From 2d0b613df1e59eebaf712faa7a6e4c256f17ff15 Mon Sep 17 00:00:00 2001 From: Glaeder Date: Sun, 7 Jul 2024 16:24:01 +0000 Subject: [PATCH] attack-human (#21) Reviewed-on: https://msrd0.dev/spielemarmelade/turtlegame/pulls/21 Co-authored-by: Glaeder Co-committed-by: Glaeder --- src/activities/house/mod.rs | 46 ++++++++++++++++++--- src/activities/house/player.rs | 65 ++++++++++++++++++++++++++--- src/activities/house/room.rs | 75 ++++++++++++++++++++++++++++++---- src/game.rs | 16 ++++++++ 4 files changed, 184 insertions(+), 18 deletions(-) diff --git a/src/activities/house/mod.rs b/src/activities/house/mod.rs index 8dc2195..8679bba 100644 --- a/src/activities/house/mod.rs +++ b/src/activities/house/mod.rs @@ -5,24 +5,30 @@ mod room; use crate::assets::ASSETS; use comfy::{ - main_camera_mut, play_sound_id, random_i32, stop_sound_id, vec2, EngineContext, - RandomRange as _ + delta, main_camera_mut, play_sound_id, random_i32, stop_sound_id, vec2, + EngineContext, RandomRange as _ }; use grid::Grid; +use indexmap::IndexSet; use log::error; use player::Player; use room::Room; +use super::Activity; + const MAX_ROOMS: i32 = 6; #[derive(Debug)] pub struct HouseState { current_room_id: usize, room_count: usize, + human_count: usize, rooms: Vec, + human_rooms: Vec, //grid: Grid, player: Player, human_layer: bool, //Human, magnetic, electric + exit_time: f32, /// The energy level remaining in the house. Should decrease by itself, and much /// faster when inhabited by the ghost. @@ -35,10 +41,21 @@ pub struct HouseState { impl HouseState { pub fn generate_new_house(ctx: &mut EngineContext<'_>) -> Self { let room_count = random_i32(2, MAX_ROOMS) as usize; + let human_count = random_i32(1, room_count as i32) as usize; + + let mut possible_rooms: IndexSet = (0 .. room_count).collect(); + let mut human_rooms = Vec::new(); + for _ in 0 .. human_count { + if !possible_rooms.is_empty() { + let random_idx = usize::gen_range(0, possible_rooms.len()); + + human_rooms.push(possible_rooms.swap_remove_index(random_idx).unwrap()); + } + } let mut rooms = Vec::new(); - for _ in 0 .. room_count { - rooms.push(Room::new(ctx)); + for i in 0 .. room_count { + rooms.push(Room::new(ctx, human_rooms.contains(&i))); } let player = Player::new(rooms.first().unwrap()); @@ -46,10 +63,12 @@ impl HouseState { HouseState { current_room_id: 0, room_count, + human_count, rooms, + human_rooms, player, human_layer: false, - + exit_time: 0.0, // TODO this should be lower depending on the time elapsed charge: max_charge, max_charge, @@ -87,13 +106,14 @@ pub fn update(state: &mut crate::State, ctx: &mut EngineContext<'_>) { let mut camera = main_camera_mut(); camera.center = vec2(0.0, 0.0); + drop(camera); let Some(house) = state.house_mut(ctx) else { error!("WTF I cannot update a house without a house"); return; }; let current_room = house.rooms.get(house.current_room_id).unwrap(); - house.player.update(¤t_room.grid); + house.player.update(¤t_room); if !house.sound_playing { play_sound_id(ASSETS.music.mesmerizing_galaxy_loop); @@ -119,4 +139,18 @@ pub fn update(state: &mut crate::State, ctx: &mut EngineContext<'_>) { house.player.reset_on_room(current_room, true); } } + + if house.player.successfull_attack { + house.human_layer = true; + } + + if house.human_layer { + house.exit_time += delta(); + } + + if house.exit_time >= 2.0 { + state.score += 500.0; + state.ghost.overworld_pos -= vec2(0.0, 1.0); + state.activity = Activity::Overworld; + } } diff --git a/src/activities/house/player.rs b/src/activities/house/player.rs index d78cfbb..d3200be 100644 --- a/src/activities/house/player.rs +++ b/src/activities/house/player.rs @@ -2,7 +2,11 @@ use super::{ room::{Room, SCALE}, Grid }; -use comfy::{delta, draw_circle, is_key_down, vec2, KeyCode, Vec2, RED}; +use comfy::{ + delta, draw_circle, draw_sprite, is_key_down, is_key_pressed, main_camera_mut, + texture_id, vec2, KeyCode, Vec2, RED, WHITE +}; +use log::error; use std::collections::HashSet; #[derive(Debug)] @@ -13,7 +17,8 @@ pub struct Player { current_acceleration: f32, movement_time: f32, connection: usize, - next_connections: Vec + next_connections: Vec, + pub successfull_attack: bool } impl Player { @@ -28,15 +33,24 @@ impl Player { current_acceleration: 0.0, movement_time: 0.0, connection: 0, - next_connections: vec![1] + next_connections: vec![1], + successfull_attack: false } } pub fn draw(&self) { - draw_circle(self.position, 0.5, RED, 0); + //draw_circle(self.position, 0.5, RED, 0); + draw_sprite( + texture_id("ghost_house"), + self.position, + WHITE, + 5, + vec2(1.25, 1.25) + ); } - pub fn update(&mut self, grid: &Grid) { + pub fn update(&mut self, room: &Room) { + let grid = &room.grid; let allowed_movement = get_allowed_movement(self, grid); move_player(self, allowed_movement); @@ -44,6 +58,8 @@ impl Player { if !on_current_connection(self, grid) && !update_connections(self, grid) { snap_to_closest_node(self, grid); } + + attack_human_routine(self, room); } pub fn is_moving_to_right_room(&self, room: &Room) -> bool { @@ -353,3 +369,42 @@ fn snap_to_closest_node(player: &mut Player, grid: &Grid) { player.position = *closest_node; } + +fn attack_human_routine(player: &mut Player, room: &Room) { + let range = 1.0; + + if is_key_pressed(KeyCode::Space) { + //In some node range? + let mut in_range = false; + for node in &room.grid.nodes { + if in_node_range(&player.position, node, range) { + in_range = true; + break; + } + } + + if in_range { + let (human_pos, human_nodes) = room.get_human_information(); + + let mut human_attacked = false; + + if human_pos.is_some() { + for node_index in human_nodes { + if in_node_range( + &player.position, + room.grid.nodes.get(*node_index).unwrap(), + range + ) { + human_attacked = true; + } + } + } + + if human_attacked { + player.successfull_attack = true; + } else { + main_camera_mut().shake(1.0, 1.0); + } + } + } +} diff --git a/src/activities/house/room.rs b/src/activities/house/room.rs index 42f7dd7..aa3170f 100644 --- a/src/activities/house/room.rs +++ b/src/activities/house/room.rs @@ -1,8 +1,9 @@ use super::{furniture::Furniture, grid::Grid}; -use crate::game; +use crate::game::{self, ZLayer}; use comfy::{ - draw_rect, draw_rect_outline, draw_sprite, error, random_i32, vec2, EngineContext, - HashSet, RandomRange as _, Vec2, GREEN, PURPLE, RED, WHITE + 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 }; use indexmap::IndexSet; @@ -30,7 +31,9 @@ pub struct Room { _room_type: RoomType, pub size: (u8, u8), //(width, height) pub grid: Grid, - furnitures: Vec + furnitures: Vec, + human_pos: Option, + human_nodes: Vec } impl RoomType { @@ -47,20 +50,60 @@ impl RoomType { } impl Room { - pub fn new(ctx: &mut EngineContext<'_>) -> Self { + pub fn new(ctx: &mut EngineContext<'_>, with_human: bool) -> Self { let room_type = RoomType::random(); let size = Self::random_size(&room_type); let furnitures = Self::random_room_furniture(&room_type, size, ctx); + let grid = Self::create_grid(size.0, size.1); + + let (human_pos, human_nodes) = if with_human { + let mut human_pos = vec2(random_i32(1, size.0 as i32) as f32 + 0.5, 1.0f32); + human_pos -= vec2(size.0 as f32 / 2.0, size.1 as f32 / 2.0); + human_pos *= SCALE; + + let node_index_left = grid + .nodes + .iter() + .enumerate() + .filter(|(_i, &node)| node.y <= size.1 as f32 / 6.0) + .filter(|(_i, &node)| node.x <= (human_pos.x - 0.5 * SCALE)) + .max_by_key(|(_i, &node)| node.x as i32) + .map(|(i, _)| i) + .unwrap(); + let node_index_right = grid + .nodes + .iter() + .enumerate() + .filter(|(_i, &node)| node.y <= size.1 as f32 / 6.0) + .filter(|(_i, &node)| node.x >= (human_pos.x + 0.5 * SCALE)) + .min_by_key(|(_i, &node)| node.x as i32) + .map(|(i, _)| i) + .unwrap(); + + ( + Some(human_pos), + (node_index_left ..= node_index_right).collect() + ) + } else { + (None, Vec::new()) + }; + Room { _room_type: room_type, size, - grid: Self::create_grid(size.0, size.1), - furnitures + grid, + furnitures, + human_pos, + human_nodes } } + pub fn get_human_information(&self) -> (Option, &Vec) { + (self.human_pos, &self.human_nodes) + } + fn random_size(room_type: &RoomType) -> (u8, u8) { //Kitchen + Living Room 5-8 //Bath + sleepingroom 4-6 @@ -443,6 +486,24 @@ impl Room { } } + if human_layer { + if let Some(human_pos) = self.human_pos { + //draw_circle(human_pos, 0.5, RED, 20); + draw_sprite( + texture_id("human_house"), + human_pos, + WHITE, + ZLayer::Human.into(), + vec2(1.0, 2.0) * SCALE + ); + } + } + + /* Debug draw + for node_index in &self.human_nodes { + draw_circle(*self.grid.nodes.get(*node_index).unwrap(), 0.5, GREEN, ZLayer::Human.into()); + }*/ + self.grid.draw(); } } diff --git a/src/game.rs b/src/game.rs index 8246bbf..6352858 100644 --- a/src/game.rs +++ b/src/game.rs @@ -106,6 +106,22 @@ pub fn setup(state: &mut State, ctx: &mut EngineContext<'_>) { overworld::setup(state, ctx); //house::setup(state, ctx); + + ctx.load_texture_from_bytes( + "ghost_house", + include_bytes!(concat!( + env!("CARGO_MANIFEST_DIR"), + "/assets/entities/ghost.png" + )) + ); + + ctx.load_texture_from_bytes( + "human_house", + include_bytes!(concat!( + env!("CARGO_MANIFEST_DIR"), + "/assets/entities/human_captured.png" + )) + ); } /// The amount of energy a ghost consumes idle.