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.

This commit is contained in:
2026-04-03 14:46:35 +01:00
parent 5814a1fdee
commit bf1171a775
13 changed files with 175 additions and 41 deletions
+1
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@@ -1 +1,2 @@
*.old.*
config.json
+44
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@@ -0,0 +1,44 @@
class Credits < Scene
def initialize
super
@font = Gosu::Font.new(32, name: "assets/fonts/tn.ttf")
@small_font = Gosu::Font.new(20, name: "assets/fonts/tn.ttf")
end
def update(_dt)
# nothing needed
end
def draw
Gosu.draw_rect(0, 0, *SCREEN_SIZE, Gosu::Color.new(0xFF131313))
# title (centered)
title = "Credits"
tx = (720 - @font.text_width(title)) / 2
@font.draw_text(title, tx, 80, 1, 1, 1, Gosu::Color::YELLOW)
# main content
# this is kinda useless and i could just hardcode the positions, or even the image itself but yeah
lines = [
"Developer: Syed Daanish",
"Artist: Syed Daanish"
]
lines.each_with_index do |line, i|
x = (720 - @small_font.text_width(line)) / 2
y = 180 + i * 40
@small_font.draw_text(line, x, y, 1, 1, 1, Gosu::Color::WHITE)
end
# hint at bottom
hint = "Press ESC to return"
hx = (720 - @small_font.text_width(hint)) / 2
@small_font.draw_text(hint, hx, 420, 1, 1, 1, Gosu::Color::GRAY)
end
def button_down(id, _pos)
if id == Gosu::KB_ESCAPE || id == Gosu::KB_RETURN
$bus.emit(:change_scene, Menu)
end
end
end
+4 -4
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@@ -76,10 +76,10 @@ class Character
dx = 0.0
dy = 0.0
dx -= 1 if Gosu.button_down?(Gosu::KB_A)
dx += 1 if Gosu.button_down?(Gosu::KB_D)
dy -= 1 if Gosu.button_down?(Gosu::KB_W)
dy += 1 if Gosu.button_down?(Gosu::KB_S)
dx -= 1 if Gosu.button_down?($bus.get(:settings, :leftward))
dx += 1 if Gosu.button_down?($bus.get(:settings, :rightward))
dy -= 1 if Gosu.button_down?($bus.get(:settings, :forward))
dy += 1 if Gosu.button_down?($bus.get(:settings, :backward))
moving = dx != 0 || dy != 0
+3 -3
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@@ -35,12 +35,12 @@ class HealthBar
def draw
# Draw the background of the health bar (red)
Gosu.draw_rect(SCREEN_SIZE[0] - 100 - 10, 180, 100, 10, Gosu::Color::RED)
Gosu.draw_rect(SCREEN_SIZE[0] - 100 - 10, 180, 100, 10, Gosu::Color::RED, Float::INFINITY)
# Draw the foreground of the health bar (green) based on current health
health_width = (health.to_f / max_health) * 100
Gosu.draw_rect(SCREEN_SIZE[0] - 100 - 10, 180, health_width, 10, Gosu::Color::GREEN)
Gosu.draw_rect(SCREEN_SIZE[0] - 100 - 10, 180, health_width, 10, Gosu::Color::GREEN, Float::INFINITY)
@heart_image.draw(SCREEN_SIZE[0] - 100 - 20, 173, 1, 1.5, 1.5)
@heart_image.draw(SCREEN_SIZE[0] - 100 - 20, 173, Float::INFINITY, 1.5, 1.5)
end
end
+5 -5
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@@ -94,19 +94,19 @@ class Inventory
when Gosu::KB_1 then @inventory_selected = :occams_razor
when Gosu::KB_2 then @inventory_selected = :quantum_bow
when Gosu::KB_3 then @inventory_selected = :blade_of_recursion
when Gosu::KB_DOWN
when $bus.get(:settings, :"inventory down")
row, col = find_slot(@inventory_selected)
@inventory_selected = @grid[(row + 1) % @grid.size][col][0]
when Gosu::KB_UP
when $bus.get(:settings, :"inventory up")
row, col = find_slot(@inventory_selected)
@inventory_selected = @grid[(row - 1) % @grid.size][col][0]
when Gosu::KB_LEFT
when $bus.get(:settings, :"inventory left")
row, col = find_slot(@inventory_selected)
@inventory_selected = @grid[row][(col - 1) % @grid[row].size][0]
when Gosu::KB_RIGHT
when $bus.get(:settings, :"inventory right")
row, col = find_slot(@inventory_selected)
@inventory_selected = @grid[row][(col + 1) % @grid[row].size][0]
when Gosu::KB_RETURN
when $bus.get(:settings, :craft)
craft(@inventory_selected, ctrl: Gosu.button_down?(Gosu::KB_RIGHT_CONTROL) || Gosu.button_down?(Gosu::KB_LEFT_CONTROL))
else
return false
+1 -1
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@@ -49,7 +49,7 @@ class Prop
end
def update(dt)
return unless Gosu.button_down?(Gosu::MS_LEFT) || Gosu.button_down?(Gosu::KB_X)
return unless Gosu.button_down?(Gosu::MS_LEFT) || Gosu.button_down?($bus.get(:settings, :break))
player_x, player_y = $bus.get(:player_position) || [0, 0]
+1 -1
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@@ -122,7 +122,7 @@ class PropsHandler
@grid.delete([prop.x, prop.y])
end
end
if Gosu.button_down?(Gosu::KB_P) # place selected if it is a placeable item
if Gosu.button_down?($bus.get(:settings, :place))
selected_item = $bus.get(:selected_item)
if selected_item == :torch
player_x, player_y = $bus.get(:player_position) || [0, 0]
+3 -3
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@@ -27,7 +27,7 @@ class Game < Scene
@camera = [0, 0]
$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.")
$bus.emit(:log, "Welcome to the Mist!")
$bus.on(:player_move) do |pos|
@camera = pos
@@ -55,7 +55,7 @@ class Game < Scene
@enemies.draw
@props.draw
@traps.draw
$bus.emit(:shade) if $bus.get(:settings, :fog)
$bus.emit(:shade)
@hud.draw
@weapons.draw
draw_debug! if $bus.get(:settings, :debug)
@@ -98,7 +98,7 @@ class Game < Scene
def button_down(id, pos)
# Pressing ESC returns to the menu, this is bad but I don't have time to make a proper pause menu,
# as the game has no persistent state outside of the current scene, just returning to the menu resets everything
return $bus.emit(:change_scene, Menu.new) if id == Gosu::KB_ESCAPE
return $bus.emit(:change_scene, Menu) if id == Gosu::KB_ESCAPE
return if @hud.button_down(id, pos)
return if @props.button_down(id, pos)
+1 -1
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@@ -27,7 +27,7 @@ class WeaponHandler
weapon = @weapons[selected_item]
if $bus.get(:count, selected_item) > 0
if id == Gosu::KB_SPACE
if id == $bus.get(:settings, :attack)
player_x, player_y = $bus.get(:player_position)
cam_x, cam_y = $bus.get(:camera_pos) || [0, 0]
mouse_x, mouse_y = $bus.get(:mouse_pos) || [0, 0]
+1
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@@ -2,6 +2,7 @@ class Menu < Scene
OPTIONS = {
"Start" => -> { $bus.emit(:change_scene, Game) },
"Settings" => -> { $bus.emit(:change_scene, Settings) },
"Credits" => -> { $bus.emit(:change_scene, Credits) },
"Quit" => -> { $bus.emit(:quit_game) }
}.freeze
+36 -9
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@@ -5,28 +5,55 @@ N, S, W, E = 1, 2, 4, 8
# Config module to hold global settings that can be toggled in the settings scene, and accessed anywhere else in the code via the event bus
module Config
@config = {
debug: ARGV.include?("--debug"),
fog: true,
torches_lightup: true,
@debug = false
@keybinds = {
forward: Gosu::KB_W,
backward: Gosu::KB_S,
leftward: Gosu::KB_A,
rightward: Gosu::KB_D,
break: Gosu::KB_X,
attack: Gosu::KB_SPACE,
place: Gosu::KB_P,
"inventory up": Gosu::KB_UP,
"inventory down": Gosu::KB_DOWN,
"inventory right": Gosu::KB_RIGHT,
"inventory left": Gosu::KB_LEFT,
craft: Gosu::KB_RETURN,
}
if File.exist?("config.json")
data = JSON.parse(File.read("config.json"))
@config.merge!(data.transform_keys(&:to_sym))
@debug = data["debug"] || false
@keybinds.merge!(data["keybinds"]&.transform_keys(&:to_sym) || {})
end
$bus.on(:settings, :master) { |k| @config[k] }
$bus.on(:settings, :master) { |k| k == :debug ? @debug : @keybinds[k] }
module_function
def toggle(key)
@config[key] = !@config[key]
def bindings
@keybinds
end
def debug
@debug
end
def debug=(value)
@debug = value
end
def set_key(action, key)
@keybinds[action] = key
end
def persist!
File.open("config.json", "w") do |f|
f.write(JSON.pretty_generate(@config))
f.write(JSON.pretty_generate({
keybinds: @keybinds,
debug: @debug
}))
end
end
end
+65 -4
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@@ -1,15 +1,76 @@
class Settings < Scene
def initialize
super
@font = Gosu::Font.new(24)
@font_title = Gosu::Font.new(28, name: "assets/fonts/tn.ttf")
@font = Gosu::Font.new(20, name: "assets/fonts/tn.ttf")
@selected = 0
@waiting_for_key = nil
end
def draw
Gosu.draw_rect(0, 0, SCREEN_SIZE[0], SCREEN_SIZE[1], Gosu::Color::BLACK)
@font.draw_text("Settings Scene - Press ESC to return to Menu", 50, 50, 1, 1, 1, Gosu::Color::WHITE)
Gosu.draw_rect(0, 0, *SCREEN_SIZE, Gosu::Color.new(0xFF131313))
title = "Settings"
@font_title.draw_text(title, center_x(title), 40, 1, 1, 1, Gosu::Color::YELLOW)
debug_option = "Debug Mode".ljust(15) + " : " + "#{Config.debug ? 'ON' : 'OFF'}".rjust(12)
debug_option = "> #{debug_option} <" if @selected == 0
@font.draw_text(debug_option, center_x(debug_option), 90, 1, 1, 1, @selected == 0 ? Gosu::Color::YELLOW : Gosu::Color::WHITE)
Config.bindings.each_with_index do |opt, i|
y = 120 + i * 25
selected = (i == @selected - 1)
text = "#{opt[0].to_s.ljust(15)} : #{Gosu.button_name(opt[1]).rjust(12)}"
text = "> #{text} <" if selected
color = selected ? Gosu::Color::YELLOW : Gosu::Color::WHITE
@font.draw_text(text, center_x(text), y, 1, 1, 1, color)
end
if @waiting_for_key
msg = "Press a key... (ESC to cancel)"
@font.draw_text(msg, center_x(msg), 430, 1, 1, 1, Gosu::Color::GRAY)
else
hint = "Enter: Select | ESC: Back"
@font.draw_text(hint, center_x(hint), 430, 1, 1, 1, Gosu::Color::GRAY)
end
end
def button_down(id, _pos)
$bus.emit(:change_scene, Menu) if id == Gosu::KB_ESCAPE
# waiting for keybind input
if @waiting_for_key
if [Gosu::KB_ESCAPE].include?(id)
@waiting_for_key = nil
return
end
Config.set_key(@waiting_for_key, id)
Config.persist!
@waiting_for_key = nil
return
end
case id
when Gosu::KB_UP
@selected = (@selected - 1) % (Config.bindings.size + 1)
when Gosu::KB_DOWN
@selected = (@selected + 1) % (Config.bindings.size + 1)
when Gosu::KB_RETURN
if @selected == 0
Config.debug = !Config.debug
Config.persist!
else
@waiting_for_key = Config.bindings.keys[@selected]
end
when Gosu::KB_ESCAPE
Config.persist!
$bus.emit(:change_scene, Menu)
end
end
private
def center_x(text)
(SCREEN_SIZE[0] - @font.text_width(text)) / 2
end
end
+3 -3
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@@ -1,11 +1,13 @@
require 'opengl'
require 'glu'
require 'gosu'
require 'json'
require_relative 'settings/configuration'
require_relative 'utils/utils'
require_relative 'utils/scene'
require_relative 'settings/scene'
require_relative 'credits/scene'
require_relative 'menu/scene'
require_relative 'game_over/scene'
require_relative 'game/scene'
@@ -68,13 +70,11 @@ class Window < Gosu::Window
cam_x, cam_y = $bus.get(:camera_pos) || [0, 0]
torch_lights = []
# Only calculate torch lights if the setting is enabled, to save performance
if $bus.get(:settings, :torches_lightup)
torches = $bus.get(:nearby_torches,
[cam_x - SCREEN_SIZE[0], cam_y - SCREEN_SIZE[1], SCREEN_SIZE[0] * 4, SCREEN_SIZE[1] * 4]
) || []
torch_lights = torches.map { |t| [t[0] - cam_x, SCREEN_SIZE[1] - (t[1] - cam_y)] }.flatten
end
lorentz_field = $bus.get(:lorentz_field) || 0.0