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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class Renderer
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def initialize(stdout)
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@stdout = stdout
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end
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def render(player:, map:, enemies:, projectiles:, drops:, terminals: [], status_line: nil, allies: [])
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rows, cols = @stdout.winsize
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rows = [rows, 6].max
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cols = [cols, 20].max
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radar_h = Config::RADAR_RADIUS * 2 + 1
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view_h = [rows - 3 - radar_h, 4].max
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view_w = cols
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virt_h = view_h * 2
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dx = Math.cos(player.angle)
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dy = Math.sin(player.angle)
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plane_x = -dy * Math.tan(Config::FOV / 2.0)
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plane_y = dx * Math.tan(Config::FOV / 2.0)
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dists = Array.new(view_w)
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sides = Array.new(view_w)
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view_w.times do |c|
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cam = 2.0 * c / view_w - 1.0
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dists[c], sides[c] = cast_ray(map, player.x, player.y, dx + plane_x * cam, dy + plane_y * cam)
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end
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vmid = virt_h / 2.0
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wtop = Array.new(view_w)
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wbot = Array.new(view_w)
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wcol = Array.new(view_w)
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view_w.times do |c|
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d = dists[c]
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lh = d > 0.01 ? (virt_h / d).to_i : virt_h
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wtop[c] = [(vmid - lh / 2.0).to_i, 0].max
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wbot[c] = [(vmid + lh / 2.0).to_i, virt_h].min
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wcol[c] = Sprite.wall_brightness(d, sides[c])
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end
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pixels = build_view_pixels(virt_h, view_w, wtop, wbot, wcol)
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overlay_enemies_3d(pixels, view_h, view_w, dists, player, enemies, projectiles, drops)
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overlay_allies_3d(pixels, view_h, view_w, dists, player, allies)
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overlay_damage_flash(pixels, view_h, view_w, player)
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buf = TerminalOutput.begin_frame(home: true)
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render_hud(buf, cols, player, drops, terminals, status_line)
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render_view(buf, view_h, view_w, pixels)
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buf << "\e[#{3 + view_h};1H"
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render_radar(buf, cols, radar_h, player, enemies, drops, terminals, allies)
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render_crosshair(buf, view_h, view_w, cols, player)
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buf << TerminalOutput.end_frame
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TerminalOutput.write_all(@stdout, buf)
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end
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def render_game_over(rows, cols)
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render_centered_message(rows, cols, "GAME OVER", "\e[1;91m")
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end
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def render_mission_complete(rows, cols)
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render_centered_message(rows, cols, "MISSION COMPLETE", "\e[1;92m")
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end
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def render_blank(rows, cols)
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buf = TerminalOutput.begin_frame(home: true)
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rows.times do |row|
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buf << "\e[#{row + 1};1H"
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buf << (" " * cols)
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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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end
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def render_centered_message(rows, cols, msg, color)
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buf = TerminalOutput.begin_frame(home: true, clear: true)
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r = rows / 2
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c = [(cols - msg.size) / 2 + 1, 1].max
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buf << "\e[#{r};#{c}H#{color}#{msg}\e[0m"
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buf << TerminalOutput.end_frame
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TerminalOutput.write_all(@stdout, buf)
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end
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def cast_ray(map, ox, oy, rdx, rdy)
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mx = ox.floor
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my = oy.floor
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ddx = rdx == 0 ? 1e30 : (1.0 / rdx).abs
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ddy = rdy == 0 ? 1e30 : (1.0 / rdy).abs
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if rdx < 0
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step_x = -1
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sd_x = (ox - mx) * ddx
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else
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step_x = 1
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sd_x = (mx + 1.0 - ox) * ddx
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end
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if rdy < 0
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step_y = -1
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sd_y = (oy - my) * ddy
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else
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step_y = 1
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sd_y = (my + 1.0 - oy) * ddy
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end
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side = 0
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64.times do
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if sd_x < sd_y
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sd_x += ddx
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mx += step_x
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side = 0
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else
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sd_y += ddy
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my += step_y
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side = 1
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end
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return [1e30, 0] if my < 0 || my >= map.height || mx < 0 || mx >= map.width
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next unless map.grid[my][mx] == "#"
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d = if side == 0
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(mx - ox + (1 - step_x) / 2.0) / rdx
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else
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(my - oy + (1 - step_y) / 2.0) / rdy
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end
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return [d.abs, side]
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end
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[1e30, 0]
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end
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private
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def render_hud(buf, cols, player, drops, terminals, status_line)
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bar_w = [cols - 20, 10].max
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pct = player.shield / Config::SHIELD_MAX.to_f
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filled = (pct * bar_w).to_i
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empty = bar_w - filled
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color = if pct >= 0.5
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"\e[96m"
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elsif pct >= 0.25
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"\e[93m"
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else
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"\e[91m"
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end
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pct_s = "#{(pct * 100).to_i}%"
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shield_str = "SHIELD #{color}#{"█" * filled}#{"░" * empty}\e[0m #{pct_s}"
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shield_str = "#{shield_str}\e[90m#{status_line}\e[0m" if status_line
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pad = [(cols - bar_w - 15) / 2, 0].max
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buf << TerminalOutput.fit_ansi("#{" " * pad}#{shield_str}", cols) << "\r\n"
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weapon = player.current_weapon
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wcolor = weapon.type_id.to_s.start_with?("shock") ? "\e[96m" : "\e[97m"
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if weapon.max_ammo
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ammo_bar_w = 12
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ammo_pct = weapon.ammo.to_f / weapon.max_ammo
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ammo_filled = (ammo_pct * ammo_bar_w).to_i
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ammo_empty = ammo_bar_w - ammo_filled
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ammo_str = "#{wcolor}#{weapon.name}\e[0m [#{"█" * ammo_filled}#{"░" * ammo_empty}] #{weapon.ammo}/#{weapon.max_ammo}"
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else
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ammo_str = "#{wcolor}#{weapon.name}\e[0m [\xe2\x88\x9e]"
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end
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can_pickup = drops.any? { |d| d.in_range?(player.x, player.y) }
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can_use_terminal = terminals.any? do |terminal|
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(terminal[:x] - player.x)**2 + (terminal[:y] - player.y)**2 < Config::TERMINAL_USE_RADIUS**2
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end
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interact_str = if can_use_terminal
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"\e[1;96m[E]Use Terminal\e[0m"
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elsif can_pickup
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"\e[1;93m[E]Pickup\e[0m"
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else
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"E:interact"
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end
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line = "#{ammo_str} T:swap #{interact_str} Space:fire"
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buf << TerminalOutput.fit_ansi(line, cols) << "\r\n"
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end
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def build_view_pixels(virt_h, view_w, wtop, wbot, wcol)
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pixels = Array.new(virt_h) { Array.new(view_w) }
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virt_h.times do |vr|
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row = pixels[vr]
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view_w.times do |c|
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row[c] = if vr < wtop[c]
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Config::CEIL_C
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elsif vr < wbot[c]
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wcol[c]
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else
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Config::FLOOR_C
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end
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end
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end
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pixels
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end
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def render_view(buf, view_h, view_w, pixels)
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view_h.times do |r|
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vp0 = r * 2
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vp1 = r * 2 + 1
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pfg = nil
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pbg = nil
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top_row = pixels[vp0]
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bot_row = pixels[vp1]
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view_w.times do |c|
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tc = top_row[c]
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bc = bot_row[c]
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if tc == bc
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if bg_only?(tc)
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if tc != pbg
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buf << ansi_bg(tc)
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pbg = tc
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pfg = nil
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end
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buf << " "
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else
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if tc != pfg || pbg
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buf << ansi_fg(tc)
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pfg = tc
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pbg = nil
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end
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buf << "\xE2\x96\x88"
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end
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else
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if tc != pfg || bc != pbg
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buf << ansi_fg(tc) << ansi_bg(bc)
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pfg = tc
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pbg = bc
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end
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buf << "\xE2\x96\x80"
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end
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end
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buf << "\e[0m\r\n"
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end
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end
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def render_radar(buf, cols, radar_h, player, enemies, drops, terminals, allies = [])
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buf << ("\xE2\x94\x80" * cols)[0, cols * 3] << "\r\n"
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r = Config::RADAR_RADIUS
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diam = r * 2 + 1
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grid = Array.new(diam) { Array.new(diam, " ") }
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diam.times do |ry|
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diam.times do |rx|
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dx = rx - r
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dy = ry - r
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d2 = dx * dx + dy * dy
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if d2 <= r * r
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grid[ry][rx] = "."
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elsif d2 <= (r + 1) * (r + 1)
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grid[ry][rx] = "#"
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end
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end
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end
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|
+
grid[r][r] = "^"
|
|
261
|
+
|
|
262
|
+
cos_a = Math.cos(-player.angle + Math::PI / 2)
|
|
263
|
+
sin_a = Math.sin(-player.angle + Math::PI / 2)
|
|
264
|
+
enemy_cells = {}
|
|
265
|
+
enemies.each do |e|
|
|
266
|
+
next unless e.alive
|
|
267
|
+
|
|
268
|
+
ex = e.x - player.x
|
|
269
|
+
ey = e.y - player.y
|
|
270
|
+
dist = Math.sqrt(ex * ex + ey * ey)
|
|
271
|
+
next if dist > Config::RADAR_RANGE
|
|
272
|
+
|
|
273
|
+
rx = -(ex * cos_a - ey * sin_a)
|
|
274
|
+
ry = -(ex * sin_a + ey * cos_a)
|
|
275
|
+
sx = r + (rx / Config::RADAR_RANGE * r).round
|
|
276
|
+
sy = r + (ry / Config::RADAR_RANGE * r).round
|
|
277
|
+
next unless sx.between?(0, diam - 1) && sy.between?(0, diam - 1)
|
|
278
|
+
|
|
279
|
+
d2 = (sx - r)**2 + (sy - r)**2
|
|
280
|
+
next if d2 > r * r
|
|
281
|
+
|
|
282
|
+
enemy_cells[[sy, sx]] = e.sprite_id
|
|
283
|
+
end
|
|
284
|
+
|
|
285
|
+
drop_cells = {}
|
|
286
|
+
drops.each do |d|
|
|
287
|
+
ex = d.x - player.x
|
|
288
|
+
ey = d.y - player.y
|
|
289
|
+
dist = Math.sqrt(ex * ex + ey * ey)
|
|
290
|
+
next if dist > Config::RADAR_RANGE
|
|
291
|
+
|
|
292
|
+
rx = -(ex * cos_a - ey * sin_a)
|
|
293
|
+
ry = -(ex * sin_a + ey * cos_a)
|
|
294
|
+
sx = r + (rx / Config::RADAR_RANGE * r).round
|
|
295
|
+
sy = r + (ry / Config::RADAR_RANGE * r).round
|
|
296
|
+
next unless sx.between?(0, diam - 1) && sy.between?(0, diam - 1)
|
|
297
|
+
|
|
298
|
+
d2 = (sx - r)**2 + (sy - r)**2
|
|
299
|
+
next if d2 > r * r
|
|
300
|
+
|
|
301
|
+
drop_cells[[sy, sx]] = d
|
|
302
|
+
end
|
|
303
|
+
|
|
304
|
+
terminal_cells = {}
|
|
305
|
+
terminals.each do |terminal|
|
|
306
|
+
ex = terminal[:x] - player.x
|
|
307
|
+
ey = terminal[:y] - player.y
|
|
308
|
+
dist = Math.sqrt(ex * ex + ey * ey)
|
|
309
|
+
next if dist > Config::RADAR_RANGE
|
|
310
|
+
|
|
311
|
+
rx = -(ex * cos_a - ey * sin_a)
|
|
312
|
+
ry = -(ex * sin_a + ey * cos_a)
|
|
313
|
+
sx = r + (rx / Config::RADAR_RANGE * r).round
|
|
314
|
+
sy = r + (ry / Config::RADAR_RANGE * r).round
|
|
315
|
+
next unless sx.between?(0, diam - 1) && sy.between?(0, diam - 1)
|
|
316
|
+
|
|
317
|
+
d2 = (sx - r)**2 + (sy - r)**2
|
|
318
|
+
next if d2 > r * r
|
|
319
|
+
|
|
320
|
+
terminal_cells[[sy, sx]] = terminal
|
|
321
|
+
end
|
|
322
|
+
|
|
323
|
+
ally_cells = {}
|
|
324
|
+
allies.each do |ally|
|
|
325
|
+
ex = ally.x - player.x
|
|
326
|
+
ey = ally.y - player.y
|
|
327
|
+
dist = Math.sqrt(ex * ex + ey * ey)
|
|
328
|
+
next if dist > Config::RADAR_RANGE
|
|
329
|
+
|
|
330
|
+
rx = -(ex * cos_a - ey * sin_a)
|
|
331
|
+
ry = -(ex * sin_a + ey * cos_a)
|
|
332
|
+
sx = r + (rx / Config::RADAR_RANGE * r).round
|
|
333
|
+
sy = r + (ry / Config::RADAR_RANGE * r).round
|
|
334
|
+
next unless sx.between?(0, diam - 1) && sy.between?(0, diam - 1)
|
|
335
|
+
|
|
336
|
+
d2 = (sx - r)**2 + (sy - r)**2
|
|
337
|
+
next if d2 > r * r
|
|
338
|
+
|
|
339
|
+
ally_cells[[sy, sx]] = true
|
|
340
|
+
end
|
|
341
|
+
|
|
342
|
+
alive_count = enemies.count(&:alive)
|
|
343
|
+
total_count = enemies.size
|
|
344
|
+
info_lines = [
|
|
345
|
+
"Enemies: #{alive_count}/#{total_count}",
|
|
346
|
+
"Heading: #{format("%.0f", (player.angle % (Math::PI * 2)) * 180 / Math::PI)}\xC2\xB0",
|
|
347
|
+
"Pos: (#{"%.1f" % player.x}, #{"%.1f" % player.y}) T:terminal"
|
|
348
|
+
]
|
|
349
|
+
|
|
350
|
+
radar_h.times do |row|
|
|
351
|
+
line = +""
|
|
352
|
+
if row < diam
|
|
353
|
+
line << " "
|
|
354
|
+
diam.times do |cx|
|
|
355
|
+
if (etype = enemy_cells[[row, cx]])
|
|
356
|
+
ec = etype == :executor ? "\e[95m" : "\e[91m"
|
|
357
|
+
line << "#{ec}*\e[0m"
|
|
358
|
+
elsif ally_cells[[row, cx]]
|
|
359
|
+
line << "\e[96m+\e[0m"
|
|
360
|
+
elsif (drop = drop_cells[[row, cx]])
|
|
361
|
+
dc = drop.type.to_s.start_with?("shock") ? "\e[96m" : "\e[93m"
|
|
362
|
+
dl = Weapon::Base.registry[drop.type].new.name[0]
|
|
363
|
+
line << "#{dc}#{dl}\e[0m"
|
|
364
|
+
elsif terminal_cells[[row, cx]]
|
|
365
|
+
line << "\e[96mT\e[0m"
|
|
366
|
+
elsif row == r && cx == r
|
|
367
|
+
line << "\e[92m^\e[0m"
|
|
368
|
+
elsif grid[row][cx] == "#"
|
|
369
|
+
line << "\e[90m#\e[0m"
|
|
370
|
+
else
|
|
371
|
+
line << grid[row][cx]
|
|
372
|
+
end
|
|
373
|
+
end
|
|
374
|
+
line << (row < info_lines.size ? " #{info_lines[row]}" : "")
|
|
375
|
+
end
|
|
376
|
+
buf << TerminalOutput.fit_ansi(line, cols)
|
|
377
|
+
buf << "\r\n" if row < radar_h - 1
|
|
378
|
+
end
|
|
379
|
+
end
|
|
380
|
+
|
|
381
|
+
def overlay_enemies_3d(pixels, view_h, view_w, dists, player, enemies, projectiles, drops)
|
|
382
|
+
dx = Math.cos(player.angle)
|
|
383
|
+
dy = Math.sin(player.angle)
|
|
384
|
+
px = -dy * Math.tan(Config::FOV / 2.0)
|
|
385
|
+
py = dx * Math.tan(Config::FOV / 2.0)
|
|
386
|
+
virt_h = view_h * 2
|
|
387
|
+
inv = 1.0 / (px * dy - py * dx)
|
|
388
|
+
|
|
389
|
+
sprites = []
|
|
390
|
+
enemies.each do |e|
|
|
391
|
+
next unless e.alive
|
|
392
|
+
|
|
393
|
+
ex = e.x - player.x
|
|
394
|
+
ey = e.y - player.y
|
|
395
|
+
tx = inv * (dy * ex - dx * ey)
|
|
396
|
+
tz = inv * (-py * ex + px * ey)
|
|
397
|
+
next if tz < 0.2
|
|
398
|
+
|
|
399
|
+
sprites << [tz, tx, e]
|
|
400
|
+
end
|
|
401
|
+
|
|
402
|
+
proj_sprites = []
|
|
403
|
+
projectiles.each do |p|
|
|
404
|
+
ex = p.x - player.x
|
|
405
|
+
ey = p.y - player.y
|
|
406
|
+
tx = inv * (dy * ex - dx * ey)
|
|
407
|
+
tz = inv * (-py * ex + px * ey)
|
|
408
|
+
next if tz < 0.2
|
|
409
|
+
|
|
410
|
+
proj_sprites << [tz, tx, p]
|
|
411
|
+
end
|
|
412
|
+
|
|
413
|
+
sprites.sort_by! { |s| -s[0] }
|
|
414
|
+
|
|
415
|
+
sprites.each do |tz, tx, e|
|
|
416
|
+
sx = ((view_w / 2.0) * (1 + tx / tz)).to_i
|
|
417
|
+
sprite_h = (virt_h / tz).to_i
|
|
418
|
+
draw_top = [(virt_h / 2 - sprite_h / 2), 0].max
|
|
419
|
+
draw_bot = [(virt_h / 2 + sprite_h / 2), virt_h].min
|
|
420
|
+
sprite_w = (sprite_h / 2.0).to_i
|
|
421
|
+
start_x = [sx - sprite_w / 2, 0].max
|
|
422
|
+
end_x = [sx + sprite_w / 2, view_w - 1].min
|
|
423
|
+
|
|
424
|
+
actual_h = draw_bot - draw_top
|
|
425
|
+
actual_w = end_x - start_x + 1
|
|
426
|
+
next if actual_h < 1 || actual_w < 1
|
|
427
|
+
|
|
428
|
+
fallback_color = e.sprite_id == :executor ? "100;60;200" : "220;140;30"
|
|
429
|
+
use_shape = actual_h >= 6
|
|
430
|
+
|
|
431
|
+
start_x.upto(end_x) do |c|
|
|
432
|
+
next if c < 0 || c >= view_w
|
|
433
|
+
next if dists[c] < tz
|
|
434
|
+
|
|
435
|
+
nx = (c - start_x).to_f / actual_w
|
|
436
|
+
|
|
437
|
+
r_top = (draw_top / 2.0).ceil
|
|
438
|
+
r_bot = (draw_bot / 2.0).floor
|
|
439
|
+
r_top.upto(r_bot - 1) do |r|
|
|
440
|
+
vp0 = r * 2
|
|
441
|
+
vp1 = r * 2 + 1
|
|
442
|
+
top_in = vp0 >= draw_top && vp0 < draw_bot
|
|
443
|
+
bot_in = vp1 >= draw_top && vp1 < draw_bot
|
|
444
|
+
next unless top_in || bot_in
|
|
445
|
+
|
|
446
|
+
if use_shape
|
|
447
|
+
ny0 = top_in ? (vp0 - draw_top).to_f / actual_h : nil
|
|
448
|
+
ny1 = bot_in ? (vp1 - draw_top).to_f / actual_h : nil
|
|
449
|
+
top_color = ny0 ? Sprite.for(e.sprite_id, nx, ny0) : nil
|
|
450
|
+
bot_color = ny1 ? Sprite.for(e.sprite_id, nx, ny1) : nil
|
|
451
|
+
next unless top_color || bot_color
|
|
452
|
+
|
|
453
|
+
pixels[vp0][c] = top_color if top_color
|
|
454
|
+
pixels[vp1][c] = bot_color if bot_color
|
|
455
|
+
else
|
|
456
|
+
pixels[vp0][c] = fallback_color if top_in
|
|
457
|
+
pixels[vp1][c] = fallback_color if bot_in
|
|
458
|
+
end
|
|
459
|
+
end
|
|
460
|
+
end
|
|
461
|
+
|
|
462
|
+
next unless e.max_hp > 1
|
|
463
|
+
|
|
464
|
+
bar_row = (draw_top / 2.0).ceil - 1
|
|
465
|
+
next unless bar_row >= 0 && bar_row < view_h
|
|
466
|
+
|
|
467
|
+
bar_w = [actual_w, 2].max
|
|
468
|
+
bar_sx = [sx - bar_w / 2, 0].max
|
|
469
|
+
bar_ex = [bar_sx + bar_w - 1, view_w - 1].min
|
|
470
|
+
hp_pct = e.hp.to_f / e.max_hp
|
|
471
|
+
filled = (hp_pct * (bar_ex - bar_sx + 1)).ceil
|
|
472
|
+
bar_sx.upto(bar_ex) do |c|
|
|
473
|
+
next if c < 0 || c >= view_w
|
|
474
|
+
next if dists[c] < tz
|
|
475
|
+
|
|
476
|
+
ci = c - bar_sx
|
|
477
|
+
color = ci < filled ? "0;200;0" : "200;0;0"
|
|
478
|
+
pixels[bar_row * 2][c] = color
|
|
479
|
+
pixels[bar_row * 2 + 1][c] = color
|
|
480
|
+
end
|
|
481
|
+
end
|
|
482
|
+
|
|
483
|
+
# Render weapon drops
|
|
484
|
+
drop_sprites = []
|
|
485
|
+
drops.each do |d|
|
|
486
|
+
ex = d.x - player.x
|
|
487
|
+
ey = d.y - player.y
|
|
488
|
+
tx = inv * (dy * ex - dx * ey)
|
|
489
|
+
tz = inv * (-py * ex + px * ey)
|
|
490
|
+
next if tz < 0.2
|
|
491
|
+
|
|
492
|
+
drop_sprites << [tz, tx, d]
|
|
493
|
+
end
|
|
494
|
+
drop_sprites.sort_by! { |s| -s[0] }
|
|
495
|
+
|
|
496
|
+
drop_sprites.each do |tz, tx, d|
|
|
497
|
+
sx = ((view_w / 2.0) * (1 + tx / tz)).to_i
|
|
498
|
+
sprite_h = (virt_h / tz * 0.3).to_i.clamp(2, virt_h / 2)
|
|
499
|
+
ground = (virt_h / 2 + virt_h / tz * 0.35).to_i
|
|
500
|
+
draw_bot = [ground, virt_h].min
|
|
501
|
+
draw_top = [draw_bot - sprite_h, 0].max
|
|
502
|
+
sprite_w = (sprite_h / 2.0).to_i.clamp(1, 6)
|
|
503
|
+
start_x = [sx - sprite_w / 2, 0].max
|
|
504
|
+
end_x = [sx + sprite_w / 2, view_w - 1].min
|
|
505
|
+
|
|
506
|
+
color = d.sprite_color
|
|
507
|
+
|
|
508
|
+
start_x.upto(end_x) do |c|
|
|
509
|
+
next if c < 0 || c >= view_w
|
|
510
|
+
next if dists[c] < tz
|
|
511
|
+
|
|
512
|
+
r_top = (draw_top / 2.0).ceil
|
|
513
|
+
r_bot = (draw_bot / 2.0).floor
|
|
514
|
+
r_top.upto(r_bot - 1) do |r|
|
|
515
|
+
next if r < 0 || r >= view_h
|
|
516
|
+
|
|
517
|
+
vp0 = r * 2
|
|
518
|
+
vp1 = r * 2 + 1
|
|
519
|
+
top_in = vp0 >= draw_top && vp0 < draw_bot
|
|
520
|
+
bot_in = vp1 >= draw_top && vp1 < draw_bot
|
|
521
|
+
next unless top_in || bot_in
|
|
522
|
+
|
|
523
|
+
pixels[vp0][c] = color if top_in
|
|
524
|
+
pixels[vp1][c] = color if bot_in
|
|
525
|
+
end
|
|
526
|
+
end
|
|
527
|
+
end
|
|
528
|
+
|
|
529
|
+
# Render projectiles
|
|
530
|
+
proj_sprites.sort_by! { |s| -s[0] }
|
|
531
|
+
proj_sprites.each do |tz, tx, p|
|
|
532
|
+
sx = ((view_w / 2.0) * (1 + tx / tz)).to_i
|
|
533
|
+
pw = (4.0 / tz).ceil.clamp(1, 5)
|
|
534
|
+
ph = (virt_h / tz * 0.15).ceil.clamp(2, 6)
|
|
535
|
+
vmid = virt_h / 2
|
|
536
|
+
draw_top = [(vmid - ph / 2), 0].max
|
|
537
|
+
draw_bot = [(vmid + ph / 2).clamp(draw_top + 2, virt_h), virt_h].min
|
|
538
|
+
start_x = [sx - pw / 2, 0].max
|
|
539
|
+
end_x = [sx + pw / 2, view_w - 1].min
|
|
540
|
+
col_code = p.type == :executor ? "94" : "93"
|
|
541
|
+
|
|
542
|
+
start_x.upto(end_x) do |c|
|
|
543
|
+
next if c < 0 || c >= view_w
|
|
544
|
+
next if dists[c] < tz
|
|
545
|
+
|
|
546
|
+
r_top = (draw_top / 2.0).ceil
|
|
547
|
+
r_bot = [(draw_bot / 2.0).floor, r_top + 1].max
|
|
548
|
+
r_top.upto(r_bot - 1) do |r|
|
|
549
|
+
next if r < 0 || r >= view_h
|
|
550
|
+
|
|
551
|
+
vp0 = r * 2
|
|
552
|
+
vp1 = r * 2 + 1
|
|
553
|
+
top_in = vp0 >= draw_top && vp0 < draw_bot
|
|
554
|
+
bot_in = vp1 >= draw_top && vp1 < draw_bot
|
|
555
|
+
next unless top_in || bot_in
|
|
556
|
+
|
|
557
|
+
proj_color = col_code == "94" ? "94;94;255" : "255;210;80"
|
|
558
|
+
pixels[vp0][c] = proj_color if top_in
|
|
559
|
+
pixels[vp1][c] = proj_color if bot_in
|
|
560
|
+
end
|
|
561
|
+
end
|
|
562
|
+
end
|
|
563
|
+
end
|
|
564
|
+
|
|
565
|
+
def overlay_allies_3d(pixels, view_h, view_w, dists, player, allies)
|
|
566
|
+
dx = Math.cos(player.angle)
|
|
567
|
+
dy = Math.sin(player.angle)
|
|
568
|
+
px = -dy * Math.tan(Config::FOV / 2.0)
|
|
569
|
+
py = dx * Math.tan(Config::FOV / 2.0)
|
|
570
|
+
virt_h = view_h * 2
|
|
571
|
+
inv = 1.0 / (px * dy - py * dx)
|
|
572
|
+
|
|
573
|
+
sprites = []
|
|
574
|
+
allies.each do |ally|
|
|
575
|
+
ex = ally.x - player.x
|
|
576
|
+
ey = ally.y - player.y
|
|
577
|
+
tx = inv * (dy * ex - dx * ey)
|
|
578
|
+
tz = inv * (-py * ex + px * ey)
|
|
579
|
+
next if tz < 0.2
|
|
580
|
+
|
|
581
|
+
sprites << [tz, tx, ally]
|
|
582
|
+
end
|
|
583
|
+
sprites.sort_by! { |s| -s[0] }
|
|
584
|
+
|
|
585
|
+
sprites.each do |tz, tx, ally|
|
|
586
|
+
sx = ((view_w / 2.0) * (1 + tx / tz)).to_i
|
|
587
|
+
sprite_h = (virt_h / tz).to_i
|
|
588
|
+
draw_top = [(virt_h / 2 - sprite_h / 2), 0].max
|
|
589
|
+
draw_bot = [(virt_h / 2 + sprite_h / 2), virt_h].min
|
|
590
|
+
sprite_w = (sprite_h / 2.0).to_i
|
|
591
|
+
start_x = [sx - sprite_w / 2, 0].max
|
|
592
|
+
end_x = [sx + sprite_w / 2, view_w - 1].min
|
|
593
|
+
|
|
594
|
+
actual_h = draw_bot - draw_top
|
|
595
|
+
actual_w = end_x - start_x + 1
|
|
596
|
+
next if actual_h < 1 || actual_w < 1
|
|
597
|
+
|
|
598
|
+
use_shape = actual_h >= 6
|
|
599
|
+
|
|
600
|
+
start_x.upto(end_x) do |c|
|
|
601
|
+
next if c < 0 || c >= view_w
|
|
602
|
+
next if dists[c] < tz
|
|
603
|
+
|
|
604
|
+
nx = (c - start_x).to_f / actual_w
|
|
605
|
+
r_top = (draw_top / 2.0).ceil
|
|
606
|
+
r_bot = (draw_bot / 2.0).floor
|
|
607
|
+
|
|
608
|
+
r_top.upto(r_bot - 1) do |r|
|
|
609
|
+
vp0 = r * 2
|
|
610
|
+
vp1 = r * 2 + 1
|
|
611
|
+
top_in = vp0 >= draw_top && vp0 < draw_bot
|
|
612
|
+
bot_in = vp1 >= draw_top && vp1 < draw_bot
|
|
613
|
+
next unless top_in || bot_in
|
|
614
|
+
|
|
615
|
+
if use_shape
|
|
616
|
+
ny0 = top_in ? (vp0 - draw_top).to_f / actual_h : nil
|
|
617
|
+
ny1 = bot_in ? (vp1 - draw_top).to_f / actual_h : nil
|
|
618
|
+
top_color = ny0 ? Sprite.player(nx, ny0) : nil
|
|
619
|
+
bot_color = ny1 ? Sprite.player(nx, ny1) : nil
|
|
620
|
+
next unless top_color || bot_color
|
|
621
|
+
|
|
622
|
+
pixels[vp0][c] = top_color if top_color
|
|
623
|
+
pixels[vp1][c] = bot_color if bot_color
|
|
624
|
+
else
|
|
625
|
+
pixels[vp0][c] = "70;210;255" if top_in
|
|
626
|
+
pixels[vp1][c] = "70;210;255" if bot_in
|
|
627
|
+
end
|
|
628
|
+
end
|
|
629
|
+
end
|
|
630
|
+
|
|
631
|
+
bar_row = (draw_top / 2.0).ceil - 1
|
|
632
|
+
next unless bar_row >= 0 && bar_row < view_h
|
|
633
|
+
|
|
634
|
+
bar_w = [actual_w, 2].max
|
|
635
|
+
bar_sx = [sx - bar_w / 2, 0].max
|
|
636
|
+
bar_ex = [bar_sx + bar_w - 1, view_w - 1].min
|
|
637
|
+
total = ally.shield + ally.health
|
|
638
|
+
max_total = Config::SHIELD_MAX + Config::HEALTH_MAX
|
|
639
|
+
hp_pct = total.to_f / max_total
|
|
640
|
+
filled = (hp_pct * (bar_ex - bar_sx + 1)).ceil
|
|
641
|
+
bar_sx.upto(bar_ex) do |c|
|
|
642
|
+
next if c < 0 || c >= view_w
|
|
643
|
+
next if dists[c] < tz
|
|
644
|
+
|
|
645
|
+
ci = c - bar_sx
|
|
646
|
+
color = ci < filled ? "0;180;255" : "80;20;20"
|
|
647
|
+
pixels[bar_row * 2][c] = color
|
|
648
|
+
pixels[bar_row * 2 + 1][c] = color
|
|
649
|
+
end
|
|
650
|
+
end
|
|
651
|
+
end
|
|
652
|
+
|
|
653
|
+
def overlay_damage_flash(pixels, view_h, view_w, player)
|
|
654
|
+
return unless player.damage_flash > 0
|
|
655
|
+
|
|
656
|
+
intensity = player.damage_flash * 60
|
|
657
|
+
flash_w = 2
|
|
658
|
+
color = "#{intensity};0;0"
|
|
659
|
+
|
|
660
|
+
view_h.times do |r|
|
|
661
|
+
vp0 = r * 2
|
|
662
|
+
vp1 = vp0 + 1
|
|
663
|
+
flash_w.times do |offset|
|
|
664
|
+
left = offset
|
|
665
|
+
right = view_w - flash_w + offset
|
|
666
|
+
pixels[vp0][left] = color if left.between?(0, view_w - 1)
|
|
667
|
+
pixels[vp1][left] = color if left.between?(0, view_w - 1)
|
|
668
|
+
pixels[vp0][right] = color if right.between?(0, view_w - 1)
|
|
669
|
+
pixels[vp1][right] = color if right.between?(0, view_w - 1)
|
|
670
|
+
end
|
|
671
|
+
end
|
|
672
|
+
end
|
|
673
|
+
|
|
674
|
+
def render_crosshair(buf, view_h, view_w, cols, player)
|
|
675
|
+
cr = 3 + (view_h / 2)
|
|
676
|
+
cc = view_w / 2 + 1
|
|
677
|
+
buf << "\e[#{cr};#{cc}H\e[97m+\e[0m"
|
|
678
|
+
|
|
679
|
+
return unless player.fire_flash > 0
|
|
680
|
+
|
|
681
|
+
hw = [player.fire_flash * 4, view_w / 4].min
|
|
682
|
+
fs = [cc - hw, 1].max
|
|
683
|
+
fe = [cc + hw, cols].min
|
|
684
|
+
buf << "\e[#{cr};#{fs}H\e[93m#{"*" * (fe - fs + 1)}\e[0m"
|
|
685
|
+
end
|
|
686
|
+
|
|
687
|
+
def bg_only?(color)
|
|
688
|
+
color.is_a?(Integer)
|
|
689
|
+
end
|
|
690
|
+
|
|
691
|
+
def ansi_fg(color)
|
|
692
|
+
if color.is_a?(Integer)
|
|
693
|
+
"\e[38;5;#{color}m"
|
|
694
|
+
else
|
|
695
|
+
"\e[38;2;#{color}m"
|
|
696
|
+
end
|
|
697
|
+
end
|
|
698
|
+
|
|
699
|
+
def ansi_bg(color)
|
|
700
|
+
if color.is_a?(Integer)
|
|
701
|
+
"\e[48;5;#{color}m"
|
|
702
|
+
else
|
|
703
|
+
"\e[48;2;#{color}m"
|
|
704
|
+
end
|
|
705
|
+
end
|
|
706
|
+
end
|
|
707
|
+
end
|