2024-07-07 11:54:42 +00:00
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mod furniture;
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2024-07-06 17:59:56 +00:00
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mod grid;
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mod player;
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2024-07-07 11:54:42 +00:00
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mod room;
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2024-07-06 17:59:56 +00:00
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2024-07-07 11:54:42 +00:00
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use self::{grid::Grid, player::Player, room::Room};
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use crate::State;
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use comfy::{error, EngineContext};
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2024-07-06 17:59:56 +00:00
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2024-07-07 11:54:42 +00:00
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#[derive(Debug)]
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2024-07-06 17:59:56 +00:00
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pub struct HouseState {
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2024-07-07 11:54:42 +00:00
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room: Room,
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//grid: Grid,
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2024-07-06 17:59:56 +00:00
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player: Player
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}
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2024-07-07 11:54:42 +00:00
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impl HouseState {
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pub fn generate_new_house(ctx: &mut EngineContext<'_>) -> Self {
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let room = Room::new(ctx);
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let player = Player::new(&room);
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HouseState { room, player }
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2024-07-07 11:21:08 +00:00
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}
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2024-07-06 17:59:56 +00:00
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}
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2024-07-07 11:54:42 +00:00
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pub fn draw(state: &State, _ctx: &comfy::EngineContext<'_>) {
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let Some(house) = state.house() else {
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error!("How can I render a house when I'm not in one?!?");
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return;
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};
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//Draw House
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house.room.draw();
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//Draw Grid
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//state.house.grid.draw();
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//Draw Player
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house.player.draw();
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}
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pub fn update(state: &mut State, ctx: &mut comfy::EngineContext<'_>) {
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let house = state.house_mut(ctx);
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house.player.update(&house.room.grid);
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if house.player.is_moving_to_right_room(&house.room) {
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house.room = Room::new(ctx);
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house.player.reset_on_room(&house.room, true);
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} else if house.player.is_moving_to_left_room(&house.room) {
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house.room = Room::new(ctx);
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house.player.reset_on_room(&house.room, false);
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}
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2024-07-06 17:59:56 +00:00
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}
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