Refactor input handling: replace hardcoded key inputs with configurable key bindings for character movement, inventory navigation, and actions; enhance settings scene with key rebind functionality and add credits scene.
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+4
-4
@@ -76,10 +76,10 @@ class Character
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dx = 0.0
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dy = 0.0
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dx -= 1 if Gosu.button_down?(Gosu::KB_A)
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dx += 1 if Gosu.button_down?(Gosu::KB_D)
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dy -= 1 if Gosu.button_down?(Gosu::KB_W)
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dy += 1 if Gosu.button_down?(Gosu::KB_S)
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dx -= 1 if Gosu.button_down?($bus.get(:settings, :leftward))
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dx += 1 if Gosu.button_down?($bus.get(:settings, :rightward))
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dy -= 1 if Gosu.button_down?($bus.get(:settings, :forward))
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dy += 1 if Gosu.button_down?($bus.get(:settings, :backward))
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moving = dx != 0 || dy != 0
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+3
-3
@@ -35,12 +35,12 @@ class HealthBar
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def draw
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# Draw the background of the health bar (red)
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Gosu.draw_rect(SCREEN_SIZE[0] - 100 - 10, 180, 100, 10, Gosu::Color::RED)
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Gosu.draw_rect(SCREEN_SIZE[0] - 100 - 10, 180, 100, 10, Gosu::Color::RED, Float::INFINITY)
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# Draw the foreground of the health bar (green) based on current health
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health_width = (health.to_f / max_health) * 100
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Gosu.draw_rect(SCREEN_SIZE[0] - 100 - 10, 180, health_width, 10, Gosu::Color::GREEN)
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Gosu.draw_rect(SCREEN_SIZE[0] - 100 - 10, 180, health_width, 10, Gosu::Color::GREEN, Float::INFINITY)
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@heart_image.draw(SCREEN_SIZE[0] - 100 - 20, 173, 1, 1.5, 1.5)
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@heart_image.draw(SCREEN_SIZE[0] - 100 - 20, 173, Float::INFINITY, 1.5, 1.5)
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end
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end
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@@ -94,19 +94,19 @@ class Inventory
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when Gosu::KB_1 then @inventory_selected = :occams_razor
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when Gosu::KB_2 then @inventory_selected = :quantum_bow
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when Gosu::KB_3 then @inventory_selected = :blade_of_recursion
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when Gosu::KB_DOWN
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when $bus.get(:settings, :"inventory down")
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row, col = find_slot(@inventory_selected)
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@inventory_selected = @grid[(row + 1) % @grid.size][col][0]
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when Gosu::KB_UP
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when $bus.get(:settings, :"inventory up")
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row, col = find_slot(@inventory_selected)
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@inventory_selected = @grid[(row - 1) % @grid.size][col][0]
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when Gosu::KB_LEFT
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when $bus.get(:settings, :"inventory left")
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row, col = find_slot(@inventory_selected)
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@inventory_selected = @grid[row][(col - 1) % @grid[row].size][0]
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when Gosu::KB_RIGHT
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when $bus.get(:settings, :"inventory right")
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row, col = find_slot(@inventory_selected)
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@inventory_selected = @grid[row][(col + 1) % @grid[row].size][0]
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when Gosu::KB_RETURN
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when $bus.get(:settings, :craft)
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craft(@inventory_selected, ctrl: Gosu.button_down?(Gosu::KB_RIGHT_CONTROL) || Gosu.button_down?(Gosu::KB_LEFT_CONTROL))
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else
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return false
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+1
-1
@@ -49,7 +49,7 @@ class Prop
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end
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def update(dt)
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return unless Gosu.button_down?(Gosu::MS_LEFT) || Gosu.button_down?(Gosu::KB_X)
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return unless Gosu.button_down?(Gosu::MS_LEFT) || Gosu.button_down?($bus.get(:settings, :break))
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player_x, player_y = $bus.get(:player_position) || [0, 0]
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@@ -122,7 +122,7 @@ class PropsHandler
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@grid.delete([prop.x, prop.y])
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end
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end
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if Gosu.button_down?(Gosu::KB_P) # place selected if it is a placeable item
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if Gosu.button_down?($bus.get(:settings, :place))
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selected_item = $bus.get(:selected_item)
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if selected_item == :torch
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player_x, player_y = $bus.get(:player_position) || [0, 0]
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+3
-3
@@ -27,7 +27,7 @@ class Game < Scene
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@camera = [0, 0]
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$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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$bus.emit(:log, "Welcome to the Mist!")
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$bus.on(:player_move) do |pos|
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@camera = pos
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@@ -55,7 +55,7 @@ class Game < Scene
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@enemies.draw
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@props.draw
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@traps.draw
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$bus.emit(:shade) if $bus.get(:settings, :fog)
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$bus.emit(:shade)
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@hud.draw
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@weapons.draw
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draw_debug! if $bus.get(:settings, :debug)
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@@ -98,7 +98,7 @@ class Game < Scene
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def button_down(id, pos)
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# Pressing ESC returns to the menu, this is bad but I don't have time to make a proper pause menu,
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# as the game has no persistent state outside of the current scene, just returning to the menu resets everything
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return $bus.emit(:change_scene, Menu.new) if id == Gosu::KB_ESCAPE
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return $bus.emit(:change_scene, Menu) if id == Gosu::KB_ESCAPE
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return if @hud.button_down(id, pos)
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return if @props.button_down(id, pos)
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@@ -27,7 +27,7 @@ class WeaponHandler
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weapon = @weapons[selected_item]
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if $bus.get(:count, selected_item) > 0
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if id == Gosu::KB_SPACE
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if id == $bus.get(:settings, :attack)
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player_x, player_y = $bus.get(:player_position)
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cam_x, cam_y = $bus.get(:camera_pos) || [0, 0]
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mouse_x, mouse_y = $bus.get(:mouse_pos) || [0, 0]
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