Refactor character and enemy AI movement logic; implement delta time for smoother updates and replace object (a reserved keyword) with prop.

This commit is contained in:
2026-03-28 16:43:37 +00:00
parent 95f2be311d
commit e42b31ec24
13 changed files with 219 additions and 205 deletions
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class Prop
SIZE = [25, 15]
# The base class for all props in the game. Props are things that can be interacted with, but do not move (unlike characters).
# They cannot be walked through, but can be interacted with (e.g. a chest can be opened, a torch can be lit, a radar can be used).
# They are placed at the center of a tile, and their position is represented by the tile coordinate
# A prop is one that is placed at the center of a tile (radar, torch & chest)
attr_reader :x, :y
def initialize(x, y)
@x = x
@y = y
@frames_count = 0
@spritesheet = nil
end
def collides?(rect)
return true if intersects?(self.rect, rect)
false
end
def rect
[@x * 120 + 90 - SIZE[0] / 2, @y * 120 + 90 - SIZE[1], *SIZE]
end
def update
# For now, placeables don't have any behavior
end
def draw
return unless @spritesheet
cam_x, cam_y = $bus.get(:camera_pos) || [0, 0]
screen_x = @x * 120 + 90 - cam_x
screen_y = @y * 120 + 90 - cam_y
elapsed = Gosu.milliseconds / 1000.0
frame_index = ((elapsed * @frames_count).floor) % @frames_count
@spritesheet[frame_index].draw(screen_x - 20, screen_y - 20, screen_y, 2, 2)
return unless DEBUG
# collision box centered on same point
Gosu.draw_rect(screen_x - SIZE[0] / 2, screen_y - SIZE[1], *SIZE, Gosu::Color.new(0x88ff0000), Float::INFINITY)
end
end
class Radar < Prop
def initialize(x, y)
super(x, y)
@frames_count = 4
@spritesheet = Gosu::Image.load_tiles("assets/images/radar.png", 20, 20, retro: true)
end
end
class Torch < Prop
def initialize(x, y)
super(x, y)
@frames_count = 4
@spritesheet = Gosu::Image.load_tiles("assets/images/torch.png", 20, 20, retro: true)
end
end
class Chest < Prop
def initialize(x, y)
super(x, y)
@wood = rand(0..64)
@metal = rand(0..16)
@science = rand(0..4)
@frames_count = 1
@spritesheet = Gosu::Image.load_tiles("assets/images/chest.png", 20, 20, retro: true)
end
end