Refactor event bus to use non-retrievable events;
update collision handling and add new inventory initialization; add torch lighting in fog shader;
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+7
-3
@@ -37,9 +37,13 @@ class Character
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@current_animation = :idle_front
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@facing = :front
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$bus.on_retrievable(:player_position) do
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$bus.on(:player_position) do
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next [@world_x, @world_y]
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end
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$bus.on(:collides?) do |rect|
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next collides?(rect) ? :character : nil
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end
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end
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def rect
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@@ -95,13 +99,13 @@ class Character
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steps.times do
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# X axis
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@world_x += step_dx
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if ($bus.get(:collides?, rect) & [:wall, :object])&.any?
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if ($bus.get_all(:collides?, rect) & [:wall, :object])&.any?
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@world_x -= step_dx
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end
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# Y axis
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@world_y += step_dy
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if ($bus.get(:collides?, rect) & [:wall, :object])&.any?
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if ($bus.get_all(:collides?, rect) & [:wall, :object])&.any?
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@world_y -= step_dy
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end
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end
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+2
-2
@@ -19,7 +19,7 @@ class EnemyAI
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player_tile = [(player_x - 90) / 120, (player_y - 90) / 120].map(&:round)
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enemy_tile = [(@enemy.x - 90) / 120, (@enemy.y - 90) / 120].map(&:round)
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return if $bus.get(:collides?, @enemy.rect)&.include?(:character)
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return if $bus.get_all(:collides?, @enemy.rect)&.include?(:character)
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object_in_tile = $bus.get(:object_at, enemy_tile[0], enemy_tile[1])
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@@ -134,7 +134,7 @@ class EnemyAI
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@enemy.x += dx
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@enemy.y += dy
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if $bus.get(:collides?, @enemy.rect)&.include?(:character)
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if $bus.get_all(:collides?, @enemy.rect)&.include?(:character)
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# Attack player
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end
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end
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@@ -10,6 +10,10 @@ class Enemy
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@h = 30
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@ai = EnemyAI.new(self, :chase)
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$bus.on(:collides?) do |rect|
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next collides?(rect) ? :enemy : nil
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end
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end
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def rect
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+5
-1
@@ -6,9 +6,13 @@ class Maze
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@spritesheet = Gosu::Image.load_tiles("assets/images/walls.png", 20, 40, retro: true)
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puts @spritesheet.size
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$bus.on_retrievable(:maze_solve) do |x1, y1, x2, y2|
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$bus.on(:maze_solve) do |x1, y1, x2, y2|
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next @maze.solve(x1, y1, x2, y2)
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end
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$bus.on(:collides?) do |rect|
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next collides?(rect) ? :wall : nil
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end
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end
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def collides?(rect)
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+33
-9
@@ -12,6 +12,14 @@ class Placeable
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@y = y
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@frames_count = 0
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@spritesheet = nil
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$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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$bus.on(:collides?) do |rect|
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next collides?(rect) ? :object : nil
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end
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end
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def collides?(rect)
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@@ -54,26 +62,42 @@ class Radar < Placeable
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end
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end
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class Torch < Placeable
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def initialize(x, y)
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super(x, y)
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@frames_count = 4
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@spritesheet = Gosu::Image.load_tiles("assets/images/torch.png", 20, 20, retro: true)
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$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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@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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end
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class ObjectHandler
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attr_reader :objects
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def initialize
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start_room_coords = $bus.get(:start_room_coords)
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@objects = [Radar.new(start_room_coords[0] / 2 - 1, start_room_coords[1] / 2 - 1)]
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$bus.on_retrievable(:object_at) do |x, y|
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next @objects.find { |obj| obj.x == x && obj.y == y }
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end
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@objects = [
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Torch.new(start_room_coords[0] / 2 - 1, start_room_coords[1] / 2 - 1),
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Torch.new(start_room_coords[0] / 2 + 3, start_room_coords[1] / 2),
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Torch.new(start_room_coords[0] / 2, start_room_coords[1] / 2 - 1),
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]
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end
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def add(object)
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@objects << object
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end
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def collides?(rect)
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@objects.any? { |obj| obj.collides?(rect) }
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end
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def update
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@objects.each(&:update)
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end
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+45
-25
@@ -27,18 +27,9 @@ class Game < Scene
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@camera = pos
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end
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$bus.on_retrievable(:camera_pos) do
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$bus.on(:camera_pos) do
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next @camera
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end
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$bus.on_retrievable(:collides?) do |rect|
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collisions = []
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collisions << :wall if @maze.collides?(rect)
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collisions << :character if @character.collides?(rect)
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collisions << :enemy if @enemies.collides?(rect)
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collisions << :object if @objects.collides?(rect)
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next collisions
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end
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end
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def draw
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@@ -74,13 +65,19 @@ class Game < Scene
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def draw_fog!
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cam_x, cam_y = @camera
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cell = 10
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i_radius = 90.0
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o_radius = 400.0
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p_i_radius = 80.0
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p_o_radius = 350.0
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t_i_radius = 10.0
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o_radius = 160.0
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# Player screen position
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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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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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tiles_y = (SCREEN_SIZE[1] / cell) + 2
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@@ -89,22 +86,45 @@ class Game < Scene
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sx = i * cell
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sy = j * cell
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dist = Math.sqrt((sx - px)**2 + (sy - py)**2)
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light_strength = 0.0
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if dist < i_radius
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next # fully clear
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elsif dist > o_radius
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alpha = 255
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else
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t = (dist - i_radius) / (o_radius - i_radius) # 0..1
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world_x = (sx + cam_x) * 0.005
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world_y = (sy + cam_y) * 0.005
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# Sample noise at world position so it scrolls with camera
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# Add time-based offsets for animation
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noise = (@noise[world_x + Gosu.milliseconds / 5000.0, world_y + Gosu.milliseconds / 6000.0] + 1.0) / 2.0
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alpha = (t * (1.0 + noise) * 255).to_i.clamp(0, 255)
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d = Math.sqrt((px - sx)**2 + (py - sy)**2)
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if d < p_i_radius
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light_strength = 1.0
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elsif d < p_o_radius
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t = (d - p_i_radius) / (p_o_radius - p_i_radius) # 0..1
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light_strength = 1.0 - t
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end
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torch_lights.each do |lx, ly|
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d = Math.sqrt((sx - lx)**2 + (sy - ly)**2)
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if d < t_i_radius
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strength = 1.0
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elsif d < o_radius
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t = (d - t_i_radius) / (o_radius - t_i_radius) # 0..1
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strength = 1.0 - t
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else
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strength = 0.0
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end
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light_strength += strength
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end
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light_strength = light_strength.clamp(0.0, 1.0)
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t = 1.0 - light_strength
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world_x = (sx + cam_x) * 0.005
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world_y = (sy + cam_y) * 0.005
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noise = (@noise[
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world_x + Gosu.milliseconds / 5000.0,
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world_y + Gosu.milliseconds / 6000.0
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] + 1.0) / 2.0
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alpha = (t * (1.0 + noise) * 255).to_i.clamp(0, 255)
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Gosu.draw_rect(sx, sy, cell, cell, Gosu::Color.new(alpha, 0, 0, 0), 10000 + sy)
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end
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end
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@@ -4,4 +4,35 @@ class State
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# also their health, stealth, and memory bars
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# it can handle mouse input for inventory management and item usage
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# it can also handle keyboard input for quick item usage
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def initialize
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@inventory = {
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# basic resources
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:wood => 0,
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:metal => 0,
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:science => 0,
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# nuetrals
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:torch => 0,
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:radar => 0,
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# placeable weapons
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:landmine => 0,
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:shrodingers_mine => 0,
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:event_horizon => 0,
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# attack weapons
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:occams_razor => 0,
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:quantum_bow => 0,
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:blade_of_recursion => 0,
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# utility weapon
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:lorentz_field => 0
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}
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@inventory_selected = :wood
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@upgrades = []
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@health = 100
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@stealth = 100
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@memory = 256
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end
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end
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@@ -20,7 +20,7 @@ class Window < Gosu::Window
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$bus.on(:quit_game) { close! }
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$bus.on_retrievable(:mouse_pos) do
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$bus.on(:mouse_pos) do
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next mouse_relative(mouse_x, mouse_y)
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end
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+19
-16
@@ -2,12 +2,11 @@ class EventBus
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def initialize
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# store callbacks with owner: {event => [ {callback:, owner:} ] }
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@events = Hash.new { |h, k| h[k] = [] }
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@retrievable_events = {}
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end
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# Emit an event
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def emit(event, *args)
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@events[event].each do |h|
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@events[event].dup.each do |h|
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h[:callback].call(*args)
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end
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end
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@@ -28,30 +27,34 @@ class EventBus
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on(event, owner: owner, &wrapper)
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end
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# Unsubscribe from an event
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def off(event, &callback)
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@events[event].reject! { |h| h[:callback] == callback }
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end
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# Register a retrievable event (only one allowed)
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def on_retrievable(event, owner = nil, &callback)
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owner ||= callback.binding.eval("self")
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@retrievable_events[event] = { callback: callback, owner: owner }
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end
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# Get data from a retrievable event
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# For events that return a value (e.g. queries), get the first non-nil response
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def get(event, *args)
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if @retrievable_events[event]
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@retrievable_events[event][:callback].call(*args)
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else
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nil
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@events[event].dup.each do |h|
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result = h[:callback].call(*args)
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return result unless result.nil?
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end
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nil
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end
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# Unsubscribe from an object's events
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def unlisten_owner(owner)
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# For events that return multiple values (e.g. queries), get all non-nil responses
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def get_all(event, *args)
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results = []
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@events[event].dup.each do |h|
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result = h[:callback].call(*args)
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results << result unless result.nil?
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end
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results
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end
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# Unsubscribe all events for a given owner (e.g. when an object is destroyed)
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def remove_owner(owner)
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@events.each do |event, handlers|
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handlers.reject! { |h| h[:owner] == owner }
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end
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@retrievable_events.delete_if { |_, h| h[:owner] == owner }
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end
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end
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+2
-2
@@ -15,14 +15,14 @@ class MazeData
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return if standalone
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$bus.on_retrievable(:start_room_coords) do
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$bus.on(:start_room_coords) do
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next @start_room ? [@start_room[0] * 2 + 1, @start_room[1] * 2 + 1] : nil
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end
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return unless DEBUG
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print_debug
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$bus.on_retrievable(:boss_room_coords) do
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$bus.on(:boss_room_coords) do
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next @boss_rooms.first ? [@boss_rooms.first[0] * 2 + 1, @boss_rooms.first[1] * 2 + 1] : nil
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end
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end
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+1
-1
@@ -14,6 +14,6 @@ class Scene
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end
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def close
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$bus.unlisten_owner(self)
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$bus.remove_owner(self)
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end
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end
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