energie lost overworld
This commit is contained in:
parent
b9e065058f
commit
2354e34142
3 changed files with 37 additions and 11 deletions
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@ -1,6 +1,6 @@
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use crate::{activities::Activity, game::ZLayer, State};
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use crate::{activities::Activity, game::ZLayer, State};
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use comfy::{
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use comfy::{
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draw_circle, draw_rect_outline, draw_sprite, error, info, is_key_down,
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delta, draw_circle, draw_rect_outline, draw_sprite, error, info, is_key_down,
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main_camera_mut, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE
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main_camera_mut, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE
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};
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};
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use std::time::Instant;
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use std::time::Instant;
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@ -27,7 +27,7 @@ pub fn draw(state: &crate::State, _engine: &comfy::EngineContext<'_>) {
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draw_circle(state.ghost.overworld_pos, 0.5, RED, ZLayer::Ghost.into());
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draw_circle(state.ghost.overworld_pos, 0.5, RED, ZLayer::Ghost.into());
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}
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}
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fn update_move_player(state: &mut State, ctx: &mut EngineContext<'_>) {
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fn update_move_player(state: &mut State, _ctx: &mut EngineContext<'_>) {
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let now = Instant::now();
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let now = Instant::now();
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// Are there any pending position updates? If so, we ignore all user input and execute
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// Are there any pending position updates? If so, we ignore all user input and execute
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@ -174,6 +174,15 @@ pub fn update(state: &mut State, ctx: &mut EngineContext<'_>) {
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}
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}
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}
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}
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// energie lost
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{
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let ghost = &mut state.ghost;
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ghost.charge -= 70.0 * ctx.delta;
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if ghost.overworld_movement_pending != Vec2::ZERO {
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ghost.charge -= 70.0 * ctx.delta;
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}
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}
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// generate more chunks if needed
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// generate more chunks if needed
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{
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{
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let half_viewport = (camera.world_viewport() * 0.5 + 3.0).as_ivec2();
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let half_viewport = (camera.world_viewport() * 0.5 + 3.0).as_ivec2();
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19
src/game.rs
19
src/game.rs
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@ -4,7 +4,10 @@ use crate::{
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State
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State
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};
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};
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use comfy::{EngineContext, Vec2};
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use comfy::{EngineContext, Vec2};
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use std::{ops::Sub, time::Instant};
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use std::{
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ops::{Add, Sub},
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time::Instant
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};
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#[derive(Debug)]
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#[derive(Debug)]
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pub struct Ghost {
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pub struct Ghost {
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@ -71,7 +74,8 @@ pub enum ZLayer {
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ElectricLayer = -2,
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ElectricLayer = -2,
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MapMax = -1,
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MapMax = -1,
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Human = 0,
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Human = 0,
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Ghost = 1
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Ghost = 1,
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UI = 100
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}
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}
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impl From<ZLayer> for i32 {
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impl From<ZLayer> for i32 {
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@ -89,7 +93,15 @@ impl Sub<i32> for ZLayer {
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}
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}
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}
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}
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pub fn setup(state: &mut State, ctx: &mut EngineContext<'_>) {
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impl Add<i32> for ZLayer {
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type Output = i32;
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fn add(self, other: i32) -> Self::Output {
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i32::from(self) + other
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}
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}
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pub fn setup(_state: &mut State, ctx: &mut EngineContext<'_>) {
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Assets::load(ctx);
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Assets::load(ctx);
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//house::setup(state, ctx);
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//house::setup(state, ctx);
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@ -101,6 +113,7 @@ pub fn update(state: &mut State, engine: &mut EngineContext<'_>) {
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Activity::House(_) => house::update(state, engine),
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Activity::House(_) => house::update(state, engine),
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Activity::Overworld => overworld::update(state, engine)
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Activity::Overworld => overworld::update(state, engine)
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}
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}
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state.ghost.charge = state.ghost.charge.max(0.0);
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}
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}
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pub fn draw(state: &State, engine: &EngineContext<'_>) {
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pub fn draw(state: &State, engine: &EngineContext<'_>) {
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14
src/ui.rs
14
src/ui.rs
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@ -1,7 +1,7 @@
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use crate::State;
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use crate::{game::ZLayer, State};
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use comfy::{
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use comfy::{
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draw_rect, draw_rect_outline, egui, screen_height, screen_to_world, screen_width,
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draw_rect, draw_rect_outline, egui, screen_height, screen_to_world, screen_width,
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EngineContext, Vec2, BLUE, RED, WHITE
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EngineContext, Vec2, BLACK, BLUE, RED, WHITE
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};
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};
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use egui::widget_text::RichText;
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use egui::widget_text::RichText;
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@ -18,16 +18,20 @@ pub fn draw_batterie(state: &State, _engine: &EngineContext<'_>) {
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let ghost = &state.ghost;
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let ghost = &state.ghost;
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let percent = ghost.charge / ghost.max_charge;
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let percent = ghost.charge / ghost.max_charge;
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let mut size = section_size;
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let mut size = section_size;
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size.y = section_size.y * section_count as f32 * percent;
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size.y = section_size.y * section_count as f32;
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let mut position = start_positon;
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let mut position = start_positon;
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position.y += 0.5 * -section_size.y + 0.5 * size.y;
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position.y += 0.5 * -section_size.y + 0.5 * size.y;
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draw_rect(position, size, BLUE, 100);
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draw_rect(position, size, BLACK, ZLayer::UI.into());
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size.y *= percent;
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let mut position = start_positon;
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position.y += 0.5 * -section_size.y + 0.5 * size.y;
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draw_rect(position, size, BLUE, ZLayer::UI + 1);
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}
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}
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// draw sections
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// draw sections
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for i in 0 .. section_count {
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for i in 0 .. section_count {
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let mut position = start_positon;
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let mut position = start_positon;
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position.y += i as f32 * section_size.y;
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position.y += i as f32 * section_size.y;
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draw_rect_outline(position, section_size, 0.1, RED, 100);
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draw_rect_outline(position, section_size, 0.1, RED, ZLayer::UI + 2);
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}
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}
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}
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}
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