display a second battery when inside a house
This commit is contained in:
parent
2354e34142
commit
5fdbb0426f
3 changed files with 63 additions and 32 deletions
|
@ -18,7 +18,12 @@ pub struct HouseState {
|
|||
rooms: Vec<Room>,
|
||||
//grid: Grid,
|
||||
player: Player,
|
||||
human_layer: bool //Human, magnetic, electric
|
||||
human_layer: bool, //Human, magnetic, electric
|
||||
|
||||
/// The energy level remaining in the house. Should decrease by itself, and much
|
||||
/// faster when inhabited by the ghost.
|
||||
pub charge: f32,
|
||||
pub max_charge: f32
|
||||
}
|
||||
|
||||
impl HouseState {
|
||||
|
@ -36,7 +41,10 @@ impl HouseState {
|
|||
room_count,
|
||||
rooms,
|
||||
player,
|
||||
human_layer: false
|
||||
human_layer: false,
|
||||
// TODO this should be lower depending on the time elapsed
|
||||
charge: 1000.0,
|
||||
max_charge: 1000.0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,7 +1,8 @@
|
|||
use super::{furniture::Furniture, grid::Grid};
|
||||
use crate::game;
|
||||
use comfy::{
|
||||
draw_rect, draw_rect_outline, draw_sprite, error, random_i32, vec2, EngineContext, HashSet, Index, RandomRange as _, Vec2, GREEN, PURPLE, RED, WHITE
|
||||
draw_rect, draw_rect_outline, draw_sprite, error, random_i32, vec2, EngineContext,
|
||||
HashSet, Index, RandomRange as _, Vec2, GREEN, PURPLE, RED, WHITE
|
||||
};
|
||||
use indexmap::IndexSet;
|
||||
|
||||
|
@ -88,14 +89,17 @@ impl Room {
|
|||
empty_spots.swap_remove_index(random_idx)
|
||||
}
|
||||
|
||||
fn random_empty_spot_size(empty_spots: &mut IndexSet<u8>, size: u8) -> Option<u8> {
|
||||
fn random_empty_spot_size(
|
||||
empty_spots: &mut IndexSet<u8>,
|
||||
size: u8
|
||||
) -> Option<u8> {
|
||||
let mut empty_spots_size = IndexSet::<u8>::new();
|
||||
|
||||
for &index in empty_spots.iter() {
|
||||
let mut is_valid = true;
|
||||
|
||||
for offset in 0..size{
|
||||
if !empty_spots.contains(&(index + offset)){
|
||||
for offset in 0 .. size {
|
||||
if !empty_spots.contains(&(index + offset)) {
|
||||
is_valid = false;
|
||||
break;
|
||||
}
|
||||
|
@ -109,7 +113,7 @@ impl Room {
|
|||
return None;
|
||||
}
|
||||
let random_idx = usize::gen_range(0, empty_spots_size.len());
|
||||
for offset in (0..size).rev() {
|
||||
for offset in (0 .. size).rev() {
|
||||
empty_spots.swap_remove_index(random_idx + offset as usize);
|
||||
}
|
||||
Some(random_idx as u8)
|
||||
|
@ -293,10 +297,9 @@ impl Room {
|
|||
pos: vec2(pos as f32, 0.0),
|
||||
size: vec2(3.0, 1.0),
|
||||
f: Furniture::new("bedroom", "couch", ctx),
|
||||
z:0
|
||||
z: 0
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if let Some(pos) = random_empty_spot(&mut empty_spots) {
|
||||
|
@ -304,7 +307,7 @@ impl Room {
|
|||
pos: vec2(pos as f32, 0.0),
|
||||
size: vec2(1.0, 2.0),
|
||||
f: Furniture::new("bedroom", "bookshelf", ctx),
|
||||
z:0
|
||||
z: 0
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -313,10 +316,9 @@ impl Room {
|
|||
pos: vec2(pos as f32, 0.0),
|
||||
size: vec2(0.5, 0.9),
|
||||
f: Furniture::new("bedroom", "mini_ac", ctx),
|
||||
z:0
|
||||
z: 0
|
||||
});
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
_ => {}
|
||||
|
|
61
src/ui.rs
61
src/ui.rs
|
@ -1,41 +1,61 @@
|
|||
use crate::{game::ZLayer, State};
|
||||
use comfy::{
|
||||
draw_rect, draw_rect_outline, egui, screen_height, screen_to_world, screen_width,
|
||||
EngineContext, Vec2, BLACK, BLUE, RED, WHITE
|
||||
vec2, Color, EngineContext, Vec2, BLACK, BLUE, PURPLE, RED, WHITE
|
||||
};
|
||||
use egui::widget_text::RichText;
|
||||
|
||||
pub fn draw_batterie(state: &State, _engine: &EngineContext<'_>) {
|
||||
// seperate fill state into smaller section for better readability
|
||||
let section_count = 5;
|
||||
let mut start_positon = screen_to_world(Vec2::new(screen_width(), screen_height()));
|
||||
// seperate fill state into smaller section for better readability
|
||||
const BATTERY_SECTION_COUNT: u8 = 5;
|
||||
const BATTERY_SECTION_WIDTH: f32 = 1.0;
|
||||
const BATTERY_SECTION_HEIGHT: f32 = 0.5;
|
||||
|
||||
fn draw_battery(mut start_position: Vec2, charge: f32, max_charge: f32, color: Color) {
|
||||
// section size in world codinates
|
||||
let section_size = Vec2::new(0.5, 0.25);
|
||||
start_positon.x -= 0.5 * section_size.x + 0.5 * section_size.y;
|
||||
start_positon.y += 0.5 * section_size.y + 0.5 * section_size.y;
|
||||
let section_size = vec2(BATTERY_SECTION_WIDTH, BATTERY_SECTION_HEIGHT);
|
||||
start_position.x -= 0.5 * section_size.x + 0.5 * section_size.y;
|
||||
start_position.y += 0.5 * section_size.y + 0.5 * section_size.y;
|
||||
// draw fill level
|
||||
{
|
||||
let ghost = &state.ghost;
|
||||
let percent = ghost.charge / ghost.max_charge;
|
||||
let percent = charge / max_charge;
|
||||
let mut size = section_size;
|
||||
size.y = section_size.y * section_count as f32;
|
||||
let mut position = start_positon;
|
||||
size.y = section_size.y * BATTERY_SECTION_COUNT as f32;
|
||||
let mut position = start_position;
|
||||
position.y += 0.5 * -section_size.y + 0.5 * size.y;
|
||||
draw_rect(position, size, BLACK, ZLayer::UI.into());
|
||||
size.y *= percent;
|
||||
let mut position = start_positon;
|
||||
let mut position = start_position;
|
||||
position.y += 0.5 * -section_size.y + 0.5 * size.y;
|
||||
draw_rect(position, size, BLUE, ZLayer::UI + 1);
|
||||
}
|
||||
// draw sections
|
||||
for i in 0 .. section_count {
|
||||
let mut position = start_positon;
|
||||
for i in 0 .. BATTERY_SECTION_COUNT {
|
||||
let mut position = start_position;
|
||||
position.y += i as f32 * section_size.y;
|
||||
draw_rect_outline(position, section_size, 0.1, RED, ZLayer::UI + 2);
|
||||
draw_rect_outline(position, section_size, 0.1, color, ZLayer::UI + 2);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn draw_highscore(state: &State, _engine: &EngineContext<'_>) {
|
||||
pub fn draw_ghost_battery(state: &State) {
|
||||
let start_position = screen_to_world(Vec2::new(screen_width(), screen_height()));
|
||||
draw_battery(
|
||||
start_position,
|
||||
state.ghost.charge,
|
||||
state.ghost.max_charge,
|
||||
RED
|
||||
);
|
||||
}
|
||||
|
||||
pub fn draw_house_battery(state: &State) {
|
||||
let Some(house) = state.house() else {
|
||||
return;
|
||||
};
|
||||
let mut start_position = screen_to_world(Vec2::new(screen_width(), screen_height()));
|
||||
start_position.x -= 2.0 * BATTERY_SECTION_WIDTH;
|
||||
draw_battery(start_position, house.charge, house.max_charge, PURPLE)
|
||||
}
|
||||
|
||||
pub fn draw_highscore(state: &State) {
|
||||
egui::Area::new("score")
|
||||
.anchor(egui::Align2::RIGHT_TOP, egui::vec2(0.0, 0.0))
|
||||
.show(egui(), |ui| {
|
||||
|
@ -49,7 +69,8 @@ pub fn draw_highscore(state: &State, _engine: &EngineContext<'_>) {
|
|||
});
|
||||
}
|
||||
|
||||
pub fn draw(state: &State, engine: &EngineContext<'_>) {
|
||||
draw_batterie(state, engine);
|
||||
draw_highscore(state, engine);
|
||||
pub fn draw(state: &State, _ctx: &EngineContext<'_>) {
|
||||
draw_ghost_battery(state);
|
||||
draw_house_battery(state);
|
||||
draw_highscore(state);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue