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mist/game/scene.rb
T
2026-03-25 07:13:37 +00:00

123 lines
2.7 KiB
Ruby

require_relative 'state'
require_relative 'maze'
require_relative 'character'
require 'perlin'
class Game < Scene
def initialize
super
@font = Gosu::Font.new(24)
@noise = Perlin::Generator.new(rand(1000), 1.0, 1)
@floor_image = Gosu::Image.new("assets/images/floor.png", retro: true)
@maze = Maze.new
@character = Character.new
@camera = [0, 0]
$bus.on(:player_move) do |pos|
@camera = pos
end
$bus.on_retrievable(:collides?) do |rect|
collisions = []
collisions << :wall if @maze.collides?(rect)
collisions << :character if @character.collides?(rect)
next collisions
end
end
def draw
draw_floor
@maze.draw(@camera)
@character.draw
draw_fog(@camera)
draw_debug! if DEBUG
end
def draw_debug!
now = Gosu.milliseconds
@last_draw_time ||= now
@draw_count ||= 0
@fps ||= 0
@draw_count += 1
if now - @last_draw_time >= 1000
@fps = @draw_count
@draw_count = 0
@last_draw_time = now
end
@font.draw_text("FPS: #{@fps}", 5, 5, Float::INFINITY, 1, 1, Gosu::Color::YELLOW)
end
def draw_fog(camera)
cam_x, cam_y = camera
cell = 10
i_radius = 80.0
o_radius = 360.0
# Player screen position
px = SCREEN_SIZE[0] / 2.0
py = SCREEN_SIZE[1] / 2.0
tiles_x = (SCREEN_SIZE[0] / cell) + 2
tiles_y = (SCREEN_SIZE[1] / cell) + 2
tiles_y.times do |j|
tiles_x.times do |i|
sx = i * cell
sy = j * cell
dist = Math.sqrt((sx - px)**2 + (sy - py)**2)
if dist < i_radius
next # fully clear
elsif dist > o_radius
alpha = 255
else
t = (dist - i_radius) / (o_radius - i_radius) # 0..1
world_x = (sx + cam_x) * 0.005
world_y = (sy + cam_y) * 0.005
# Sample noise at world position so it scrolls with camera
noise = (@noise[world_x + Gosu.milliseconds / 5000.0, world_y + Gosu.milliseconds / 6000.0] + 1.0) / 2.0
alpha = (t * (1.0 + noise) * 255).to_i.clamp(0, 255)
end
Gosu.draw_rect(sx, sy, cell, cell, Gosu::Color.new(alpha, 0, 0, 0), 10000 + sy)
end
end
end
def draw_floor
cam_x, cam_y = @camera
tile_size = 60
offset_x = cam_x % tile_size
offset_y = cam_y % tile_size
tiles_x = (SCREEN_SIZE[0] / tile_size) + 2
tiles_y = (SCREEN_SIZE[1] / tile_size) + 2
(0...tiles_y).each do |j|
(0...tiles_x).each do |i|
sx = i * tile_size - offset_x
sy = j * tile_size - offset_y
@floor_image.draw(sx, sy, -1000, 3, 3)
end
end
end
def update
@character.update
end
def button_down(id, _pos)
return $bus.emit(:change_scene, Menu.new) if id == Gosu::KB_ESCAPE
end
end