Files
mist/game/enemy/base.rb
T

129 lines
3.1 KiB
Ruby

require_relative 'ai'
class Enemy
attr_accessor :x, :y, :w, :h, :lorentz
def self.load(path, w, h, s)
# Once artwork is done need to load each animation here.
# But as artwork takes time, for now just load a single image.
@sprite = Gosu::Image.new(path, retro: true)
@i_w = w * s
@i_h = h * s
@s = s
end
def self.sprite
@sprite
end
def self.frame_size
[@i_w, @i_h, @s]
end
def initialize(x, y, type, health = 100)
@x = x
@y = y
@w = 25
@h = 30
@max_health = health
@health = health
@type = type
@stun = 0
@last_lock = :none
@lorentz = $bus.get(:lorentz_field?) || false
$bus.on(:lorentz_field!) do |lorentz|
@lorentz = lorentz
end
@ai = EnemyAI.new(self, @type)
$bus.on(:collides?) do |rect|
next collides?(rect) ? :enemy : nil
end
$bus.on(:blast) do |x, y, radius, damage, _|
dist = Math.hypot(@x - x, @y - y)
if dist <= radius + 20
take_damage(damage * 2)
end
end
$bus.on(:stun) do |x, y|
dist = Math.hypot(@x - x, @y - y)
if dist <= 100
@stun = 60 * 1 # stun for 1 second
end
end
end
def take_damage(amount)
# knockback a bit based on player position
player_x, player_y = $bus.get(:player_position) || [0, 0]
angle = Math.atan2(@y - player_y, @x - player_x)
knockback_distance = 10
@x += Math.cos(angle) * knockback_distance
@y += Math.sin(angle) * knockback_distance
@health -= amount
if @health <= 0
$bus.emit(:enemy_died, self)
end
end
def rect
[@x - @w / 2, @y - @h / 2, @w, @h]
end
def collides?(rect)
return true if intersects?(self.rect, rect)
false
end
def update(dt)
if @stun > 0
@stun -= 1
return
end
player_pos = $bus.get(:player_position)
closest_event_horizon = $bus.get(:closest_event_horizon, @x, @y, 2000)
if closest_event_horizon
@ai.update(*closest_event_horizon, dt, @last_lock != :event_horizon)
@last_lock = :event_horizon
else
@ai.update(*player_pos, dt, @last_lock != :player) if player_pos
@last_lock = :player
end
if $bus.get_all(:collides?, rect).include?(:trap)
$bus.emit(:trap_stepped_on, rect, :enemy)
end
end
def draw
cam_x, cam_y = $bus.get(:camera_pos) || [0, 0]
screen_x = @x - cam_x
screen_y = @y - cam_y
self.class.sprite.draw(
screen_x - self.class.frame_size[0] / 2,
screen_y - self.class.frame_size[1] / 2,
screen_y - self.class.frame_size[1] / 2 + 10,
self.class.frame_size[2],
self.class.frame_size[2]
)
# Health bar
health_width = (@w * @health / @max_health)
Gosu::draw_rect(screen_x - @w / 2, screen_y - @h / 2 - 10, @w, 5, Gosu::Color.new(0xFF555555), Float::INFINITY)
Gosu.draw_rect(screen_x - @w / 2, screen_y - @h / 2 - 10, health_width, 5, Gosu::Color.new(0xFF00FF00), Float::INFINITY)
if $bus.get(:settings, :debug)
Gosu.draw_rect(screen_x - @w / 2, screen_y - @h / 2, @w, @h, Gosu::Color.new(0x40FF0000), Float::INFINITY)
end
@ai.draw
end
end