89 lines
2.0 KiB
Ruby
89 lines
2.0 KiB
Ruby
require_relative 'maze'
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require_relative 'hud/layer'
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require_relative 'props/handler'
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require_relative 'enemy/handler'
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require_relative 'weapons/handler'
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require_relative 'character'
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require 'perlin'
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class Game < Scene
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def initialize
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super
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@font = Gosu::Font.new(24)
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@noise = Perlin::Generator.new(rand(1...1000), 1.0, 1)
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@floor_image = Gosu::Image.new("assets/images/floor.png", retro: true)
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@maze = Maze.new
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@character = Character.new
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@enemies = EnemyHandler.new
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@props = PropsHandler.new
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@weapons = WeaponHandler.new
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@hud = HUDLayer.new
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@camera = [0, 0]
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$bus.on(:player_move) do |pos|
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@camera = pos
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end
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$bus.on(:camera_pos) do
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next @camera
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end
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end
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def draw
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draw_floor
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@maze.draw
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@character.draw
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@enemies.draw
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@props.draw
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$bus.emit(:shade) if $bus.get(:settings, :fog)
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@hud.draw
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@weapons.draw
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draw_debug! if $bus.get(:settings, :debug)
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end
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def draw_debug!
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@font.draw_text("FPS: #{Gosu.fps}", 5, 5, Float::INFINITY, 1, 1, Gosu::Color::YELLOW)
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world_x, world_y = $bus.get(:player_position)&.map(&:round) || [0, 0]
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@font.draw_text("Player: [#{world_x}, #{world_y}]", 5, 30, Float::INFINITY, 1, 1, Gosu::Color::YELLOW)
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end
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def draw_floor
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cam_x, cam_y = @camera
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tile_size = 60
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offset_x = cam_x % tile_size
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offset_y = cam_y % tile_size
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tiles_x = (SCREEN_SIZE[0] / tile_size) + 2
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tiles_y = (SCREEN_SIZE[1] / tile_size) + 2
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(0...tiles_y).each do |j|
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(0...tiles_x).each do |i|
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sx = i * tile_size - offset_x
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sy = j * tile_size - offset_y
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@floor_image.draw(sx, sy, -Float::INFINITY, 3, 3)
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end
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end
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end
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def update(dt)
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@character.update(dt)
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@enemies.update(dt)
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@props.update(dt)
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@weapons.update(dt)
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end
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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 if @hud.button_down(id, pos)
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return if @props.button_down(id, pos)
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#return if @weapons.button_down(id, pos)
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#@character.button_down(id)
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end
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end |