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.
This commit is contained in:
2026-03-28 20:46:32 +00:00
parent 045200bf9f
commit f54679de61
14 changed files with 197 additions and 60 deletions
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+4 -4
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@@ -12,10 +12,10 @@ class EnemyHandler
def spawn! def spawn!
# For now, just spawn a single enemy at a fixed location # For now, just spawn a single enemy at a fixed location
start_room_coords = $bus.get(:start_room_coords) #start_room_coords = $bus.get(:start_room_coords)
if @enemies.empty? #if @enemies.empty?
@enemies << Enemy.new((start_room_coords[0] * 2 + 1 + 4) * 60 + 30, (start_room_coords[1] * 2 + 1 + 4) * 60 + 30) # @enemies << Enemy.new((start_room_coords[0] * 2 + 1 + 4) * 60 + 30, (start_room_coords[1] * 2 + 1 + 4) * 60 + 30)
end #end
end end
def draw def draw
-9
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@@ -1,9 +0,0 @@
class HUD
def initialize
@inventory_bg = Gosu::Image.new("assets/images/inventory.png", retro: true)
end
def draw
@inventory_bg.draw(0, 0, Float::INFINITY)
end
end
+167
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@@ -0,0 +1,167 @@
class Inventory
OFFSET = [27, 34]
COLS = 3
ROW_HEIGHT = 48
COL_WIDTH = 40
CRAFT_RECIPES = {
lorentz_field: { wood: 16, metal: 8, science: 2 },
torch: { wood: 8 },
radar: { wood: 2, metal: 8, science: 2 },
landmine: { wood: 16, metal: 8 },
shrodingers_mine: { wood: 16, metal: 8, science: 1 },
event_horizon: { metal: 16, science: 2 },
occams_razor: { wood: 2, metal: 1 },
quantum_bow: { wood: 32, metal: 16, science: 8 },
blade_of_recursion: { wood: 32, metal: 8, science: 4 }
}.freeze
def initialize
items = [
:wood, :metal, :science,
:lorentz_field, :torch, :radar,
:landmine, :shrodingers_mine, :event_horizon,
:occams_razor, :quantum_bow, :blade_of_recursion
]
@grid = items.each_slice(COLS).map do |slice|
slice.map do |type|
[type, initial_amount_max(type)]
end
end
@inventory_selected = :wood
@font = Gosu::Font.new(8, name: "assets/fonts/tn.ttf")
$bus.on(:obtain) do |type, amount|
row, col = find_slot(type)
next unless row
@grid[row][col][1][0] += amount
@grid[row][col][1][0] = @grid[row][col][1][1] if @grid[row][col][1][0] > @grid[row][col][1][1]
end
end
# Draw the inventory
def draw
x_start, y_start = OFFSET
y = y_start
@grid.each do |row|
x = x_start
row.each do |type, (amount, max)|
# Background highlighting
if type == @inventory_selected
Gosu.draw_rect(x + 2, y + 2, 32, 32, Gosu::Color.new(255 * 0.7, 249, 208, 64), Float::INFINITY)
elsif amount == max
Gosu.draw_rect(x + 2, y + 2, 32, 32, Gosu::Color.new(255 * 0.7, 128, 239, 128), Float::INFINITY)
end
# Empty overlay
Gosu.draw_rect(x + 2, y + 2, 32, 32, Gosu::Color.new(255 * 0.6, 0, 0, 0), Float::INFINITY) if amount == 0
# Amount text
@font.draw_text("#{amount.to_s.rjust(3)}/#{max.to_s.ljust(3)}", x, y + 37, Float::INFINITY, 1, 1, Gosu::Color::WHITE)
x += COL_WIDTH
end
y += ROW_HEIGHT
end
end
# Handle input
def button_down(id, pos)
case id
when Gosu::MS_LEFT, Gosu::MS_RIGHT
mouse_click(*pos, id)
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_C
row, col = find_slot(@inventory_selected)
@inventory_selected = @grid[(row + 1) % @grid.size][col][0]
when Gosu::KB_V
row, col = find_slot(@inventory_selected)
@inventory_selected = @grid[row][(col + 1) % @grid[row].size][0]
end
end
# Mouse click detection
def mouse_click(mx, my, id)
x_start, y_start = OFFSET
row_idx = ((my - y_start) / ROW_HEIGHT).floor
col_idx = ((mx - x_start) / COL_WIDTH).floor
return if row_idx < 0 || row_idx >= @grid.size
return if col_idx < 0 || col_idx >= @grid[row_idx].size
type, (amount, max) = @grid[row_idx][col_idx]
if id == Gosu::MS_LEFT
@inventory_selected = type
elsif id == Gosu::MS_RIGHT
if DEBUG && [:wood, :metal, :science].include?(type)
@grid[row_idx][col_idx][1][0] = max
else
craft(type, ctrl: Gosu.button_down?(Gosu::KB_RIGHT_CONTROL) || Gosu.button_down?(Gosu::KB_LEFT_CONTROL))
end
end
end
private
def craft(type, ctrl: false)
return unless CRAFT_RECIPES.key?(type)
recipe = CRAFT_RECIPES[type]
# How many we can craft
possible_counts = recipe.map { |res, req| grid_value(res) / req }
max_possible = possible_counts.min
return if max_possible == 0
craft_amount = ctrl ? max_possible : 1
# Subtract resources
recipe.each do |res, req|
row, col = find_slot(res)
@grid[row][col][1][0] -= req * craft_amount
end
# Add crafted item
row, col = find_slot(type)
@grid[row][col][1][0] += craft_amount
# Clamp to max
@grid[row][col][1][0] = @grid[row][col][1][1] if @grid[row][col][1][0] > @grid[row][col][1][1]
end
# Helper to get amount of resource
def grid_value(type)
row, col = find_slot(type)
return 0 unless row
@grid[row][col][1][0]
end
# Initial amount/max mapping
def initial_amount_max(type)
case type
when :wood, :metal then [0, 64]
when :science then [0, 32]
when :lorentz_field then [0, 4]
when :torch then [0, 8]
when :radar then [0, 4]
when :landmine, :shrodingers_mine then [0, 8]
when :event_horizon then [0, 4]
when :occams_razor, :quantum_bow, :blade_of_recursion then [0, 1]
else [0, 0]
end
end
# Find slot in grid for a type
def find_slot(type)
@grid.each_with_index do |row, r|
row.each_with_index do |(t, _), c|
return [r, c] if t == type
end
end
nil
end
end
+21
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@@ -0,0 +1,21 @@
require_relative "inventory"
class HUDLayer
def initialize
@hud_bg = Gosu::Image.new("assets/images/hud.png", retro: true)
@hud_fg = Gosu::Image.new("assets/images/hud_fg.png", retro: true)
@inventory = Inventory.new
end
def draw
@hud_bg.draw(0, 0, Float::INFINITY)
@inventory.draw
@hud_fg.draw(0, 0, Float::INFINITY)
end
def button_down(id, pos)
@inventory.button_down(id, pos)
end
end
-1
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@@ -4,7 +4,6 @@ class Maze
def initialize def initialize
@maze = MazeData.new(80, 80) @maze = MazeData.new(80, 80)
@spritesheet = Gosu::Image.load_tiles("assets/images/walls.png", 20, 40, retro: true) @spritesheet = Gosu::Image.load_tiles("assets/images/walls.png", 20, 40, retro: true)
puts @spritesheet.size
$bus.on(:maze_size) { [80, 80] } $bus.on(:maze_size) { [80, 80] }
+4 -3
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@@ -1,6 +1,5 @@
require_relative 'state'
require_relative 'maze' require_relative 'maze'
require_relative 'hud' require_relative 'hud/layer'
require_relative 'props/handler' require_relative 'props/handler'
require_relative 'enemy/handler' require_relative 'enemy/handler'
require_relative 'character' require_relative 'character'
@@ -19,7 +18,7 @@ class Game < Scene
@enemies = EnemyHandler.new @enemies = EnemyHandler.new
@props = PropsHandler.new @props = PropsHandler.new
@hud = HUD.new @hud = HUDLayer.new
@camera = [0, 0] @camera = [0, 0]
@@ -152,5 +151,7 @@ class Game < Scene
def button_down(id, pos) def button_down(id, pos)
return $bus.emit(:change_scene, Menu.new) if id == Gosu::KB_ESCAPE return $bus.emit(:change_scene, Menu.new) if id == Gosu::KB_ESCAPE
@hud.button_down(id, pos)
end end
end end
-42
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@@ -1,42 +0,0 @@
class State
# This class holds state information
# for example the player inventory / items
# also their health, stealth, and memory bars
# it can handle mouse input for inventory management and item usage
# it can also handle keyboard input for quick item usage
def initialize
@inventory = {
# basic resources
:wood => 0,
:metal => 0,
:science => 0,
# nuetrals
:torch => 0,
:radar => 0,
# placeable weapons
:landmine => 0,
:shrodingers_mine => 0,
:event_horizon => 0,
# attack weapons
:occams_razor => 0,
:quantum_bow => 0,
:blade_of_recursion => 0,
# utility weapon
:lorentz_field => 0
}
@inventory_selected = :wood
@upgrades = []
@health = 100
@stealth = 100
@memory = 256
$bus.on(:obtain) do |type, amount|
@inventory[type] += amount if @inventory.key?(type)
end
end
end
+1 -1
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@@ -160,7 +160,7 @@ class MazeData
(0...self.width).each do |x| (0...self.width).each do |x|
print wall_chars[wall_type(x, y)] print wall_chars[wall_type(x, y)]
end end
puts print "\n"
end end
end end