line-em-up 0.3.5 → 0.3.6

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@@ -2,7 +2,7 @@ require_relative 'projectile.rb'
2
2
  class Missile < Projectile
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3
  attr_reader :x, :y, :time_alive, :mouse_start_x, :mouse_start_y
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  COOLDOWN_DELAY = 30
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- MAX_SPEED = 25
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+ MAX_SPEED = 20
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  STARTING_SPEED = 0.0
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  INITIAL_DELAY = 2
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  SPEED_INCREASE_FACTOR = 0.5
@@ -17,6 +17,11 @@ class Missile < Projectile
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  # super(object_groups)
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  # end
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+ # def initialize(scale, screen_width, screen_height, object, end_point_x, end_point_y, angle_min, angle_max, angle_init, options)
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+ # super(scale, screen_width, screen_height, object, end_point_x, end_point_y, angle_min, angle_max, angle_init, options)
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+ # # puts "MYYYY MISSILE ANGLE: #{@angle}"
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+ # end
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+
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  def get_image
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  Gosu::Image.new("#{MEDIA_DIRECTORY}/missile.png")
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  end
@@ -39,28 +44,28 @@ class Missile < Projectile
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  # @mouse_start_y = mouse_y
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  # end
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46
 
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- def update width, height, mouse_x = nil, mouse_y = nil, player = nil
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- new_speed = 0
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- if @time_alive > self.class.get_initial_delay
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- new_speed = self.class.get_starting_speed + (self.class.get_speed_increase_factor > 0 ? @time_alive * self.class.get_speed_increase_factor : 0)
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- new_speed = self.class.get_max_speed if new_speed > self.class.get_max_speed
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- new_speed = new_speed * @scale
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- end
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+ # def update mouse_x = nil, mouse_y = nil, player = nil
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+ # new_speed = 0
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+ # if @time_alive > self.class.get_initial_delay
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+ # new_speed = self.class.get_starting_speed + (self.class.get_speed_increase_factor > 0 ? @time_alive * self.class.get_speed_increase_factor : 0)
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+ # new_speed = self.class.get_max_speed if new_speed > self.class.get_max_speed
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+ # new_speed = new_speed * @scale
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+ # end
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54
 
50
- vx = 0
51
- vy = 0
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- if new_speed > 0
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- vx = ((new_speed / 3) * 1) * Math.cos(@angle * Math::PI / 180)
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55
 
55
- vy = ((new_speed / 3) * 1) * Math.sin(@angle * Math::PI / 180)
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- vy = vy * -1
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- # Because our y is inverted
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- vy = vy - ((new_speed / 3) * 2)
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- end
60
56
 
61
- @x = @x + vx
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- @y = @y + vy
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+ # vx = 0
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+ # vy = 0
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+ # if new_speed != 0
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+ # vx = ((new_speed / 3) * 1) * Math.cos(@angle * Math::PI / 180)
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61
 
64
- super(width, height, mouse_x, mouse_y)
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- end
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+ # vy = ((new_speed / 3) * 1) * Math.sin(@angle * Math::PI / 180)
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+ # vy = vy * -1
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+ # end
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+
66
+ # @x = @x + vx
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+ # @y = @y + vy
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+
69
+ # super(mouse_x, mouse_y)
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+ # end
66
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  end
@@ -5,28 +5,24 @@ require_relative 'small_explosion.rb'
5
5
  require_relative 'star.rb'
6
6
 
7
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  class MissileBoat < GeneralObject
8
- Speed = 5
8
+ SPEED = 5
9
9
  MAX_ATTACK_SPEED = 3.0
10
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  POINT_VALUE_BASE = 50
11
+ MISSILE_LAUNCHER_MIN_ANGLE = 255
12
+ MISSILE_LAUNCHER_MAX_ANGLE = 285
13
+ MISSILE_LAUNCHER_INIT_ANGLE = 270
11
14
  attr_accessor :cooldown_wait, :attack_speed, :health, :armor, :x, :y
12
15
 
13
- def initialize(scale, width, height, x = nil, y = nil)
14
- @scale = scale
15
- # image = Magick::Image::read("#{MEDIA_DIRECTORY}/starfighterv4.png").first
16
- # @image = Gosu::Image.new(image, :tileable => true)
17
- # @image = Gosu::Image.new("#{MEDIA_DIRECTORY}/starfighterv4.png")
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- @image = Gosu::Image.new("#{MEDIA_DIRECTORY}/missile_boat_reverse.png")
19
- # @beep = Gosu::Sample.new("#{MEDIA_DIRECTORY}/beep.wav")
20
- @x = x || rand(width)
21
- @y = y || 0
16
+ def get_image
17
+ Gosu::Image.new("#{MEDIA_DIRECTORY}/missile_boat_reverse.png")
18
+ end
19
+
20
+ def initialize(scale, screen_width, screen_height, x = nil, y = nil, options = {})
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+ super(scale, x || rand(screen_width), y || 0, screen_width, screen_height, options)
22
22
  @cooldown_wait = 0
23
23
  @attack_speed = 0.5
24
24
  @health = 10
25
25
  @armor = 0
26
- @image_width = @image.width * @scale
27
- @image_height = @image.height * @scale
28
- @image_size = @image_width * @image_height / 2
29
- @image_radius = (@image_width + @image_height) / 4
30
26
  @current_speed = (rand(5) * @scale).round + 1
31
27
  end
32
28
 
@@ -43,9 +39,9 @@ class MissileBoat < GeneralObject
43
39
  @health -= damage
44
40
  end
45
41
 
46
- def attack width, height, player
42
+ def attack player
47
43
  return {
48
- projectiles: [EnemyHomingMissile.new(@scale, width, height, self, nil, nil, player)],
44
+ projectiles: [EnemyHomingMissile.new(@scale, @screen_width, @screen_height, self, player, MISSILE_LAUNCHER_MIN_ANGLE, MISSILE_LAUNCHER_MAX_ANGLE, MISSILE_LAUNCHER_INIT_ANGLE)],
49
45
  cooldown: EnemyHomingMissile::COOLDOWN_DELAY
50
46
  }
51
47
  end
@@ -53,8 +49,8 @@ class MissileBoat < GeneralObject
53
49
 
54
50
  def drops
55
51
  [
56
- SmallExplosion.new(@scale, @x, @y, @image),
57
- Star.new(@scale, @x, @y)
52
+ SmallExplosion.new(@scale, @screen_width, @screen_height, @x, @y, @image),
53
+ Star.new(@scale, @screen_width, @screen_height, @x, @y)
58
54
  ]
59
55
  end
60
56
 
@@ -67,7 +63,7 @@ class MissileBoat < GeneralObject
67
63
 
68
64
  # end
69
65
 
70
- def update width, height, mouse_x = nil, mouse_y = nil, player = nil
66
+ def update mouse_x = nil, mouse_y = nil, player = nil
71
67
  @cooldown_wait -= 1 if @cooldown_wait > 0
72
68
  if is_alive
73
69
  # Stay above the player
@@ -77,7 +73,7 @@ class MissileBoat < GeneralObject
77
73
  if rand(2).even?
78
74
  @y += @current_speed
79
75
 
80
- @y = height / 2 if @y > height / 2
76
+ @y = @screen_height / 2 if @y > @screen_height / 2
81
77
  else
82
78
  @y -= @current_speed
83
79
 
@@ -86,13 +82,13 @@ class MissileBoat < GeneralObject
86
82
  end
87
83
  if rand(2).even?
88
84
  @x += @current_speed
89
- @x = width if @x > width
85
+ @x = @screen_width if @x > @screen_width
90
86
  else
91
87
  @x -= @current_speed
92
88
  @x = 0 + (get_width / 2) if @x < 0 + (get_width / 2)
93
89
  end
94
90
 
95
- @y < height + (get_height / 2)
91
+ @y < @screen_height + (get_height / 2)
96
92
  else
97
93
  false
98
94
  end
@@ -1,4 +1,4 @@
1
- require_relative 'player.rb'
1
+ # require_relative 'player.rb'
2
2
  require_relative 'enemy_bullet.rb'
3
3
  require_relative 'enemy_homing_missile.rb'
4
4
  require_relative 'small_explosion.rb'
@@ -6,39 +6,37 @@ require_relative 'star.rb'
6
6
  require_relative 'enemy_bomb.rb'
7
7
 
8
8
  class Mothership < GeneralObject
9
- Speed = 5
9
+ SPEED = 5
10
10
  MAX_ATTACK_SPEED = 3.0
11
11
  POINT_VALUE_BASE = 1000
12
+
13
+ MISSILE_LAUNCHER_MIN_ANGLE = nil
14
+ MISSILE_LAUNCHER_MAX_ANGLE = nil
15
+ MISSILE_LAUNCHER_INIT_ANGLE = nil
16
+
12
17
  attr_accessor :cooldown_wait, :attack_speed, :health, :armor, :x, :y, :secondary_cooldown_wait, :tertiary_cooldown_wait
13
18
 
14
- def initialize(scale, width, height, x = nil, y = nil)
15
- @scale = scale
16
- # image = Magick::Image::read("#{MEDIA_DIRECTORY}/starfighterv4.png").first
17
- # @image = Gosu::Image.new(image, :tileable => true)
18
- # @image = Gosu::Image.new("#{MEDIA_DIRECTORY}/starfighterv4.png")
19
- @image = Gosu::Image.new("#{MEDIA_DIRECTORY}/mothership.png")
20
- # @image = Gosu::Image.new("#{MEDIA_DIRECTORY}/missile_boat_reverse.png")
21
- # @beep = Gosu::Sample.new("#{MEDIA_DIRECTORY}/beep.wav")
22
- @x = width / 2
23
- @y = 0 + @image.height
19
+ def get_image
20
+ Gosu::Image.new("#{MEDIA_DIRECTORY}/mothership.png")
21
+ end
22
+
23
+ def initialize(scale, screen_width, screen_height, options = {})
24
+ super(scale, screen_width / 2, get_image.height, screen_width, screen_height, options)
25
+
24
26
  @cooldown_wait = 0
25
27
  @secondary_cooldown_wait = 0
26
28
  @tertiary_cooldown_wait = 0
27
29
  @attack_speed = 0.5
28
- @health = 5000
30
+ @health = 2500
29
31
  @armor = 0
30
- @image_width = @image.width * @scale
31
- @image_height = @image.height * @scale
32
- @image_size = @image_width * @image_height / 2
33
- @image_radius = (@image_width + @image_height) / 4
34
- @current_speed = (rand(5) * @scale).round + 1
32
+ @current_speed = (SPEED * @scale).round + 1
35
33
  end
36
34
 
37
- def draw
38
- # Will generate error if class name is not listed on ZOrder
39
- @image.draw(@x - get_width / 2, @y - get_height / 2, get_draw_ordering, @scale, @scale)
40
- # @image.draw(@xΩ - @image.width / 2, @y - @image.height / 2, get_draw_ordering)
41
- end
35
+ # def draw
36
+ # # Will generate error if class name is not listed on ZOrder
37
+ # @image.draw(@x - get_width / 2, @y - get_height / 2, get_draw_ordering, @scale, @scale)
38
+ # # @image.draw(@xΩ - @image.width / 2, @y - @image.height / 2, get_draw_ordering)
39
+ # end
42
40
 
43
41
  def get_points
44
42
  return POINT_VALUE_BASE
@@ -54,31 +52,32 @@ class Mothership < GeneralObject
54
52
  end
55
53
 
56
54
 
57
- def attack width, height, player
55
+ def attack player
58
56
  return {
59
57
  projectiles: [
60
- EnemyBullet.new(@scale, width, height, self, nil, nil, {side: 'left'}),
61
- EnemyBullet.new(@scale, width, height, self, nil, nil, {side: 'right'}),
62
- EnemyBullet.new(@scale, width, height, self, nil, nil)
58
+ EnemyBullet.new(@scale, @screen_width, @screen_height, self, {side: 'left', relative_object: self }),
59
+ EnemyBullet.new(@scale, @screen_width, @screen_height, self, {side: 'right', relative_object: self }),
60
+ EnemyBullet.new(@scale, @screen_width, @screen_height, self)
63
61
  ],
64
62
  cooldown: EnemyBullet::COOLDOWN_DELAY
65
63
  }
66
64
  end
67
65
 
68
- def secondary_attack width, height, player
66
+ def secondary_attack player
69
67
  return {
70
68
  projectiles: [
71
- EnemyHomingMissile.new(@scale, width, height, self, nil, nil, player, {side: 'left'}),
72
- EnemyHomingMissile.new(@scale, width, height, self, nil, nil, player, {side: 'right'})
69
+ # relative_object not required yet for these
70
+ EnemyHomingMissile.new(@scale, @screen_width, @screen_height, self, player, MISSILE_LAUNCHER_MIN_ANGLE, MISSILE_LAUNCHER_MAX_ANGLE, MISSILE_LAUNCHER_INIT_ANGLE, {side: 'left', relative_object: self }),
71
+ EnemyHomingMissile.new(@scale, @screen_width, @screen_height, self, player, MISSILE_LAUNCHER_MIN_ANGLE, MISSILE_LAUNCHER_MAX_ANGLE, MISSILE_LAUNCHER_INIT_ANGLE, {side: 'right', relative_object: self })
73
72
  ],
74
73
  cooldown: EnemyHomingMissile::COOLDOWN_DELAY
75
74
  }
76
75
  end
77
76
 
78
77
 
79
- def tertiary_attack width, height, player
78
+ def tertiary_attack player
80
79
  return {
81
- projectiles: [EnemyBomb.new(@scale, width, height, self, player.x, player.y)],
80
+ projectiles: [EnemyBomb.new(@scale, @screen_width, @screen_height, self, player.x, player.y)],
82
81
  cooldown: EnemyBomb::COOLDOWN_DELAY
83
82
  }
84
83
  end
@@ -86,7 +85,7 @@ class Mothership < GeneralObject
86
85
 
87
86
  def drops
88
87
  [
89
- SmallExplosion.new(@scale, @x, @y, @image)
88
+ SmallExplosion.new(@scale, @screen_width, @screen_height, @x, @y, @image)
90
89
  # Star.new(@scale, @x, @y)
91
90
  ]
92
91
  end
@@ -100,7 +99,7 @@ class Mothership < GeneralObject
100
99
 
101
100
  # end
102
101
 
103
- def update width, height, mouse_x = nil, mouse_y = nil, player = nil
102
+ def update mouse_x = nil, mouse_y = nil, player = nil
104
103
  @cooldown_wait -= 1 if @cooldown_wait > 0
105
104
  @secondary_cooldown_wait -= 1 if @secondary_cooldown_wait > 0
106
105
  @tertiary_cooldown_wait -= 1 if @tertiary_cooldown_wait > 0
@@ -112,7 +111,7 @@ class Mothership < GeneralObject
112
111
  if rand(2).even?
113
112
  @y += @current_speed
114
113
 
115
- @y = height / 2 if @y > height / 2
114
+ @y = @screen_height / 2 if @y > @screen_height / 2
116
115
  else
117
116
  @y -= @current_speed
118
117
 
@@ -121,13 +120,13 @@ class Mothership < GeneralObject
121
120
  end
122
121
  if rand(2).even?
123
122
  @x += @current_speed
124
- @x = width if @x > width
123
+ @x = @screen_width if @x > @screen_width
125
124
  else
126
125
  @x -= @current_speed
127
126
  @x = 0 + (get_width / 2) if @x < 0 + (get_width / 2)
128
127
  end
129
128
 
130
- @y < height + (get_height / 2)
129
+ @y < @screen_height + (get_height / 2)
131
130
  else
132
131
  false
133
132
  end
@@ -4,16 +4,8 @@ class Pickup < GeneralObject
4
4
  POINT_VALUE_BASE = 0
5
5
  attr_reader :x, :y
6
6
 
7
- def initialize(scale, x = nil, y = nil)
8
- @scale = scale
9
- @image = get_image
10
- @x = x
11
- @y = y
12
- @time_alive = 0
13
- @image_width = @image.width * @scale
14
- @image_height = @image.height * @scale
15
- @image_size = @image_width * @image_height / 2
16
- @image_radius = (@image_width + @image_height) / 4
7
+ def initialize(scale, screen_width, screen_height, x = nil, y = nil, options = {})
8
+ super(scale, x, y, screen_width, screen_height, options = {})
17
9
  @current_speed = SCROLLING_SPEED * @scale
18
10
  end
19
11
 
@@ -21,16 +13,16 @@ class Pickup < GeneralObject
21
13
  ZOrder::Pickups
22
14
  end
23
15
 
24
- # def draw
25
- # # @image.draw_rot(@x, @y, ZOrder::Pickups, @y, 0.5, 0.5, 1, 1)
26
- # raise "override me!"
27
- # end
16
+ # Most classes will want to just override this
17
+ def draw
18
+ @image.draw_rot(@x, @y, ZOrder::Pickups, @y, 0.5, 0.5, 1, 1)
19
+ end
28
20
 
29
21
 
30
- def update width, height, mouse_x = nil, mouse_y = nil, player = nil
22
+ def update mouse_x = nil, mouse_y = nil, player = nil
31
23
  @y += @current_speed
32
24
 
33
- super(width, height, mouse_x, mouse_y)
25
+ super(mouse_x, mouse_y)
34
26
  end
35
27
 
36
28
  def collected_by_player player
@@ -7,44 +7,32 @@ class Player < GeneralObject
7
7
  MAX_HEALTH = 200
8
8
 
9
9
  SECONDARY_WEAPONS = %w[missile bomb]
10
+ # Range goes clockwise around the 0-360 angle
11
+ MISSILE_LAUNCHER_MIN_ANGLE = 75
12
+ MISSILE_LAUNCHER_MAX_ANGLE = 105
13
+ MISSILE_LAUNCHER_INIT_ANGLE = 90
10
14
 
11
- # def draw
12
- # # Will generate error if class name is not listed on ZOrder
13
- # @image.draw(@x - get_width / 2, @y - get_height / 2, get_draw_ordering || Module.const_get("ZOrder::#{self.class.name}"))
14
- # # @image.draw(@x - get_width / 2, @y - get_height / 2, get_draw_ordering)
15
- # end
16
- def initialize(scale, x, y)
17
- @scale = scale
18
- # image = Magick::Image::read("#{MEDIA_DIRECTORY}/spaceship.png").first.resize(0.3)
19
- # @image = Gosu::Image.new(image, :tileable => true)
20
- @image = Gosu::Image.new("#{MEDIA_DIRECTORY}/spaceship.png")
15
+ def get_image
16
+ Gosu::Image.new("#{MEDIA_DIRECTORY}/spaceship.png")
17
+ end
18
+
19
+ def initialize(scale, x, y, screen_width, screen_height, options = {})
20
+ super(scale, x, y, screen_width, screen_height, options)
21
21
  @right_image = Gosu::Image.new("#{MEDIA_DIRECTORY}/spaceship_right.png")
22
22
  @left_image = Gosu::Image.new("#{MEDIA_DIRECTORY}/spaceship_left.png")
23
- # @beep = Gosu::Sample.new("#{MEDIA_DIRECTORY}/beep.wav")
24
- @x, @y = x, y
25
23
  @score = 0
26
24
  @cooldown_wait = 0
27
25
  @secondary_cooldown_wait = 0
28
26
  @grapple_hook_cooldown_wait = 0
29
27
  @attack_speed = 1
30
- # @attack_speed = 3
31
- # temp
32
28
  @health = 100
33
- # @health = 100000
34
29
  @armor = 0
35
30
  @rockets = 25
36
- # @rockets = 25000
37
- # @rocket_launcher = {}
31
+ # @rockets = 250
38
32
  @bombs = 3
39
- # @bombs = 300
40
- @time_alive = 0
41
33
  @secondary_weapon = "missile"
42
34
  @turn_right = false
43
35
  @turn_left = false
44
- @image_width = @image.width * @scale
45
- @image_height = @image.height * @scale
46
- @image_size = @image_width * @image_height / 2
47
- @image_radius = (@image_width + @image_height) / 4
48
36
  end
49
37
 
50
38
 
@@ -104,36 +92,39 @@ class Player < GeneralObject
104
92
  (SPEED * @scale).round
105
93
  end
106
94
 
107
- def move_left width
95
+ def move_left
108
96
  @turn_left = true
109
97
  @x = [@x - get_speed, (get_width/3)].max
110
98
  end
111
99
 
112
- def move_right width
100
+ def move_right
113
101
  @turn_right = true
114
- @x = [@x + get_speed, (width - (get_width/3))].min
102
+ @x = [@x + get_speed, (@screen_width - (get_width/3))].min
115
103
  end
116
104
 
117
- def accelerate height
105
+ def accelerate
118
106
  @y = [@y - get_speed, (get_height/2)].max
119
107
  end
120
108
 
121
- def brake height
122
- @y = [@y + get_speed, height].min
109
+ def brake
110
+ @y = [@y + get_speed, @screen_height].min
123
111
  end
124
112
 
125
113
 
126
- def attack width, height, mouse_x = nil, mouse_y = nil
114
+ def attack pointer
127
115
  return {
128
- projectiles: [Bullet.new(@scale, width, height, self, mouse_x, mouse_y, {side: 'left'}), Bullet.new(@scale, width, height, self, mouse_x, mouse_y, {side: 'right'})],
116
+ projectiles: [
117
+ Bullet.new(@scale, @screen_width, @screen_height, self, {side: 'left', relative_object: self}),
118
+ Bullet.new(@scale, @screen_width, @screen_height, self, {side: 'right', relative_object: self})
119
+ ],
129
120
  cooldown: Bullet::COOLDOWN_DELAY
130
121
  }
131
122
  end
132
123
 
133
- def trigger_secondary_attack width, height, mouse_x, mouse_y
124
+ def trigger_secondary_attack pointer
134
125
  return_projectiles = []
135
126
  if self.secondary_cooldown_wait <= 0 && self.get_secondary_ammo_count > 0
136
- results = self.secondary_attack(width, height, mouse_x, mouse_y)
127
+ results = self.secondary_attack(pointer)
137
128
  projectiles = results[:projectiles]
138
129
  cooldown = results[:cooldown]
139
130
  self.secondary_cooldown_wait = cooldown.to_f.fdiv(self.attack_speed)
@@ -154,22 +145,31 @@ class Player < GeneralObject
154
145
  # return second_weapon
155
146
  # end
156
147
 
157
- def secondary_attack width, height, mouse_x = nil, mouse_y = nil
148
+ def secondary_attack pointer
158
149
  second_weapon = case @secondary_weapon
159
150
  when 'bomb'
160
151
  {
161
- projectiles: [Bomb.new(@scale, width, height, self, mouse_x, mouse_y)],
152
+ projectiles: [Bomb.new(@scale, @screen_width, @screen_height, self, pointer.x, pointer.y)],
162
153
  cooldown: Bomb::COOLDOWN_DELAY
163
154
  }
164
155
  else
165
156
  if get_secondary_ammo_count > 1
166
157
  {
167
- projectiles: [Missile.new(@scale, width, height, self, mouse_x, mouse_y, {side: 'left'}), Missile.new(@scale, width, height, self, mouse_x, mouse_y, {side: 'right'})],
158
+ projectiles: [
159
+ Missile.new(@scale, @screen_width, @screen_height, self, pointer.x - @image_width_half, pointer.y, MISSILE_LAUNCHER_MIN_ANGLE, MISSILE_LAUNCHER_MAX_ANGLE, MISSILE_LAUNCHER_INIT_ANGLE, {side: 'left', relative_object: self}),
160
+ Missile.new(@scale, @screen_width, @screen_height, self, pointer.x + @image_width_half, pointer.y, MISSILE_LAUNCHER_MIN_ANGLE, MISSILE_LAUNCHER_MAX_ANGLE, MISSILE_LAUNCHER_INIT_ANGLE, {side: 'right', relative_object: self})
161
+ ],
168
162
  cooldown: Missile::COOLDOWN_DELAY
169
163
  }
164
+ # {
165
+ # projectiles: [
166
+ # Missile.new(@scale, @screen_width, @screen_height, self, mouse_x, mouse_y, MISSILE_LAUNCHER_MIN_ANGLE, MISSILE_LAUNCHER_MAX_ANGLE, MISSILE_LAUNCHER_INIT_ANGLE)
167
+ # ],
168
+ # cooldown: Missile::COOLDOWN_DELAY
169
+ # }
170
170
  else get_secondary_ammo_count == 1
171
171
  {
172
- projectiles: [Missile.new(@scale, width, height, self, mouse_x, mouse_y)],
172
+ projectiles: [Missile.new(@scale, @screen_width, @screen_height, self, pointer.x, pointer.y, {relative_object: self})],
173
173
  cooldown: Missile::COOLDOWN_DELAY
174
174
  }
175
175
  end
@@ -195,31 +195,13 @@ class Player < GeneralObject
195
195
  @turn_left = false
196
196
  end
197
197
 
198
- def update width, height, mouse_x = nil, mouse_y = nil, player = nil
199
- # puts "TEST HERE: width: #{get_width} and height: #{get_height}"
198
+ def update mouse_x = nil, mouse_y = nil, player = nil
200
199
  @cooldown_wait -= 1 if @cooldown_wait > 0
201
200
  @secondary_cooldown_wait -= 1 if @secondary_cooldown_wait > 0
202
201
  @grapple_hook_cooldown_wait -= 1 if @grapple_hook_cooldown_wait > 0
203
202
  @time_alive += 1 if self.is_alive
204
203
  end
205
204
 
206
- # def collect_stars(stars)
207
- # stars.reject! do |star|
208
- # if Gosu.distance(@x, @y, star.x, star.y) < 35
209
- # @score += 10
210
- # @attack_speed = @attack_speed + 0.1
211
- # @attack_speed = MAX_ATTACK_SPEED if @attack_speed > MAX_ATTACK_SPEED
212
-
213
- # # stop that!
214
- # # @beep.play
215
- # true
216
- # else
217
- # false
218
- # end
219
- # end
220
- # end
221
-
222
-
223
205
  def collect_pickups(pickups)
224
206
  pickups.reject! do |pickup|
225
207
  if Gosu.distance(@x, @y, pickup.x, pickup.y) < ((self.get_radius) + (pickup.get_radius)) * 1.2 && pickup.respond_to?(:collected_by_player)
@@ -237,5 +219,4 @@ class Player < GeneralObject
237
219
  end
238
220
 
239
221
 
240
-
241
222
  end