_deg, # rotation
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0.5, 0.5, # pivot center
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2, 2,
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Gosu::Color::WHITE
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)
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end
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# Draw memory bar as HUD in top-right of screen
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# this should be in the HUD layer but due to time constraints im putting it here, sorry
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bar_width = 100
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bar_height = 10
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padding = 10
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bar_x = SCREEN_SIZE[0] - bar_width - padding
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bar_y = padding
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# full red background
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Gosu.draw_rect(bar_x, bar_y, bar_width, bar_height, Gosu::Color::RED, Float::INFINITY)
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# green foreground representing current damage
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damage_ratio = Math.log2(@damage) / 9.0
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damage_width = bar_width * [damage_ratio, 1.0].min
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Gosu.draw_rect(bar_x, bar_y, damage_width, bar_height, Gosu::Color::GREEN, Float::INFINITY)
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end
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end
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