class QuantumBow ARROW_SPEED = 700 LOW_DAMAGE = 10 HIGH_DAMAGE = 50 FACING_THRESHOLD = Math::PI / 2.0 # 90° in radians def initialize @arrows = [] #@sprite = Gosu::Image.new('assets/images/quantum_bow.png', retro: true) @arrow_sprite = Gosu::Image.new('assets/images/arrow.png', retro: true) end def clamp_angle(intended, player) # it takes the direction from the attack function and only allows attacks facing forwards from the player, # and if it is not in 90 deg from players direction then it will return the extreme angle possible else the intended angle angle_diff = ((intended - player + Math::PI) % (2 * Math::PI)) - Math::PI if angle_diff > FACING_THRESHOLD return player + FACING_THRESHOLD elsif angle_diff < -FACING_THRESHOLD return player - FACING_THRESHOLD else return intended end end def attack(direction) player_x, player_y = $bus.get(:player_position) return unless $bus.get(:consume, :wood, 3) && $bus.get(:consume, :metal, 1) @arrows << { x: player_x, y: player_y, direction: clamp_angle(direction, $bus.get(:player_direction)) } end def update(dt) player_x, player_y = $bus.get(:player_position) player_dir = $bus.get(:player_direction) @arrows.each do |arrow| arrow[:x] += Math.cos(arrow[:direction]) * ARROW_SPEED * dt arrow[:y] += Math.sin(arrow[:direction]) * ARROW_SPEED * dt rect = [arrow[:x] - 5, arrow[:y] - 2, 10, 4] collides = $bus.get_all(:collides?, rect) if collides.include?(:enemy) # compute if player is facing the arrow vec_x = arrow[:x] - player_x vec_y = arrow[:y] - player_y angle_to_arrow = Math.atan2(vec_y, vec_x) angle_diff = ((angle_to_arrow - player_dir + Math::PI) % (2 * Math::PI)) - Math::PI angle_diff = angle_diff.abs if angle_diff > FACING_THRESHOLD $bus.emit(:blast, arrow[:x], arrow[:y], 30, HIGH_DAMAGE, :safe) else $bus.emit(:attack, arrow[:x], arrow[:y], 30, LOW_DAMAGE) end arrow[:hit] = true elsif collides.include?(:wall) arrow[:hit] = true end end @arrows.reject! { |a| a[:hit] } end def draw cam_x, cam_y = $bus.get(:camera_pos) || [0, 0] @arrows.each do |arrow| angle_deg = arrow[:direction] * 180 / Math::PI angle_deg -= 45 + 180 @arrow_sprite.draw_rot(arrow[:x] - cam_x, arrow[:y] - cam_y, 1, angle_deg, 0.5, 0.5, 2, 2, Gosu::Color::WHITE) end #player_x, player_y = $bus.get(:player_position) #@sprite.draw(player_x - cam_x - 16, player_y - cam_y - 16, 1) end end