termfront 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- checksums.yaml +7 -0
- data/CHANGELOG.md +41 -0
- data/LICENSE +21 -0
- data/LICENSE.txt +21 -0
- data/README.md +160 -0
- data/Rakefile +12 -0
- data/data/audio/THIRD_PARTY_NOTICES.md +45 -0
- data/data/audio/beep_02.ogg +0 -0
- data/data/audio/button1.ogg +0 -0
- data/data/audio/complete.ogg +0 -0
- data/data/audio/manifest.json +17 -0
- data/data/audio/mission_bgm.wav +0 -0
- data/data/audio/mission_clear_se.wav +0 -0
- data/data/audio/on.ogg +0 -0
- data/data/audio/page_se.wav +0 -0
- data/data/audio/sector.mp3 +0 -0
- data/data/audio/sfx_22b.ogg +0 -0
- data/data/audio/shield_alarm_se.wav +0 -0
- data/data/audio/shield_regen_se.wav +0 -0
- data/data/audio/shoot_01.ogg +0 -0
- data/data/audio/terminal_se.wav +0 -0
- data/data/audio/title.mp3 +0 -0
- data/data/audio/title_bgm.wav +0 -0
- data/data/audio/victory.mp3 +0 -0
- data/data/events/corridor_sweep.json +27 -0
- data/data/events/final_push.json +40 -0
- data/data/events/stronghold.json +27 -0
- data/data/events/the_gauntlet.json +27 -0
- data/data/events/training_grounds.json +31 -0
- data/exe/termfront +6 -0
- data/exe/termfront-server +7 -0
- data/lib/termfront/audio_manager.rb +225 -0
- data/lib/termfront/config.rb +38 -0
- data/lib/termfront/demo_player.rb +181 -0
- data/lib/termfront/drop_item/base.rb +26 -0
- data/lib/termfront/drop_item/weapon.rb +38 -0
- data/lib/termfront/enemy/base.rb +133 -0
- data/lib/termfront/enemy/crawler.rb +18 -0
- data/lib/termfront/enemy/executor.rb +18 -0
- data/lib/termfront/game.rb +637 -0
- data/lib/termfront/input.rb +75 -0
- data/lib/termfront/map.rb +72 -0
- data/lib/termfront/mission/base.rb +81 -0
- data/lib/termfront/mission/corridor_sweep.rb +41 -0
- data/lib/termfront/mission/event_loader.rb +87 -0
- data/lib/termfront/mission/event_runtime.rb +37 -0
- data/lib/termfront/mission/final_push.rb +44 -0
- data/lib/termfront/mission/stronghold.rb +45 -0
- data/lib/termfront/mission/the_gauntlet.rb +38 -0
- data/lib/termfront/mission/training.rb +38 -0
- data/lib/termfront/mission/training_grounds.rb +37 -0
- data/lib/termfront/network/client.rb +865 -0
- data/lib/termfront/network/connection.rb +101 -0
- data/lib/termfront/network/server.rb +620 -0
- data/lib/termfront/network/wavesfight_client.rb +364 -0
- data/lib/termfront/opponent.rb +24 -0
- data/lib/termfront/player.rb +147 -0
- data/lib/termfront/projectile.rb +44 -0
- data/lib/termfront/remote_enemy.rb +21 -0
- data/lib/termfront/renderer.rb +707 -0
- data/lib/termfront/scene_player.rb +164 -0
- data/lib/termfront/sprite.rb +73 -0
- data/lib/termfront/terminal_output.rb +63 -0
- data/lib/termfront/title_screen.rb +299 -0
- data/lib/termfront/version.rb +5 -0
- data/lib/termfront/weapon/assault_rifle.rb +15 -0
- data/lib/termfront/weapon/base.rb +44 -0
- data/lib/termfront/weapon/pistol.rb +15 -0
- data/lib/termfront/weapon/shock_pistol.rb +15 -0
- data/lib/termfront/weapon/shock_rifle.rb +15 -0
- data/lib/termfront.rb +51 -0
- data/sig/termfront.rbs +4 -0
- metadata +119 -0
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# frozen_string_literal: true
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module Termfront
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module Network
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class WavesfightClient
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def initialize(stdout)
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@stdout = stdout
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@conn = Connection.new
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@input = Input.new
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@renderer = Renderer.new(stdout)
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@audio = AudioManager.new
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end
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def run(mission_id:, difficulty:)
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@queue_mission_id = mission_id
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@queue_difficulty = difficulty
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addr = prompt_address
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return unless addr
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host, port = addr.include?(":") ? addr.split(":", 2).then { |h, p| [h, p.to_i] } : [addr, Config::PVP_PORT]
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begin
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@conn.connect(host, port)
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@conn.send_msg({ t: "queue", mode: "wavesfight", mission_id: mission_id, difficulty: difficulty })
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rescue StandardError => e
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show_error("Connection failed: #{e.message}")
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return
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end
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begin
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unless wait_for_start
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@conn.close
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return
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end
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run_game_loop
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rescue StandardError => e
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show_error("Error: #{e.message}")
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ensure
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@audio.close
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@conn.close
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end
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end
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private
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def prompt_address
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input = "localhost:#{Config::PVP_PORT}"
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STDIN.raw do |stdin|
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loop do
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rows, cols = @stdout.winsize
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buf = TerminalOutput.begin_frame(home: true, clear: true)
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lines = Array.new(rows) { " " * cols }
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title = "Wavesfight Co-op - Enter Server Address"
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tc = [(cols - title.size) / 2 + 1, 1].max
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lines[rows / 2 - 3] = TerminalOutput.fit_ansi("#{" " * (tc - 1)}\e[1;96m#{title}\e[0m", cols)
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pc = [(cols - input.size - 3) / 2 + 1, 1].max
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lines[rows / 2 - 1] = TerminalOutput.fit_ansi("#{" " * (pc - 1)}\e[97m> #{input}\e[5m_\e[0m", cols)
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hint = "(Enter to continue, ESC to cancel)"
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hc = [(cols - hint.size) / 2 + 1, 1].max
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lines[rows / 2 + 1] = TerminalOutput.fit_ansi("#{" " * (hc - 1)}\e[90m#{hint}\e[0m", cols)
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lines.each_with_index do |line, index|
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buf << line
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buf << "\r\n" if index < rows - 1
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end
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buf << TerminalOutput.end_frame
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TerminalOutput.write_all(@stdout, buf)
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next unless IO.select([stdin], nil, nil, Config::FRAME_DT)
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begin
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data = stdin.read_nonblock(64)
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data.each_byte do |b|
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case b
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when 27 then return nil
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when 13, 10 then return input.empty? ? "localhost:#{Config::PVP_PORT}" : input
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when 127, 8 then input = input[0...-1] unless input.empty?
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when 32..126 then input << b.chr
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end
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end
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rescue IO::WaitReadable
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end
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end
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end
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end
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def wait_for_start
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STDIN.raw do |stdin|
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loop do
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rows, cols = @stdout.winsize
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buf = TerminalOutput.begin_frame(home: true, clear: true)
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lines = Array.new(rows) { " " * cols }
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msg = "Waiting for co-op partner..."
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mc = [(cols - msg.size) / 2 + 1, 1].max
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lines[rows / 2 - 2] = TerminalOutput.fit_ansi("#{" " * (mc - 1)}\e[1;93m#{msg}\e[0m", cols)
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detail = "#{queued_mission_name} | #{queued_difficulty_name}"
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dc = [(cols - detail.size) / 2 + 1, 1].max
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lines[rows / 2] = TerminalOutput.fit_ansi("#{" " * (dc - 1)}\e[38;2;170;170;190m#{detail}\e[0m", cols)
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hint = "(ESC to cancel)"
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hc = [(cols - hint.size) / 2 + 1, 1].max
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lines[rows / 2 + 2] = TerminalOutput.fit_ansi("#{" " * (hc - 1)}\e[90m#{hint}\e[0m", cols)
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lines.each_with_index do |line, index|
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buf << line
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buf << "\r\n" if index < rows - 1
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end
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buf << TerminalOutput.end_frame
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TerminalOutput.write_all(@stdout, buf)
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if IO.select([stdin], nil, nil, 0)
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begin
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ch = stdin.read_nonblock(64)
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return false if ch.bytes.include?(27)
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rescue IO::WaitReadable
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end
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end
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next unless IO.select([@conn.socket], nil, nil, 0.1)
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@conn.receive.each do |msg|
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next unless msg[:t] == "wavesfight_start"
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load_match(msg)
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return true
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end
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end
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end
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end
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def load_match(msg)
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@map = Map.new(msg[:map])
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@mission_name = msg[:mission]
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@player_id = msg[:id]
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@wave = 1
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@difficulty = 1
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self_info = msg[:players].find { |entry| entry[:id] == @player_id }
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weapons = [Weapon::Base.build(:ar, 60), Weapon::Base.build(:pistol)]
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@player = Player.new(x: self_info[:spawn][0], y: self_info[:spawn][1], angle: self_info[:spawn][2], weapons: weapons)
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@player.drops = []
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@remote_players = {}
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msg[:players].each do |entry|
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next if entry[:id] == @player_id
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@remote_players[entry[:id]] = Opponent.new(x: entry[:spawn][0], y: entry[:spawn][1], angle: entry[:spawn][2])
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end
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@enemies = []
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@projectiles = []
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@match_end = nil
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end
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def run_game_loop
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STDIN.raw do |stdin|
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last_time = clock
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last_ping = clock
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loop do
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now = clock
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dt = now - last_time
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last_time = now
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keys = @input.process(stdin, player: @player)
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return if @input.key?(:esc)
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unless @player.dead
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handle_player_actions(keys)
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update_local(dt)
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send_state
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end
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handle_messages
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render_world
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if @match_end
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text = @match_end[:reason] == "defeat" ? "TEAM DOWN AT WAVE #{@match_end[:wave]}" : "MATCH CANCELED"
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render_result(text, @match_end[:reason] == "defeat" ? "\e[1;91m" : "\e[1;93m")
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sleep 3
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return
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end
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if now - last_ping > 2.0
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@conn.ping(now)
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last_ping = now
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end
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cap_frame(now)
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end
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end
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end
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def handle_player_actions(keys)
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@player.swap_weapon if keys.include?(:t)
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return unless keys.include?(:space)
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weapon = @player.current_weapon
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return unless weapon.can_fire?(@player.last_fire, @player.game_time)
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return unless weapon.infinite_ammo? || (weapon.ammo && weapon.ammo > 0)
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@player.fire_flash = 4
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weapon.consume_ammo!
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@player.last_fire = @player.game_time
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@audio.play_se(:shoot)
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@conn.send_msg({ t: "fire" })
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end
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def update_local(dt)
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@player.game_time += dt
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@player.angle -= Config::ROT_SPEED * dt if @input.key?(:left)
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@player.angle += Config::ROT_SPEED * dt if @input.key?(:right)
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dx = Math.cos(@player.angle)
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dy = Math.sin(@player.angle)
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sx = -dy
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sy = dx
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mvx = 0.0
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mvy = 0.0
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if @input.key?(:w)
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mvx += dx * Config::MOVE_SPEED * dt
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mvy += dy * Config::MOVE_SPEED * dt
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end
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if @input.key?(:s)
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mvx -= dx * Config::MOVE_SPEED * dt
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mvy -= dy * Config::MOVE_SPEED * dt
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end
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if @input.key?(:a)
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mvx -= sx * Config::MOVE_SPEED * dt
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mvy -= sy * Config::MOVE_SPEED * dt
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end
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if @input.key?(:d)
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mvx += sx * Config::MOVE_SPEED * dt
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mvy += sy * Config::MOVE_SPEED * dt
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end
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nx = @player.x + mvx
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@player.x = nx unless @map.blocked?(nx, @player.y)
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ny = @player.y + mvy
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@player.y = ny unless @map.blocked?(@player.x, ny)
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@player.fire_flash -= 1 if @player.fire_flash > 0
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end
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def send_state
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@conn.send_msg({
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t: "state",
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x: @player.x.round(3),
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y: @player.y.round(3),
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a: @player.angle.round(4),
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w: @player.current_weapon.type_id,
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am: @player.current_weapon.ammo || -1,
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ff: @player.fire_flash
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})
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end
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def handle_messages
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@conn.receive.each do |msg|
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case msg[:t]
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when "world"
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apply_world(msg)
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when "hit"
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@player.apply_damage(msg[:d] || Config::PVP_HIT_DMG)
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@audio.play_se(:damage)
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when "wave_start"
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@wave = msg[:wave]
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@difficulty = msg[:difficulty]
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when "match_end"
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@match_end = msg
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271
|
+
end
|
|
272
|
+
end
|
|
273
|
+
end
|
|
274
|
+
|
|
275
|
+
def apply_world(msg)
|
|
276
|
+
@wave = msg[:wave]
|
|
277
|
+
@difficulty = msg[:difficulty]
|
|
278
|
+
|
|
279
|
+
msg[:players].each do |entry|
|
|
280
|
+
if entry[:id] == @player_id
|
|
281
|
+
@player.shield = entry[:s]
|
|
282
|
+
@player.health = entry[:h]
|
|
283
|
+
@player.dead = !entry[:alive]
|
|
284
|
+
else
|
|
285
|
+
remote = @remote_players[entry[:id]]
|
|
286
|
+
next unless remote
|
|
287
|
+
|
|
288
|
+
remote.x = entry[:x]
|
|
289
|
+
remote.y = entry[:y]
|
|
290
|
+
remote.angle = entry[:a]
|
|
291
|
+
remote.shield = entry[:s]
|
|
292
|
+
remote.health = entry[:h]
|
|
293
|
+
remote.weapon = entry[:w]&.to_sym
|
|
294
|
+
remote.ammo = entry[:am]
|
|
295
|
+
remote.fire_flash = entry[:ff] || 0
|
|
296
|
+
end
|
|
297
|
+
end
|
|
298
|
+
|
|
299
|
+
@enemies = msg[:enemies].filter_map do |enemy|
|
|
300
|
+
next unless enemy[:alive]
|
|
301
|
+
|
|
302
|
+
RemoteEnemy.new(
|
|
303
|
+
id: enemy[:id],
|
|
304
|
+
x: enemy[:x],
|
|
305
|
+
y: enemy[:y],
|
|
306
|
+
sprite_id: enemy[:type].to_sym,
|
|
307
|
+
hp: enemy[:hp],
|
|
308
|
+
max_hp: enemy[:max_hp],
|
|
309
|
+
alive: true
|
|
310
|
+
)
|
|
311
|
+
end
|
|
312
|
+
|
|
313
|
+
@projectiles = msg[:projectiles].map do |projectile|
|
|
314
|
+
Projectile.new(x: projectile[:x], y: projectile[:y], vx: 0.0, vy: 0.0, type: projectile[:type].to_sym)
|
|
315
|
+
end
|
|
316
|
+
end
|
|
317
|
+
|
|
318
|
+
def render_world
|
|
319
|
+
allies = @remote_players.values.select { |remote| remote.health.positive? }
|
|
320
|
+
status = " WAVE #{@wave} #{Enemy::Base::DIFFICULTIES[@difficulty][:name]} CO-OP"
|
|
321
|
+
@renderer.render(
|
|
322
|
+
player: @player,
|
|
323
|
+
map: @map,
|
|
324
|
+
enemies: @enemies,
|
|
325
|
+
projectiles: @projectiles,
|
|
326
|
+
drops: [],
|
|
327
|
+
terminals: [],
|
|
328
|
+
status_line: status,
|
|
329
|
+
allies: allies
|
|
330
|
+
)
|
|
331
|
+
end
|
|
332
|
+
|
|
333
|
+
def render_result(text, color)
|
|
334
|
+
rows, cols = @stdout.winsize
|
|
335
|
+
@renderer.render_centered_message(rows, cols, text, color)
|
|
336
|
+
end
|
|
337
|
+
|
|
338
|
+
def show_error(msg)
|
|
339
|
+
rows, cols = @stdout.winsize
|
|
340
|
+
@renderer.render_centered_message(rows, cols, msg, "\e[1;91m")
|
|
341
|
+
STDIN.raw { |stdin| stdin.getc }
|
|
342
|
+
end
|
|
343
|
+
|
|
344
|
+
def queued_mission_name
|
|
345
|
+
mission = Mission::Base.wavesfight.find { |klass| klass.new.id == @queue_mission_id }
|
|
346
|
+
mission ? mission.new.name : @queue_mission_id.to_s
|
|
347
|
+
end
|
|
348
|
+
|
|
349
|
+
def queued_difficulty_name
|
|
350
|
+
Enemy::Base::DIFFICULTIES[@queue_difficulty][:name]
|
|
351
|
+
end
|
|
352
|
+
|
|
353
|
+
def clock
|
|
354
|
+
Process.clock_gettime(Process::CLOCK_MONOTONIC)
|
|
355
|
+
end
|
|
356
|
+
|
|
357
|
+
def cap_frame(frame_start)
|
|
358
|
+
spent = clock - frame_start
|
|
359
|
+
remain = Config::FRAME_DT - spent
|
|
360
|
+
sleep(remain) if remain > 0
|
|
361
|
+
end
|
|
362
|
+
end
|
|
363
|
+
end
|
|
364
|
+
end
|
|
@@ -0,0 +1,24 @@
|
|
|
1
|
+
# frozen_string_literal: true
|
|
2
|
+
|
|
3
|
+
module Termfront
|
|
4
|
+
class Opponent
|
|
5
|
+
attr_accessor :x, :y, :angle, :shield, :health, :weapon, :ammo, :fire_flash
|
|
6
|
+
|
|
7
|
+
def initialize(x:, y:, angle:, shield: Config::SHIELD_MAX, health: Config::HEALTH_MAX, weapon: :ar, ammo: 60,
|
|
8
|
+
fire_flash: 0)
|
|
9
|
+
@x = x
|
|
10
|
+
@y = y
|
|
11
|
+
@angle = angle
|
|
12
|
+
@shield = shield
|
|
13
|
+
@health = health
|
|
14
|
+
@weapon = weapon
|
|
15
|
+
@ammo = ammo
|
|
16
|
+
@fire_flash = fire_flash
|
|
17
|
+
end
|
|
18
|
+
|
|
19
|
+
def dup_state
|
|
20
|
+
Opponent.new(x: @x, y: @y, angle: @angle, shield: @shield, health: @health,
|
|
21
|
+
weapon: @weapon, ammo: @ammo, fire_flash: @fire_flash)
|
|
22
|
+
end
|
|
23
|
+
end
|
|
24
|
+
end
|
|
@@ -0,0 +1,147 @@
|
|
|
1
|
+
# frozen_string_literal: true
|
|
2
|
+
|
|
3
|
+
module Termfront
|
|
4
|
+
class Player
|
|
5
|
+
attr_accessor :x, :y, :angle, :shield, :health, :weapons, :weapon_idx,
|
|
6
|
+
:last_fire, :dead, :game_time, :last_damage, :damage_flash,
|
|
7
|
+
:fire_flash, :beep_count, :last_beep, :regen_active,
|
|
8
|
+
:swap_pressed, :pickup_pressed, :drops
|
|
9
|
+
|
|
10
|
+
def initialize(x:, y:, angle:, weapons:)
|
|
11
|
+
@x = x
|
|
12
|
+
@y = y
|
|
13
|
+
@angle = angle
|
|
14
|
+
@weapons = weapons
|
|
15
|
+
@weapon_idx = 0
|
|
16
|
+
@last_fire = 0.0
|
|
17
|
+
@shield = Config::SHIELD_MAX
|
|
18
|
+
@health = Config::HEALTH_MAX
|
|
19
|
+
@dead = false
|
|
20
|
+
@game_time = 0.0
|
|
21
|
+
@last_damage = -Config::SHIELD_DELAY
|
|
22
|
+
@damage_flash = 0
|
|
23
|
+
@fire_flash = 0
|
|
24
|
+
@beep_count = 0
|
|
25
|
+
@last_beep = 0.0
|
|
26
|
+
@regen_active = false
|
|
27
|
+
@swap_pressed = false
|
|
28
|
+
@pickup_pressed = false
|
|
29
|
+
@drops = []
|
|
30
|
+
end
|
|
31
|
+
|
|
32
|
+
def current_weapon
|
|
33
|
+
@weapons[@weapon_idx]
|
|
34
|
+
end
|
|
35
|
+
|
|
36
|
+
def swap_weapon
|
|
37
|
+
@weapon_idx = 1 - @weapon_idx
|
|
38
|
+
end
|
|
39
|
+
|
|
40
|
+
def apply_damage(amount)
|
|
41
|
+
@last_damage = @game_time
|
|
42
|
+
@damage_flash = 3
|
|
43
|
+
|
|
44
|
+
if @shield > 0
|
|
45
|
+
overflow = amount - @shield
|
|
46
|
+
@shield = [(@shield - amount), 0].max
|
|
47
|
+
@health = [@health - [overflow, 0].max, 0].max if @shield == 0
|
|
48
|
+
else
|
|
49
|
+
@health = [@health - amount, 0].max
|
|
50
|
+
end
|
|
51
|
+
|
|
52
|
+
@dead = true if @health <= 0
|
|
53
|
+
end
|
|
54
|
+
|
|
55
|
+
def update_shield(dt, stdout, audio: nil)
|
|
56
|
+
regen_now = @shield < Config::SHIELD_MAX && (@game_time - @last_damage) >= Config::SHIELD_DELAY
|
|
57
|
+
if regen_now
|
|
58
|
+
unless @regen_active
|
|
59
|
+
@regen_active = true
|
|
60
|
+
if audio
|
|
61
|
+
audio.play_loop_se(:shield_regen)
|
|
62
|
+
else
|
|
63
|
+
stdout.syswrite("\a")
|
|
64
|
+
end
|
|
65
|
+
end
|
|
66
|
+
@shield = [@shield + Config::SHIELD_REGEN * dt, Config::SHIELD_MAX].min
|
|
67
|
+
else
|
|
68
|
+
audio&.stop_loop_se(:shield_regen) if @regen_active
|
|
69
|
+
@regen_active = false
|
|
70
|
+
end
|
|
71
|
+
@damage_flash -= 1 if @damage_flash > 0
|
|
72
|
+
|
|
73
|
+
if @shield >= Config::SHIELD_MAX && @health < Config::HEALTH_MAX
|
|
74
|
+
@health = [@health + Config::SHIELD_REGEN * dt, Config::HEALTH_MAX].min
|
|
75
|
+
end
|
|
76
|
+
|
|
77
|
+
return unless @shield == 0 && @health > 0
|
|
78
|
+
|
|
79
|
+
@beep_count = 3 if @beep_count <= 0
|
|
80
|
+
now = Process.clock_gettime(Process::CLOCK_MONOTONIC)
|
|
81
|
+
return unless (now - @last_beep) >= Config::BEEP_INTERVAL
|
|
82
|
+
|
|
83
|
+
if audio
|
|
84
|
+
audio.play_se(:shield_alarm)
|
|
85
|
+
else
|
|
86
|
+
stdout.syswrite("\a")
|
|
87
|
+
end
|
|
88
|
+
@last_beep = now
|
|
89
|
+
@beep_count -= 1
|
|
90
|
+
end
|
|
91
|
+
|
|
92
|
+
def try_pickup
|
|
93
|
+
nearest = nil
|
|
94
|
+
best_d2 = Config::PICKUP_RADIUS**2
|
|
95
|
+
@drops.each do |d|
|
|
96
|
+
d2 = (d.x - @x)**2 + (d.y - @y)**2
|
|
97
|
+
if d2 < best_d2
|
|
98
|
+
nearest = d
|
|
99
|
+
best_d2 = d2
|
|
100
|
+
end
|
|
101
|
+
end
|
|
102
|
+
return unless nearest
|
|
103
|
+
|
|
104
|
+
cur = current_weapon
|
|
105
|
+
if cur.type_id == nearest.type
|
|
106
|
+
max = cur.max_ammo
|
|
107
|
+
cur.ammo = [cur.ammo + nearest.ammo, max].min if max
|
|
108
|
+
else
|
|
109
|
+
@drops << DropItem::Weapon.new(x: @x, y: @y, type: cur.type_id, ammo: cur.ammo)
|
|
110
|
+
@weapons[@weapon_idx] = Weapon::Base.build(nearest.type, nearest.ammo)
|
|
111
|
+
end
|
|
112
|
+
@drops.delete(nearest)
|
|
113
|
+
end
|
|
114
|
+
|
|
115
|
+
def process_fire(enemies, map)
|
|
116
|
+
dx = Math.cos(@angle)
|
|
117
|
+
dy = Math.sin(@angle)
|
|
118
|
+
|
|
119
|
+
weapon = current_weapon
|
|
120
|
+
|
|
121
|
+
best = nil
|
|
122
|
+
best_d = 1e30
|
|
123
|
+
enemies.each do |e|
|
|
124
|
+
next unless e.alive
|
|
125
|
+
|
|
126
|
+
ex = e.x - @x
|
|
127
|
+
ey = e.y - @y
|
|
128
|
+
dot = ex * dx + ey * dy
|
|
129
|
+
next if dot < 0.1
|
|
130
|
+
|
|
131
|
+
perp = (ex * (-dy) + ey * dx).abs
|
|
132
|
+
next if perp > weapon.hit_width
|
|
133
|
+
|
|
134
|
+
if dot < best_d && map.line_of_sight?(@x, @y, e.x, e.y)
|
|
135
|
+
best = e
|
|
136
|
+
best_d = dot
|
|
137
|
+
end
|
|
138
|
+
end
|
|
139
|
+
return unless best
|
|
140
|
+
|
|
141
|
+
best.take_damage(1)
|
|
142
|
+
return if best.alive
|
|
143
|
+
|
|
144
|
+
@drops << DropItem::Weapon.new(x: best.x, y: best.y, type: best.drop_type, ammo: best.drop_ammo)
|
|
145
|
+
end
|
|
146
|
+
end
|
|
147
|
+
end
|
|
@@ -0,0 +1,44 @@
|
|
|
1
|
+
# frozen_string_literal: true
|
|
2
|
+
|
|
3
|
+
module Termfront
|
|
4
|
+
class Projectile
|
|
5
|
+
attr_accessor :x, :y, :vx, :vy, :type
|
|
6
|
+
|
|
7
|
+
def initialize(x:, y:, vx:, vy:, type:)
|
|
8
|
+
@x = x
|
|
9
|
+
@y = y
|
|
10
|
+
@vx = vx
|
|
11
|
+
@vy = vy
|
|
12
|
+
@type = type
|
|
13
|
+
end
|
|
14
|
+
|
|
15
|
+
def update(dt)
|
|
16
|
+
@x += @vx * dt
|
|
17
|
+
@y += @vy * dt
|
|
18
|
+
end
|
|
19
|
+
|
|
20
|
+
def hit_wall?(map)
|
|
21
|
+
map.wall_at?(@x, @y)
|
|
22
|
+
end
|
|
23
|
+
|
|
24
|
+
def hit_player?(px, py, radius = Config::PROJ_RADIUS)
|
|
25
|
+
(@x - px).abs < radius && (@y - py).abs < radius
|
|
26
|
+
end
|
|
27
|
+
|
|
28
|
+
def self.update_all(projectiles, map, player)
|
|
29
|
+
projectiles.reject! do |p|
|
|
30
|
+
p.update(0) # dt is applied in the caller
|
|
31
|
+
if p.hit_wall?(map)
|
|
32
|
+
true
|
|
33
|
+
elsif p.hit_player?(player.x, player.y)
|
|
34
|
+
enemy_klass = Enemy::Base.registry[p.type]
|
|
35
|
+
dmg = enemy_klass ? enemy_klass.allocate.send(:damage) : 10
|
|
36
|
+
player.apply_damage(dmg)
|
|
37
|
+
true
|
|
38
|
+
else
|
|
39
|
+
false
|
|
40
|
+
end
|
|
41
|
+
end
|
|
42
|
+
end
|
|
43
|
+
end
|
|
44
|
+
end
|
|
@@ -0,0 +1,21 @@
|
|
|
1
|
+
# frozen_string_literal: true
|
|
2
|
+
|
|
3
|
+
module Termfront
|
|
4
|
+
class RemoteEnemy
|
|
5
|
+
attr_accessor :id, :x, :y, :hp, :max_hp, :alive
|
|
6
|
+
|
|
7
|
+
def initialize(id:, x:, y:, sprite_id:, hp:, max_hp:, alive: true)
|
|
8
|
+
@id = id
|
|
9
|
+
@x = x
|
|
10
|
+
@y = y
|
|
11
|
+
@sprite_id = sprite_id
|
|
12
|
+
@hp = hp
|
|
13
|
+
@max_hp = max_hp
|
|
14
|
+
@alive = alive
|
|
15
|
+
end
|
|
16
|
+
|
|
17
|
+
def sprite_id
|
|
18
|
+
@sprite_id
|
|
19
|
+
end
|
|
20
|
+
end
|
|
21
|
+
end
|