enemy as player
This commit is contained in:
457
bomberman.rb
457
bomberman.rb
@@ -16,16 +16,29 @@ EMPTY = 0
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SOLID_WALL = 1
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BREAKABLE_WALL = 2
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# player (grid position and pixel position for animation)
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$player = {
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gridX: 1,
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gridY: 1,
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pixelX: 16,
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pixelY: 16,
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moving: false,
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maxBombs: 1,
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activeBombs: 0
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}
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# create a new player/enemy entity
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def create_player(gridX, gridY, color, is_ai = false)
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{
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gridX: gridX,
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gridY: gridY,
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pixelX: gridX * TILE_SIZE,
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pixelY: gridY * TILE_SIZE,
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moving: false,
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maxBombs: 1,
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activeBombs: 0,
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color: color,
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is_ai: is_ai,
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moveTimer: 0,
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bombCooldown: 0,
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spawnX: gridX,
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spawnY: gridY
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}
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end
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# players array (first is human, rest are AI)
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$players = []
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$players << create_player(1, 1, 12, false) # human player (blue)
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$players << create_player(13, 7, 2, true) # AI enemy (red)
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# powerups (extra bombs hidden under breakable walls)
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$powerups = []
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@@ -34,16 +47,6 @@ $powerups = []
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$bombs = []
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$explosions = []
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# enemy (grid position and pixel position for animation)
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$enemy = {
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gridX: 13,
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gridY: 7,
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pixelX: 208,
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pixelY: 112,
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moving: false,
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moveTimer: 0
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}
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# animation speed (pixels per frame)
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MOVE_SPEED = 2
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@@ -77,18 +80,14 @@ init_powerups
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def TIC
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cls(0)
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# handle player movement
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update_player
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# update all players
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$players.each do |player|
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update_player_movement(player)
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# place bomb (only if we have available bombs)
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if btnp(4) && $player[:activeBombs] < $player[:maxBombs]
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bombX = $player[:gridX] * TILE_SIZE
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bombY = $player[:gridY] * TILE_SIZE
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# check if there's already a bomb at this position
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already_bomb = $bombs.any? { |b| b[:x] == bombX && b[:y] == bombY }
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unless already_bomb
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$bombs << { x: bombX, y: bombY, timer: BOMB_TIMER }
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$player[:activeBombs] += 1
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if player[:is_ai]
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update_ai(player)
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else
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handle_human_input(player)
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end
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end
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@@ -98,7 +97,7 @@ def TIC
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if bomb[:timer] <= 0
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explode(bomb[:x], bomb[:y])
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$bombs.delete(bomb)
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$player[:activeBombs] -= 1
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bomb[:owner][:activeBombs] -= 1 if bomb[:owner]
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end
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end
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@@ -127,18 +126,19 @@ def TIC
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if $map[pw[:gridY]][pw[:gridX]] == EMPTY
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drawX = pw[:gridX] * TILE_SIZE
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drawY = pw[:gridY] * TILE_SIZE
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# draw bomb powerup as small circle with B
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rect(drawX + 3, drawY + 3, 10, 10, 6)
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print("B", drawX + 5, drawY + 5, 0)
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end
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end
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# check powerup pickup
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$powerups.reverse_each do |pw|
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if $map[pw[:gridY]][pw[:gridX]] == EMPTY &&
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$player[:gridX] == pw[:gridX] && $player[:gridY] == pw[:gridY]
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$player[:maxBombs] += 1
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$powerups.delete(pw)
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# check powerup pickup for all players
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$players.each do |player|
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$powerups.reverse_each do |pw|
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if $map[pw[:gridY]][pw[:gridX]] == EMPTY &&
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player[:gridX] == pw[:gridX] && player[:gridY] == pw[:gridY]
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player[:maxBombs] += 1
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$powerups.delete(pw)
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end
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end
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end
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@@ -152,125 +152,310 @@ def TIC
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rect(expl[:x], expl[:y], TILE_SIZE, TILE_SIZE, 6)
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end
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# update enemy
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update_enemy
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# draw all players
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$players.each do |player|
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rect(player[:pixelX] + 2, player[:pixelY] + 2, PLAYER_SIZE, PLAYER_SIZE, player[:color])
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end
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# draw player (centered in tile)
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rect($player[:pixelX] + 2, $player[:pixelY] + 2, PLAYER_SIZE, PLAYER_SIZE, 12)
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# draw enemy (centered in tile)
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rect($enemy[:pixelX] + 2, $enemy[:pixelY] + 2, PLAYER_SIZE, PLAYER_SIZE, 2)
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# check player death by explosion (grid-based)
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$explosions.each do |expl|
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explGridX = (expl[:x] / TILE_SIZE).floor
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explGridY = (expl[:y] / TILE_SIZE).floor
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if $player[:gridX] == explGridX && $player[:gridY] == explGridY
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reset_player
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# check death by explosion for all players
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$players.each do |player|
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$explosions.each do |expl|
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explGridX = (expl[:x] / TILE_SIZE).floor
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explGridY = (expl[:y] / TILE_SIZE).floor
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if player[:gridX] == explGridX && player[:gridY] == explGridY
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reset_player_entity(player)
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end
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end
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end
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# check player death by enemy (grid-based)
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if $player[:gridX] == $enemy[:gridX] && $player[:gridY] == $enemy[:gridY]
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reset_player
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end
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# check enemy death by explosion (grid-based)
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$explosions.each do |expl|
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explGridX = (expl[:x] / TILE_SIZE).floor
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explGridY = (expl[:y] / TILE_SIZE).floor
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if $enemy[:gridX] == explGridX && $enemy[:gridY] == explGridY
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reset_enemy
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# check human player death by touching AI enemy
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human = $players[0]
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$players.each do |player|
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if player[:is_ai] && human[:gridX] == player[:gridX] && human[:gridY] == player[:gridY]
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reset_player_entity(human)
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end
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end
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print("ARROWS:MOVE A:BOMB", 50, 2, 15)
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available = $player[:maxBombs] - $player[:activeBombs]
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print("BOMBS:#{available}/#{$player[:maxBombs]}", 170, 2, 11)
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human = $players[0]
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available = human[:maxBombs] - human[:activeBombs]
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print("BOMBS:#{available}/#{human[:maxBombs]}", 170, 2, 11)
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end
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def update_player
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targetX = $player[:gridX] * TILE_SIZE
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targetY = $player[:gridY] * TILE_SIZE
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# common movement animation for all players
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def update_player_movement(player)
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targetX = player[:gridX] * TILE_SIZE
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targetY = player[:gridY] * TILE_SIZE
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# animate toward target position
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if $player[:pixelX] < targetX
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$player[:pixelX] = [$player[:pixelX] + MOVE_SPEED, targetX].min
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$player[:moving] = true
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elsif $player[:pixelX] > targetX
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$player[:pixelX] = [$player[:pixelX] - MOVE_SPEED, targetX].max
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$player[:moving] = true
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elsif $player[:pixelY] < targetY
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$player[:pixelY] = [$player[:pixelY] + MOVE_SPEED, targetY].min
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$player[:moving] = true
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elsif $player[:pixelY] > targetY
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$player[:pixelY] = [$player[:pixelY] - MOVE_SPEED, targetY].max
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$player[:moving] = true
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if player[:pixelX] < targetX
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player[:pixelX] = [player[:pixelX] + MOVE_SPEED, targetX].min
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player[:moving] = true
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elsif player[:pixelX] > targetX
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player[:pixelX] = [player[:pixelX] - MOVE_SPEED, targetX].max
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player[:moving] = true
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elsif player[:pixelY] < targetY
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player[:pixelY] = [player[:pixelY] + MOVE_SPEED, targetY].min
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player[:moving] = true
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elsif player[:pixelY] > targetY
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player[:pixelY] = [player[:pixelY] - MOVE_SPEED, targetY].max
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player[:moving] = true
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else
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$player[:moving] = false
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player[:moving] = false
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end
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# only accept input when not moving
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return if $player[:moving]
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player[:bombCooldown] -= 1 if player[:bombCooldown] > 0
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end
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newGridX = $player[:gridX]
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newGridY = $player[:gridY]
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# handle human player input
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def handle_human_input(player)
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return if player[:moving]
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newGridX = player[:gridX]
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newGridY = player[:gridY]
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if btn(0)
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newGridY = $player[:gridY] - 1
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newGridY = player[:gridY] - 1
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elsif btn(1)
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newGridY = $player[:gridY] + 1
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newGridY = player[:gridY] + 1
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elsif btn(2)
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newGridX = $player[:gridX] - 1
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newGridX = player[:gridX] - 1
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elsif btn(3)
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newGridX = $player[:gridX] + 1
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newGridX = player[:gridX] + 1
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end
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# check if new grid position is valid
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if can_move_to?(newGridX, newGridY)
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$player[:gridX] = newGridX
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$player[:gridY] = newGridY
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player[:gridX] = newGridX
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player[:gridY] = newGridY
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end
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# place bomb
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if btnp(4)
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place_bomb(player)
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end
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end
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def update_enemy
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targetX = $enemy[:gridX] * TILE_SIZE
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targetY = $enemy[:gridY] * TILE_SIZE
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# AI player logic
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def update_ai(player)
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return if player[:moving]
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# animate toward target position
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if $enemy[:pixelX] < targetX
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$enemy[:pixelX] = [$enemy[:pixelX] + MOVE_SPEED, targetX].min
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$enemy[:moving] = true
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elsif $enemy[:pixelX] > targetX
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$enemy[:pixelX] = [$enemy[:pixelX] - MOVE_SPEED, targetX].max
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$enemy[:moving] = true
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elsif $enemy[:pixelY] < targetY
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$enemy[:pixelY] = [$enemy[:pixelY] + MOVE_SPEED, targetY].min
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$enemy[:moving] = true
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elsif $enemy[:pixelY] > targetY
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$enemy[:pixelY] = [$enemy[:pixelY] - MOVE_SPEED, targetY].max
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$enemy[:moving] = true
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player[:moveTimer] += 1
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return if player[:moveTimer] < 20
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player[:moveTimer] = 0
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# check if in danger
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danger_dir = get_escape_direction(player[:gridX], player[:gridY])
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if danger_dir
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newGridX = player[:gridX] + danger_dir[0]
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newGridY = player[:gridY] + danger_dir[1]
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if can_move_to?(newGridX, newGridY) && !is_dangerous?(newGridX, newGridY)
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player[:gridX] = newGridX
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player[:gridY] = newGridY
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else
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try_escape_any_direction(player)
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end
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else
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$enemy[:moving] = false
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ai_move_and_bomb(player)
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end
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end
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# check if a position is dangerous (bomb blast zone or explosion)
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def is_dangerous?(gridX, gridY)
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# check explosions
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$explosions.each do |expl|
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explGridX = (expl[:x] / TILE_SIZE).floor
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explGridY = (expl[:y] / TILE_SIZE).floor
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return true if gridX == explGridX && gridY == explGridY
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end
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# only move when animation is complete
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return if $enemy[:moving]
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# check bombs and their blast zones
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$bombs.each do |bomb|
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bombGridX = (bomb[:x] / TILE_SIZE).floor
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bombGridY = (bomb[:y] / TILE_SIZE).floor
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$enemy[:moveTimer] += 1
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return if $enemy[:moveTimer] < 30
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# bomb position
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return true if gridX == bombGridX && gridY == bombGridY
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$enemy[:moveTimer] = 0
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# horizontal blast zone
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if gridY == bombGridY
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if (gridX - bombGridX).abs <= 1
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# check if wall blocks the blast
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if gridX < bombGridX
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return true if $map[gridY][gridX + 1] != SOLID_WALL
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elsif gridX > bombGridX
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return true if $map[gridY][gridX - 1] != SOLID_WALL
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end
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end
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end
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# pick random direction
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# vertical blast zone
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if gridX == bombGridX
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if (gridY - bombGridY).abs <= 1
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# check if wall blocks the blast
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if gridY < bombGridY
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return true if $map[gridY + 1][gridX] != SOLID_WALL
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elsif gridY > bombGridY
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return true if $map[gridY - 1][gridX] != SOLID_WALL
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end
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end
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end
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end
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false
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end
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# find escape direction away from danger
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def get_escape_direction(gridX, gridY)
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return nil unless is_dangerous?(gridX, gridY)
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# find direction away from nearest bomb
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$bombs.each do |bomb|
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bombGridX = (bomb[:x] / TILE_SIZE).floor
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bombGridY = (bomb[:y] / TILE_SIZE).floor
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# if on same row as bomb, move vertically
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if gridY == bombGridY && (gridX - bombGridX).abs <= 1
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return [0, -1] if can_move_to?(gridX, gridY - 1) && !is_dangerous?(gridX, gridY - 1)
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return [0, 1] if can_move_to?(gridX, gridY + 1) && !is_dangerous?(gridX, gridY + 1)
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end
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# if on same column as bomb, move horizontally
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if gridX == bombGridX && (gridY - bombGridY).abs <= 1
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return [-1, 0] if can_move_to?(gridX - 1, gridY) && !is_dangerous?(gridX - 1, gridY)
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return [1, 0] if can_move_to?(gridX + 1, gridY) && !is_dangerous?(gridX + 1, gridY)
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end
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end
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nil
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end
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# try to escape in any safe direction
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def try_escape_any_direction(player)
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dirs = [[0, -1], [0, 1], [-1, 0], [1, 0]].shuffle
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dirs.each do |dir|
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newX = player[:gridX] + dir[0]
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newY = player[:gridY] + dir[1]
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if can_move_to?(newX, newY) && !is_dangerous?(newX, newY)
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player[:gridX] = newX
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player[:gridY] = newY
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return
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end
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end
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end
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# escape immediately after placing bomb
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def escape_from_own_bomb(player)
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dirs = [[0, -1], [0, 1], [-1, 0], [1, 0]].shuffle
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dirs.each do |dir|
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newX = player[:gridX] + dir[0]
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newY = player[:gridY] + dir[1]
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if can_move_to?(newX, newY)
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player[:gridX] = newX
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player[:gridY] = newY
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return
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end
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end
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end
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# check if there's a breakable wall adjacent to position
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def has_adjacent_breakable_wall?(gridX, gridY)
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dirs = [[0, -1], [0, 1], [-1, 0], [1, 0]]
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dir = rand(4)
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newGridX = $enemy[:gridX] + dirs[dir][0]
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newGridY = $enemy[:gridY] + dirs[dir][1]
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dirs.each do |dir|
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checkX = gridX + dir[0]
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checkY = gridY + dir[1]
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if checkX >= 0 && checkX <= 14 && checkY >= 0 && checkY <= 8
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return true if $map[checkY][checkX] == BREAKABLE_WALL
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end
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end
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false
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end
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if can_move_to?(newGridX, newGridY)
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$enemy[:gridX] = newGridX
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$enemy[:gridY] = newGridY
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# check if enemy has a safe escape route after placing bomb
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def has_escape_route?(gridX, gridY)
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dirs = [[0, -1], [0, 1], [-1, 0], [1, 0]]
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dirs.each do |dir|
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newX = gridX + dir[0]
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newY = gridY + dir[1]
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# check if can move there and it's not in bomb blast zone
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if can_move_to?(newX, newY)
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# check one more step for safety
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dirs.each do |dir2|
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safeX = newX + dir2[0]
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safeY = newY + dir2[1]
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if can_move_to?(safeX, safeY)
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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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false
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end
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# place bomb for any player
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def place_bomb(player)
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return if player[:activeBombs] >= player[:maxBombs]
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bombX = player[:gridX] * TILE_SIZE
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bombY = player[:gridY] * TILE_SIZE
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already_bomb = $bombs.any? { |b| b[:x] == bombX && b[:y] == bombY }
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unless already_bomb
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$bombs << { x: bombX, y: bombY, timer: BOMB_TIMER, owner: player }
|
||||
player[:activeBombs] += 1
|
||||
end
|
||||
end
|
||||
|
||||
# AI movement and bombing logic
|
||||
def ai_move_and_bomb(player)
|
||||
# find nearest human player to chase
|
||||
human = $players.find { |p| !p[:is_ai] }
|
||||
return unless human
|
||||
|
||||
dx = human[:gridX] - player[:gridX]
|
||||
dy = human[:gridY] - player[:gridY]
|
||||
dist = dx.abs + dy.abs
|
||||
|
||||
# decide if should place bomb
|
||||
should_bomb = false
|
||||
should_bomb = true if dist <= 2
|
||||
should_bomb = true if has_adjacent_breakable_wall?(player[:gridX], player[:gridY])
|
||||
|
||||
# place bomb if should and can
|
||||
if should_bomb && player[:activeBombs] < player[:maxBombs] && player[:bombCooldown] <= 0
|
||||
if has_escape_route?(player[:gridX], player[:gridY])
|
||||
place_bomb(player)
|
||||
player[:bombCooldown] = 90
|
||||
escape_from_own_bomb(player)
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
# move toward human player
|
||||
dirs = []
|
||||
|
||||
if dx > 0
|
||||
dirs << [1, 0]
|
||||
elsif dx < 0
|
||||
dirs << [-1, 0]
|
||||
end
|
||||
|
||||
if dy > 0
|
||||
dirs << [0, 1]
|
||||
elsif dy < 0
|
||||
dirs << [0, -1]
|
||||
end
|
||||
|
||||
dirs += [[0, -1], [0, 1], [-1, 0], [1, 0]].shuffle
|
||||
|
||||
dirs.each do |dir|
|
||||
newGridX = player[:gridX] + dir[0]
|
||||
newGridY = player[:gridY] + dir[1]
|
||||
if can_move_to?(newGridX, newGridY) && !is_dangerous?(newGridX, newGridY)
|
||||
player[:gridX] = newGridX
|
||||
player[:gridY] = newGridY
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -280,22 +465,16 @@ def can_move_to?(gridX, gridY)
|
||||
true
|
||||
end
|
||||
|
||||
def reset_player
|
||||
$player[:gridX] = 1
|
||||
$player[:gridY] = 1
|
||||
$player[:pixelX] = 16
|
||||
$player[:pixelY] = 16
|
||||
$player[:moving] = false
|
||||
$player[:maxBombs] = 1
|
||||
$player[:activeBombs] = 0
|
||||
end
|
||||
|
||||
def reset_enemy
|
||||
$enemy[:gridX] = 13
|
||||
$enemy[:gridY] = 7
|
||||
$enemy[:pixelX] = 208
|
||||
$enemy[:pixelY] = 112
|
||||
$enemy[:moving] = false
|
||||
# reset any player to spawn position
|
||||
def reset_player_entity(player)
|
||||
player[:gridX] = player[:spawnX]
|
||||
player[:gridY] = player[:spawnY]
|
||||
player[:pixelX] = player[:spawnX] * TILE_SIZE
|
||||
player[:pixelY] = player[:spawnY] * TILE_SIZE
|
||||
player[:moving] = false
|
||||
player[:maxBombs] = 1
|
||||
player[:activeBombs] = 0
|
||||
player[:bombCooldown] = 0
|
||||
end
|
||||
|
||||
def explode(bombX, bombY)
|
||||
|
||||
Reference in New Issue
Block a user