turtlegame/src/game.rs

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use crate::{
activities::{house, overworld, Activity},
assets::Assets,
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State
};
use comfy::{EngineContext, Vec2};
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use std::{
ops::{Add, Sub},
time::Instant
};
#[derive(Debug)]
pub struct Ghost {
/// Current electric charge of the Ghost.
pub charge: f32,
/// Max electric charge of the Ghost.
pub max_charge: f32,
/// The position of the ghost in the overworld. Expressed in tile coordinates, but
/// as a float as a ghost takes more than one tick to move.
pub overworld_pos: Vec2,
/// Pending movement of the ghost in the overworld.
pub overworld_movement_pending: Vec2,
/// The current movement speed of the ghost in tiles/sec.
pub overworld_movement_speed: f32,
/// The timestamp of the last overworld position update.
pub overworld_pos_last_update: Instant
}
impl Ghost {
pub fn update_overworld_pos(&mut self, now: Instant) {
// This calculation is extremely simplistic. It will not work properly if both
// x and y of movement_pending are non-zero. But we only move left,right,up,down
// so that should never happen!
let secs = now
.duration_since(self.overworld_pos_last_update)
.as_secs_f32();
let mut movement = self.overworld_movement_pending.signum()
* self.overworld_movement_speed
* secs;
// limit the movement to the remaining movement
if self.overworld_movement_pending.x.abs() < movement.x.abs() {
movement.x = self.overworld_movement_pending.x;
}
if self.overworld_movement_pending.y.abs() < movement.y.abs() {
movement.y = self.overworld_movement_pending.y;
}
// execute the movement
self.overworld_pos += movement;
self.overworld_movement_pending -= movement;
self.overworld_pos_last_update = now;
}
}
impl Default for Ghost {
fn default() -> Self {
Self {
charge: 1000.0,
max_charge: 1000.0,
overworld_pos: Vec2::ZERO,
overworld_movement_pending: Vec2::ZERO,
overworld_movement_speed: 0.0,
overworld_pos_last_update: Instant::now()
}
}
}
#[repr(i32)]
pub enum ZLayer {
HumanLayer = -8,
MagneticLayer = -5,
ElectricLayer = -2,
MapMax = -1,
Human = 0,
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Ghost = 1,
UI = 100
}
impl From<ZLayer> for i32 {
fn from(value: ZLayer) -> Self {
// safe because #[repr(i32)]
value as i32
}
}
impl Sub<i32> for ZLayer {
type Output = i32;
fn sub(self, other: i32) -> Self::Output {
i32::from(self) - other
}
}
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impl Add<i32> for ZLayer {
type Output = i32;
fn add(self, other: i32) -> Self::Output {
i32::from(self) + other
}
}
pub fn setup(_state: &mut State, ctx: &mut EngineContext<'_>) {
Assets::load(ctx);
//house::setup(state, ctx);
}
/// The amount of energy a ghost consumes idle.
pub const GHOST_DISCHARGE_RATE: f32 = 70.0;
/// The amount of energy additionally consumed by a moving ghost.
pub const GHOST_DISCHARGE_RATE_MOVEMENT: f32 = 70.0;
/// The amount of energy a house consumes idle.
pub const HOUSE_DISCHARGE_RATE: f32 = 30.0;
/// The amount of energy a ghost can charge when inside a house.
pub const GHOST_CHARGE_RATE: f32 = 200.0;
pub fn update(state: &mut State, ctx: &mut EngineContext<'_>) {
// Update the score. It's based on time.
state.score += ctx.delta * 10.0;
// Update the currently active activity.
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match state.activity {
Activity::House(_) => house::update(state, ctx),
Activity::Overworld => overworld::update(state, ctx)
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}
// We update the charge of houses here - the charge will always decrease, even if the
// house is not the current activity.
for (house_pos, house) in &mut state.houses {
house.charge -= ctx.delta * HOUSE_DISCHARGE_RATE;
match state.activity {
Activity::House(pos) if *house_pos == pos => {
// The ghost is currently inside the house. Increase its discarge rate.
house.charge -= ctx.delta * GHOST_DISCHARGE_RATE;
if house.charge < 0.0 {
state.ghost.charge += house.charge;
house.charge = 0.0;
}
// And possibly also charge the ghost when inside a house.
if state.ghost.charge < state.ghost.max_charge {
let charge_transfer = (ctx.delta * GHOST_CHARGE_RATE)
.min(state.ghost.max_charge - state.ghost.charge)
.min(house.charge);
state.ghost.charge += charge_transfer;
house.charge -= charge_transfer;
}
},
_ => {}
}
}
// Make sure the ghost's charge never drops below 0.
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state.ghost.charge = state.ghost.charge.max(0.0);
}
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pub fn draw(state: &State, engine: &EngineContext<'_>) {
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match state.activity {
Activity::House(_) => house::draw(state, engine),
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Activity::Overworld => overworld::draw(state, engine)
}
crate::ui::draw(state, engine);
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}