Implement logging system: add GameLogger class for managing log messages, integrate logging in HUDLayer and ShrodingersMine for enhanced gameplay feedback.
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@@ -1,5 +1,6 @@
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require_relative "inventory"
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require_relative "health"
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require_relative "logs"
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class HUDLayer
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def initialize
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@@ -7,17 +8,23 @@ class HUDLayer
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@hud_fg = Gosu::Image.new("assets/images/hud_fg.png", retro: true)
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@inventory = Inventory.new
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@health = HealthBar.new(100)
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@logs = GameLogger.new
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$bus.on(:enemy_attack) do |damage|
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@health.take_damage(damage)
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end
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end
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def update(dt)
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@logs.update(dt)
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end
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def draw
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@hud_bg.draw(0, 0, Float::INFINITY)
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@inventory.draw
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@health.draw
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@logs.draw
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@hud_fg.draw(0, 0, Float::INFINITY)
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end
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@@ -0,0 +1,47 @@
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class GameLogger
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MAX_ENTRIES = 5 # max messages to show
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DURATION = 3.0 # seconds each message stays
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Entry = Struct.new(:text, :time)
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def initialize
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@entries = []
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@font = Gosu::Font.new(10, name: 'assets/fonts/tn.ttf')
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$bus.on(:log) do |msg|
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log(msg)
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end
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end
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# add a message
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def log(msg)
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@entries << Entry.new(msg, DURATION)
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@entries.shift if @entries.size > MAX_ENTRIES
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end
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def update(dt)
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@entries.each { |e| e.time -= dt }
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@entries.reject! { |e| e.time <= 0 }
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end
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def draw
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padding_x = 10
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padding_y = 10
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line_height = 24
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# bottom-left start
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base_x = padding_x
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base_y = SCREEN_SIZE[1] - padding_y - line_height * @entries.size
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@entries.each_with_index do |e, i|
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@font.draw_text(
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e.text,
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base_x,
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base_y + i * line_height,
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Float::INFINITY,
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1, 1,
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Gosu::Color::YELLOW
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)
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end
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end
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end
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@@ -25,6 +25,8 @@ class Game < Scene
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@camera = [0, 0]
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$bus.emit(:log, "Welcome to the Mist! Use WASD to move, SPACE or left-click to attack with your equipped weapon, and ESC to return to the menu.")
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$bus.on(:player_move) do |pos|
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@camera = pos
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end
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@@ -88,6 +90,7 @@ class Game < Scene
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@props.update(dt)
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@traps.update(dt)
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@weapons.update(dt)
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@hud.update(dt)
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end
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def button_down(id, pos)
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@@ -10,6 +10,8 @@ class ShrodingersMine < Trap
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return false if entity == :character # shrodingers mine is safe for the player, so don't destroy it or cause a blast if the player steps on it
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if rand < 0.7 # 70% chance to be a landmine, 30% chance to be a dud
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$bus.emit(:blast, @x, @y, 50, 50, :safe) # blast radius of 50 and damage of 50, and always safe for the player
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else
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$bus.emit(:log, "You hear a click, but nothing happens. It was a dud!")
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end
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true # to destroy the trap
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end
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@@ -5,8 +5,8 @@ So,
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#make enemy spawn in the boss rooms with randomness + enemy count - done
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#make the lizard kind of enemy with very high health + dps but slow - done
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make blade work as planned
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make bow just normal
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#make blade work as planned - done
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#make bow quantum - done
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make minimap for the torches revealing teh maze
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click on minimap makes game pause to allow pausing for safety
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