Refactor FPS display logic in Game class; optimize torch position retrieval
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+48
-22
@@ -12,14 +12,6 @@ class Placeable
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@y = y
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@frames_count = 0
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@spritesheet = nil
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$bus.on(:object_at) do |x, y|
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next @x == x && @y == y ? self : nil
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end
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$bus.on(:collides?) do |rect|
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next collides?(rect) ? :object : nil
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end
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end
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def collides?(rect)
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@@ -28,7 +20,7 @@ class Placeable
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end
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def rect
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[@x * 120 + 90 - SIZE[0] / 2, @y * 120 + 90 - SIZE[1], SIZE[0], SIZE[1]]
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[@x * 120 + 90 - SIZE[0] / 2, @y * 120 + 90 - SIZE[1], *SIZE]
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end
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def update
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@@ -50,7 +42,7 @@ class Placeable
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return unless DEBUG
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# collision box centered on same point
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Gosu.draw_rect(screen_x - SIZE[0] / 2, screen_y - SIZE[1], SIZE[0], SIZE[1], Gosu::Color.new(0x88ff0000), Float::INFINITY)
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Gosu.draw_rect(screen_x - SIZE[0] / 2, screen_y - SIZE[1], *SIZE, Gosu::Color.new(0x88ff0000), Float::INFINITY)
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end
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end
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@@ -67,16 +59,15 @@ class Torch < Placeable
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super(x, y)
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@frames_count = 4
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@spritesheet = Gosu::Image.load_tiles("assets/images/torch.png", 20, 20, retro: true)
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$bus.on(:torch_position) do
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next rect
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end
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end
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end
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class Chest < Placeable
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def initialize(x, y)
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super(x, y)
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@wood = rand(0..64)
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@metal = rand(0..16)
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@science = rand(0..4)
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@frames_count = 1
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@spritesheet = Gosu::Image.load_tiles("assets/images/chest.png", 20, 20, retro: true)
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end
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@@ -86,16 +77,28 @@ class ObjectHandler
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attr_reader :objects
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def initialize
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start_room_coords = $bus.get(:start_room_coords)
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@objects = []
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@grid = {}
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#spawn_chests!
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spawn_chests!
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$bus.on(:collides?) do |rect|
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nearby_objects(rect).any? { |obj| obj.collides?(rect) } ? :object : nil
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end
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$bus.on(:object_at) do |x, y|
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@grid[[x, y]]
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end
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$bus.on(:nearby_torches) do |rect|
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nearby_objects(rect).select { |obj| obj.is_a?(Torch) }.map { |t| t.rect }
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end
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end
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def spawn_chests!
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world_size = $bus.get(:maze_size) || [0, 0]
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cell_size = 6 # tweak this (bigger = more spread out)
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cell_size = 10
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(0...world_size[0]).step(cell_size) do |cx|
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(0...world_size[1]).step(cell_size) do |cy|
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@@ -111,16 +114,38 @@ class ObjectHandler
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next if $bus.get(:room?, x, y)
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# Chance per cell instead of per tile
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if rand < 0.6
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@objects << Chest.new(x, y)
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end
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chest = Chest.new(x, y)
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@objects << chest
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@grid[[x, y]] = chest
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end
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end
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end
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def nearby_objects(rect)
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x, y, w, h = rect
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min_tx = ((x) / 120).floor
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max_tx = ((x + w) / 120).floor
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min_ty = ((y) / 120).floor
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max_ty = ((y + h) / 120).floor
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results = []
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(min_tx..max_tx).each do |tx|
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(min_ty..max_ty).each do |ty|
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obj = @grid[[tx, ty]]
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results << obj if obj
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end
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end
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results
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end
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def add(object)
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@objects << object
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key = [object.x, object.y]
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@grid[key] = object
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end
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def update
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@@ -128,6 +153,7 @@ class ObjectHandler
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end
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def draw
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@objects.each(&:draw)
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cam = $bus.get(:camera_pos) || [0, 0]
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nearby_objects([*cam, *SCREEN_SIZE]).each(&:draw)
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end
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end
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+5
-16
@@ -44,20 +44,7 @@ class Game < Scene
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end
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def draw_debug!
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now = Gosu.milliseconds
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@last_draw_time ||= now
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@draw_count ||= 0
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@fps ||= 0
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@draw_count += 1
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if now - @last_draw_time >= 1000
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@fps = @draw_count
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@draw_count = 0
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@last_draw_time = now
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end
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@font.draw_text("FPS: #{@fps}", 5, 5, Float::INFINITY, 1, 1, Gosu::Color::YELLOW)
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@font.draw_text("FPS: #{Gosu.fps}", 5, 5, Float::INFINITY, 1, 1, Gosu::Color::YELLOW)
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world_x, world_y = $bus.get(:player_position)&.map(&:round) || [0, 0]
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@font.draw_text("Player: [#{world_x}, #{world_y}]", 5, 30, Float::INFINITY, 1, 1, Gosu::Color::YELLOW)
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end
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@@ -79,8 +66,10 @@ class Game < Scene
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px = SCREEN_SIZE[0] / 2.0
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py = SCREEN_SIZE[1] / 2.0
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# Collect all light sources (player + torches)
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torches = $bus.get_all(:torch_position)
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# Collect torch positions relative to camera
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torches = $bus.get(:nearby_torches,
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[cam_x - SCREEN_SIZE[0] / 2, cam_y - SCREEN_SIZE[1] / 2, SCREEN_SIZE[0] * 2, SCREEN_SIZE[1] * 2]
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) || []
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torch_lights = torches.map { |t| [t[0] - cam_x, t[1] - cam_y] }
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tiles_x = (SCREEN_SIZE[0] / cell) + 2
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