attack-human (#21)
Reviewed-on: #21 Co-authored-by: Glaeder <niklas@vousten.dev> Co-committed-by: Glaeder <niklas@vousten.dev>
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6115ef4aa2
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4 changed files with 184 additions and 18 deletions
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@ -5,24 +5,30 @@ mod room;
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use crate::assets::ASSETS;
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use comfy::{
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main_camera_mut, play_sound_id, random_i32, stop_sound_id, vec2, EngineContext,
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RandomRange as _
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delta, main_camera_mut, play_sound_id, random_i32, stop_sound_id, vec2,
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EngineContext, RandomRange as _
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};
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use grid::Grid;
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use indexmap::IndexSet;
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use log::error;
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use player::Player;
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use room::Room;
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use super::Activity;
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const MAX_ROOMS: i32 = 6;
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#[derive(Debug)]
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pub struct HouseState {
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current_room_id: usize,
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room_count: usize,
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human_count: usize,
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rooms: Vec<Room>,
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human_rooms: Vec<usize>,
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//grid: Grid,
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player: Player,
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human_layer: bool, //Human, magnetic, electric
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exit_time: f32,
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/// The energy level remaining in the house. Should decrease by itself, and much
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/// faster when inhabited by the ghost.
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@ -35,10 +41,21 @@ pub struct HouseState {
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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_count = random_i32(2, MAX_ROOMS) as usize;
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let human_count = random_i32(1, room_count as i32) as usize;
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let mut possible_rooms: IndexSet<usize> = (0 .. room_count).collect();
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let mut human_rooms = Vec::new();
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for _ in 0 .. human_count {
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if !possible_rooms.is_empty() {
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let random_idx = usize::gen_range(0, possible_rooms.len());
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human_rooms.push(possible_rooms.swap_remove_index(random_idx).unwrap());
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}
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}
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let mut rooms = Vec::new();
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for _ in 0 .. room_count {
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rooms.push(Room::new(ctx));
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for i in 0 .. room_count {
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rooms.push(Room::new(ctx, human_rooms.contains(&i)));
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}
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let player = Player::new(rooms.first().unwrap());
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@ -46,10 +63,12 @@ impl HouseState {
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HouseState {
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current_room_id: 0,
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room_count,
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human_count,
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rooms,
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human_rooms,
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player,
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human_layer: false,
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exit_time: 0.0,
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// TODO this should be lower depending on the time elapsed
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charge: max_charge,
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max_charge,
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@ -87,13 +106,14 @@ pub fn update(state: &mut crate::State, ctx: &mut EngineContext<'_>) {
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let mut camera = main_camera_mut();
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camera.center = vec2(0.0, 0.0);
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drop(camera);
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let Some(house) = state.house_mut(ctx) else {
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error!("WTF I cannot update a house without a house");
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return;
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};
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let current_room = house.rooms.get(house.current_room_id).unwrap();
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house.player.update(¤t_room.grid);
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house.player.update(¤t_room);
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if !house.sound_playing {
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play_sound_id(ASSETS.music.mesmerizing_galaxy_loop);
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@ -119,4 +139,18 @@ pub fn update(state: &mut crate::State, ctx: &mut EngineContext<'_>) {
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house.player.reset_on_room(current_room, true);
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}
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}
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if house.player.successfull_attack {
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house.human_layer = true;
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}
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if house.human_layer {
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house.exit_time += delta();
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}
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if house.exit_time >= 2.0 {
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state.score += 500.0;
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state.ghost.overworld_pos -= vec2(0.0, 1.0);
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state.activity = Activity::Overworld;
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}
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}
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@ -2,7 +2,11 @@ use super::{
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room::{Room, SCALE},
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Grid
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};
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use comfy::{delta, draw_circle, is_key_down, vec2, KeyCode, Vec2, RED};
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use comfy::{
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delta, draw_circle, draw_sprite, is_key_down, is_key_pressed, main_camera_mut,
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texture_id, vec2, KeyCode, Vec2, RED, WHITE
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};
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use log::error;
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use std::collections::HashSet;
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#[derive(Debug)]
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@ -13,7 +17,8 @@ pub struct Player {
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current_acceleration: f32,
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movement_time: f32,
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connection: usize,
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next_connections: Vec<usize>
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next_connections: Vec<usize>,
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pub successfull_attack: bool
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}
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impl Player {
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@ -28,15 +33,24 @@ impl Player {
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current_acceleration: 0.0,
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movement_time: 0.0,
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connection: 0,
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next_connections: vec![1]
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next_connections: vec![1],
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successfull_attack: false
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}
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}
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pub fn draw(&self) {
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draw_circle(self.position, 0.5, RED, 0);
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//draw_circle(self.position, 0.5, RED, 0);
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draw_sprite(
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texture_id("ghost_house"),
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self.position,
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WHITE,
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5,
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vec2(1.25, 1.25)
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);
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}
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pub fn update(&mut self, grid: &Grid) {
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pub fn update(&mut self, room: &Room) {
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let grid = &room.grid;
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let allowed_movement = get_allowed_movement(self, grid);
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move_player(self, allowed_movement);
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@ -44,6 +58,8 @@ impl Player {
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if !on_current_connection(self, grid) && !update_connections(self, grid) {
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snap_to_closest_node(self, grid);
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}
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attack_human_routine(self, room);
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}
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pub fn is_moving_to_right_room(&self, room: &Room) -> bool {
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@ -353,3 +369,42 @@ fn snap_to_closest_node(player: &mut Player, grid: &Grid) {
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player.position = *closest_node;
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}
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fn attack_human_routine(player: &mut Player, room: &Room) {
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let range = 1.0;
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if is_key_pressed(KeyCode::Space) {
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//In some node range?
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let mut in_range = false;
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for node in &room.grid.nodes {
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if in_node_range(&player.position, node, range) {
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in_range = true;
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break;
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}
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}
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if in_range {
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let (human_pos, human_nodes) = room.get_human_information();
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let mut human_attacked = false;
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if human_pos.is_some() {
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for node_index in human_nodes {
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if in_node_range(
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&player.position,
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room.grid.nodes.get(*node_index).unwrap(),
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range
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) {
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human_attacked = true;
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}
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}
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}
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if human_attacked {
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player.successfull_attack = true;
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} else {
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main_camera_mut().shake(1.0, 1.0);
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}
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}
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}
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}
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@ -1,8 +1,9 @@
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use super::{furniture::Furniture, grid::Grid};
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use crate::game;
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use crate::game::{self, ZLayer};
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use comfy::{
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draw_rect, draw_rect_outline, draw_sprite, error, random_i32, vec2, EngineContext,
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HashSet, RandomRange as _, Vec2, GREEN, PURPLE, RED, WHITE
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draw_circle, draw_rect, draw_rect_outline, draw_sprite, error, random_i32,
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texture_id, vec2, EngineContext, HashSet, RandomRange as _, Vec2, GOLD, GREEN,
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PURPLE, RED, WHITE
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};
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use indexmap::IndexSet;
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@ -30,7 +31,9 @@ pub struct Room {
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_room_type: RoomType,
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pub size: (u8, u8), //(width, height)
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pub grid: Grid,
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furnitures: Vec<Tile>
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furnitures: Vec<Tile>,
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human_pos: Option<Vec2>,
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human_nodes: Vec<usize>
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}
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impl RoomType {
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@ -47,20 +50,60 @@ impl RoomType {
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}
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impl Room {
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pub fn new(ctx: &mut EngineContext<'_>) -> Self {
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pub fn new(ctx: &mut EngineContext<'_>, with_human: bool) -> Self {
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let room_type = RoomType::random();
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let size = Self::random_size(&room_type);
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let furnitures = Self::random_room_furniture(&room_type, size, ctx);
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let grid = Self::create_grid(size.0, size.1);
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let (human_pos, human_nodes) = if with_human {
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let mut human_pos = vec2(random_i32(1, size.0 as i32) as f32 + 0.5, 1.0f32);
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human_pos -= vec2(size.0 as f32 / 2.0, size.1 as f32 / 2.0);
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human_pos *= SCALE;
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let node_index_left = grid
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.nodes
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.iter()
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.enumerate()
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.filter(|(_i, &node)| node.y <= size.1 as f32 / 6.0)
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.filter(|(_i, &node)| node.x <= (human_pos.x - 0.5 * SCALE))
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.max_by_key(|(_i, &node)| node.x as i32)
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.map(|(i, _)| i)
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.unwrap();
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let node_index_right = grid
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.nodes
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.iter()
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.enumerate()
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.filter(|(_i, &node)| node.y <= size.1 as f32 / 6.0)
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.filter(|(_i, &node)| node.x >= (human_pos.x + 0.5 * SCALE))
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.min_by_key(|(_i, &node)| node.x as i32)
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.map(|(i, _)| i)
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.unwrap();
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(
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Some(human_pos),
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(node_index_left ..= node_index_right).collect()
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)
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} else {
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(None, Vec::new())
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};
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Room {
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_room_type: room_type,
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size,
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grid: Self::create_grid(size.0, size.1),
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furnitures
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grid,
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furnitures,
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human_pos,
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human_nodes
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}
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}
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pub fn get_human_information(&self) -> (Option<Vec2>, &Vec<usize>) {
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(self.human_pos, &self.human_nodes)
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}
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fn random_size(room_type: &RoomType) -> (u8, u8) {
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//Kitchen + Living Room 5-8
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//Bath + sleepingroom 4-6
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@ -443,6 +486,24 @@ impl Room {
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}
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}
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if human_layer {
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if let Some(human_pos) = self.human_pos {
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//draw_circle(human_pos, 0.5, RED, 20);
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draw_sprite(
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texture_id("human_house"),
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human_pos,
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WHITE,
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ZLayer::Human.into(),
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vec2(1.0, 2.0) * SCALE
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);
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}
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}
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/* Debug draw
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for node_index in &self.human_nodes {
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draw_circle(*self.grid.nodes.get(*node_index).unwrap(), 0.5, GREEN, ZLayer::Human.into());
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}*/
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self.grid.draw();
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}
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}
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16
src/game.rs
16
src/game.rs
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@ -106,6 +106,22 @@ pub fn setup(state: &mut State, ctx: &mut EngineContext<'_>) {
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overworld::setup(state, ctx);
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//house::setup(state, ctx);
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ctx.load_texture_from_bytes(
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"ghost_house",
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include_bytes!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/assets/entities/ghost.png"
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))
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);
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ctx.load_texture_from_bytes(
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"human_house",
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include_bytes!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/assets/entities/human_captured.png"
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))
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);
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}
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/// The amount of energy a ghost consumes idle.
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