add gameover (#20)
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Reviewed-on: #20
Co-authored-by: luckyturtledev <git@lukas1818.de>
Co-committed-by: luckyturtledev <git@lukas1818.de>
This commit is contained in:
luckyturtledev 2024-07-07 16:46:28 +00:00 committed by LuckyTurtleDev
parent 2d0b613df1
commit 24db0b0e0f
4 changed files with 97 additions and 40 deletions

View file

@ -1,9 +1,8 @@
use super::{furniture::Furniture, grid::Grid};
use crate::game::{self, ZLayer};
use comfy::{
draw_circle, draw_rect, draw_rect_outline, draw_sprite, error, random_i32,
texture_id, vec2, EngineContext, HashSet, RandomRange as _, Vec2, GOLD, GREEN,
PURPLE, RED, WHITE
draw_rect, draw_rect_outline, draw_sprite, error, random_i32, texture_id, vec2,
EngineContext, HashSet, RandomRange as _, Vec2, GREEN, PURPLE, RED, WHITE
};
use indexmap::IndexSet;

View file

@ -75,7 +75,8 @@ pub enum ZLayer {
MapMax = -1,
Human = 0,
Ghost = 1,
UI = 100
UI = 100,
GameOver = 1000
}
impl From<ZLayer> for i32 {
@ -134,40 +135,44 @@ pub const HOUSE_DISCHARGE_RATE: f32 = 30.0;
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.
match state.activity {
Activity::House(_) => house::update(state, ctx),
Activity::Overworld => overworld::update(state, ctx)
}
// 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;
if state.ghost.charge > 0.0 {
// Update the score. It's based on time.
state.score += ctx.delta * 10.0;
// Update the currently active activity.
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;
}
},
_ => {}
Activity::House(_) => house::update(state, ctx),
Activity::Overworld => overworld::update(state, ctx)
}
// 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;
}
},
_ => {}
}
}
} else {
crate::game_over::update(state, ctx);
}
// Make sure the ghost's charge never drops below 0.
@ -180,4 +185,7 @@ pub fn draw(state: &State, engine: &EngineContext<'_>) {
Activity::Overworld => overworld::draw(state, engine)
}
crate::ui::draw(state, engine);
if state.ghost.charge <= 0.0 {
crate::game_over::draw(state, engine);
}
}

52
src/game_over.rs Normal file
View file

@ -0,0 +1,52 @@
use std::mem::take;
use crate::{game::ZLayer, State};
use comfy::{
draw_rect, egui,
egui::{Align, Layout},
is_key_pressed, main_camera, Color, EngineContext, WHITE
};
use egui::{Align2, RichText};
use log::info;
pub fn update(state: &mut State, _engine: &mut EngineContext<'_>) {
if is_key_pressed(comfy::KeyCode::Return) {
info!("Restart game");
take(state); //reset to default
}
}
pub fn draw(state: &State, _engine: &EngineContext<'_>) {
let cam = main_camera();
draw_rect(
cam.center,
cam.world_viewport() * 1.2,
Color::new(0.0, 0.0, 0.0, 0.5),
ZLayer::GameOver.into()
);
egui::Area::new("game_over")
.anchor(Align2::CENTER_CENTER, egui::vec2(0.0, 0.0))
.show(egui(), |ui| {
ui.with_layout(Layout::top_down_justified(Align::Center), |ui| {
ui.heading(
RichText::new(
"The poor spirit lost all their energy and starve to death"
)
.color(WHITE)
.strong()
.size(50.0)
);
ui.label(
RichText::new(format!("\nYour Score:\n{:.0}", state.score))
.color(WHITE)
.size(30.0)
);
ui.label(
RichText::new("\n\n\npress enter for restart")
.color(WHITE)
.size(30.0)
);
})
});
}

View file

@ -5,9 +5,9 @@
mod assets {
include!(env!("ASSETS_RS"));
}
mod activities;
mod game;
mod game_over;
mod ui;
use std::env::var;
@ -70,14 +70,12 @@ impl State {
impl GameLoop for State {
fn new(_c: &mut EngineState) -> Self {
Self {
dev: dev_from_env(),
..Default::default()
}
Default::default()
}
fn update(&mut self, ctx: &mut EngineContext<'_>) {
if !self.setup_called {
self.dev = dev_from_env();
game::setup(self, ctx);
game::setup(self, ctx);
self.setup_called = true;