turtlegame/src/activities/house/mod.rs

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mod furniture;
mod grid;
mod player;
mod room;
use comfy::{random_i32, EngineContext};
use grid::Grid;
use log::error;
use player::Player;
use room::Room;
const MAX_ROOMS: i32 = 6;
#[derive(Debug)]
pub struct HouseState {
current_room_id: usize,
room_count: usize,
rooms: Vec<Room>,
//grid: Grid,
player: Player,
human_layer: bool //Human, magnetic, electric
}
impl HouseState {
pub fn generate_new_house(ctx: &mut EngineContext<'_>) -> Self {
let room_count = random_i32(2, MAX_ROOMS) as usize;
let mut rooms = Vec::new();
for _ in 0 .. room_count {
rooms.push(Room::new(ctx));
}
let player = Player::new(rooms.first().unwrap());
HouseState {
current_room_id: 0,
room_count,
rooms,
player,
human_layer: false
}
}
}
pub fn draw(state: &crate::State, _ctx: &comfy::EngineContext<'_>) {
let Some(house) = state.house() else {
error!("How can I render a house when I'm not in one?!?");
return;
};
//Draw House
house
.rooms
.get(house.current_room_id)
.unwrap()
.draw(house.human_layer, house.player.can_see_metal(0.1));
//Draw Grid
//state.house.grid.draw();
//Draw Player
house.player.draw();
}
pub fn update(state: &mut crate::State, ctx: &mut comfy::EngineContext<'_>) {
let house = state.house_mut(ctx);
let current_room = house.rooms.get(house.current_room_id).unwrap();
house.player.update(&current_room.grid);
if house.player.is_moving_to_right_room(current_room) {
if house.current_room_id < (house.room_count - 1) {
house.current_room_id += 1;
let current_room = house.rooms.get(house.current_room_id).unwrap();
house.player.reset_on_room(current_room, true);
} else {
house.player.reset_on_room(current_room, false);
}
} else if house.player.is_moving_to_left_room(current_room) {
if house.current_room_id > 0 {
house.current_room_id -= 1;
let current_room = house.rooms.get(house.current_room_id).unwrap();
house.player.reset_on_room(current_room, false);
} else {
house.player.reset_on_room(current_room, true);
}
}
}