Refactor game state and HUD:
- Removed the State class as it was no longer needed. - Updated the MazeData class to improve output formatting. - Added new assets for HUD background and foreground. - Implemented Inventory class to manage crafting and item selection. - Created HUDLayer class to handle drawing the HUD and inventory interactions.
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@@ -12,10 +12,10 @@ class EnemyHandler
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def spawn!
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def spawn!
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# For now, just spawn a single enemy at a fixed location
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# For now, just spawn a single enemy at a fixed location
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start_room_coords = $bus.get(:start_room_coords)
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#start_room_coords = $bus.get(:start_room_coords)
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if @enemies.empty?
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#if @enemies.empty?
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@enemies << Enemy.new((start_room_coords[0] * 2 + 1 + 4) * 60 + 30, (start_room_coords[1] * 2 + 1 + 4) * 60 + 30)
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# @enemies << Enemy.new((start_room_coords[0] * 2 + 1 + 4) * 60 + 30, (start_room_coords[1] * 2 + 1 + 4) * 60 + 30)
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end
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#end
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end
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end
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def draw
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def draw
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@@ -1,9 +0,0 @@
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class HUD
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def initialize
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@inventory_bg = Gosu::Image.new("assets/images/inventory.png", retro: true)
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end
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def draw
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@inventory_bg.draw(0, 0, Float::INFINITY)
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end
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end
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@@ -0,0 +1,167 @@
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class Inventory
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OFFSET = [27, 34]
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COLS = 3
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ROW_HEIGHT = 48
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COL_WIDTH = 40
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CRAFT_RECIPES = {
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lorentz_field: { wood: 16, metal: 8, science: 2 },
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torch: { wood: 8 },
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radar: { wood: 2, metal: 8, science: 2 },
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landmine: { wood: 16, metal: 8 },
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shrodingers_mine: { wood: 16, metal: 8, science: 1 },
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event_horizon: { metal: 16, science: 2 },
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occams_razor: { wood: 2, metal: 1 },
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quantum_bow: { wood: 32, metal: 16, science: 8 },
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blade_of_recursion: { wood: 32, metal: 8, science: 4 }
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}.freeze
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def initialize
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items = [
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:wood, :metal, :science,
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:lorentz_field, :torch, :radar,
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:landmine, :shrodingers_mine, :event_horizon,
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:occams_razor, :quantum_bow, :blade_of_recursion
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]
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@grid = items.each_slice(COLS).map do |slice|
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slice.map do |type|
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[type, initial_amount_max(type)]
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end
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end
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@inventory_selected = :wood
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@font = Gosu::Font.new(8, name: "assets/fonts/tn.ttf")
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$bus.on(:obtain) do |type, amount|
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row, col = find_slot(type)
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next unless row
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@grid[row][col][1][0] += amount
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@grid[row][col][1][0] = @grid[row][col][1][1] if @grid[row][col][1][0] > @grid[row][col][1][1]
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end
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end
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# Draw the inventory
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def draw
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x_start, y_start = OFFSET
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y = y_start
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@grid.each do |row|
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x = x_start
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row.each do |type, (amount, max)|
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# Background highlighting
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if type == @inventory_selected
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Gosu.draw_rect(x + 2, y + 2, 32, 32, Gosu::Color.new(255 * 0.7, 249, 208, 64), Float::INFINITY)
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elsif amount == max
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Gosu.draw_rect(x + 2, y + 2, 32, 32, Gosu::Color.new(255 * 0.7, 128, 239, 128), Float::INFINITY)
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end
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# Empty overlay
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Gosu.draw_rect(x + 2, y + 2, 32, 32, Gosu::Color.new(255 * 0.6, 0, 0, 0), Float::INFINITY) if amount == 0
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# Amount text
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@font.draw_text("#{amount.to_s.rjust(3)}/#{max.to_s.ljust(3)}", x, y + 37, Float::INFINITY, 1, 1, Gosu::Color::WHITE)
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x += COL_WIDTH
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end
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y += ROW_HEIGHT
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end
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end
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# Handle input
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def button_down(id, pos)
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case id
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when Gosu::MS_LEFT, Gosu::MS_RIGHT
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mouse_click(*pos, id)
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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_C
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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_V
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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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end
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end
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# Mouse click detection
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def mouse_click(mx, my, id)
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x_start, y_start = OFFSET
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row_idx = ((my - y_start) / ROW_HEIGHT).floor
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col_idx = ((mx - x_start) / COL_WIDTH).floor
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return if row_idx < 0 || row_idx >= @grid.size
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return if col_idx < 0 || col_idx >= @grid[row_idx].size
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type, (amount, max) = @grid[row_idx][col_idx]
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if id == Gosu::MS_LEFT
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@inventory_selected = type
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elsif id == Gosu::MS_RIGHT
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if DEBUG && [:wood, :metal, :science].include?(type)
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@grid[row_idx][col_idx][1][0] = max
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else
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craft(type, ctrl: Gosu.button_down?(Gosu::KB_RIGHT_CONTROL) || Gosu.button_down?(Gosu::KB_LEFT_CONTROL))
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end
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end
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end
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private
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def craft(type, ctrl: false)
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return unless CRAFT_RECIPES.key?(type)
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recipe = CRAFT_RECIPES[type]
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# How many we can craft
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possible_counts = recipe.map { |res, req| grid_value(res) / req }
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max_possible = possible_counts.min
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return if max_possible == 0
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craft_amount = ctrl ? max_possible : 1
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# Subtract resources
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recipe.each do |res, req|
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row, col = find_slot(res)
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@grid[row][col][1][0] -= req * craft_amount
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end
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# Add crafted item
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row, col = find_slot(type)
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@grid[row][col][1][0] += craft_amount
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# Clamp to max
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@grid[row][col][1][0] = @grid[row][col][1][1] if @grid[row][col][1][0] > @grid[row][col][1][1]
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end
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# Helper to get amount of resource
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def grid_value(type)
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row, col = find_slot(type)
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return 0 unless row
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@grid[row][col][1][0]
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end
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# Initial amount/max mapping
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def initial_amount_max(type)
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case type
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when :wood, :metal then [0, 64]
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when :science then [0, 32]
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when :lorentz_field then [0, 4]
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when :torch then [0, 8]
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when :radar then [0, 4]
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when :landmine, :shrodingers_mine then [0, 8]
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when :event_horizon then [0, 4]
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when :occams_razor, :quantum_bow, :blade_of_recursion then [0, 1]
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else [0, 0]
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end
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end
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# Find slot in grid for a type
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def find_slot(type)
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@grid.each_with_index do |row, r|
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row.each_with_index do |(t, _), c|
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return [r, c] if t == type
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end
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end
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nil
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end
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end
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@@ -0,0 +1,21 @@
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require_relative "inventory"
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class HUDLayer
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def initialize
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@hud_bg = Gosu::Image.new("assets/images/hud.png", retro: true)
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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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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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@hud_fg.draw(0, 0, Float::INFINITY)
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end
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def button_down(id, pos)
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@inventory.button_down(id, pos)
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end
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end
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@@ -4,7 +4,6 @@ class Maze
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def initialize
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def initialize
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@maze = MazeData.new(80, 80)
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@maze = MazeData.new(80, 80)
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@spritesheet = Gosu::Image.load_tiles("assets/images/walls.png", 20, 40, retro: true)
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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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$bus.on(:maze_size) { [80, 80] }
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$bus.on(:maze_size) { [80, 80] }
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+4
-3
@@ -1,6 +1,5 @@
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require_relative 'state'
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require_relative 'maze'
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require_relative 'maze'
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require_relative 'hud'
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require_relative 'hud/layer'
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require_relative 'props/handler'
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require_relative 'props/handler'
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require_relative 'enemy/handler'
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require_relative 'enemy/handler'
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require_relative 'character'
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require_relative 'character'
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@@ -19,7 +18,7 @@ class Game < Scene
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@enemies = EnemyHandler.new
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@enemies = EnemyHandler.new
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@props = PropsHandler.new
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@props = PropsHandler.new
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@hud = HUD.new
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@hud = HUDLayer.new
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@camera = [0, 0]
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@camera = [0, 0]
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@@ -152,5 +151,7 @@ class Game < Scene
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def button_down(id, pos)
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def button_down(id, pos)
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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.new) if id == Gosu::KB_ESCAPE
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@hud.button_down(id, pos)
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end
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end
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end
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end
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@@ -1,42 +0,0 @@
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class State
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# This class holds state information
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# for example the player inventory / items
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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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$bus.on(:obtain) do |type, amount|
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@inventory[type] += amount if @inventory.key?(type)
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end
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end
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end
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+1
-1
@@ -160,7 +160,7 @@ class MazeData
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(0...self.width).each do |x|
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(0...self.width).each do |x|
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print wall_chars[wall_type(x, y)]
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print wall_chars[wall_type(x, y)]
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end
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end
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puts
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print "\n"
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end
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end
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end
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end
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Block a user