Merge branch 'room-layers' into room-creation
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This commit is contained in:
Glaeder 2024-07-07 15:24:08 +02:00
commit 641fda7043
5 changed files with 97 additions and 23 deletions

View file

@ -23,7 +23,7 @@ impl FurnitureAsset {
}
fn asset_path_magnet(&self) -> String {
format!("{}/magnet/{}.png", self.folder, self.name)
format!("{}/metal/{}.png", self.folder, self.name)
}
fn asset_path_elec(&self) -> String {
@ -110,4 +110,8 @@ impl Furniture {
pub fn get_magnet_texture_handle(&self) -> Option<TextureHandle> {
self.handles.magnet
}
pub fn is_on(&self) -> bool {
(self.on)()
}
}

View file

@ -17,7 +17,8 @@ pub struct HouseState {
room_count: usize,
rooms: Vec<Room>,
//grid: Grid,
player: Player
player: Player,
human_layer: bool //Human, magnetic, electric
}
pub fn setup(state: &mut crate::State, ctx: &mut EngineContext<'_>) {
@ -30,7 +31,11 @@ pub fn setup(state: &mut crate::State, ctx: &mut EngineContext<'_>) {
}
let player = Player::new(rooms.first().unwrap());
HouseState { current_room_id: 0, room_count, rooms, player }
HouseState { current_room_id: 0, room_count,
rooms,
player,
human_layer: false
}
};
state.house = Some(house);
@ -39,7 +44,8 @@ pub fn setup(state: &mut crate::State, ctx: &mut EngineContext<'_>) {
pub fn draw(state: &crate::State, _ctx: &comfy::EngineContext<'_>) {
if let Some(house) = &state.house {
//Draw House
house.rooms.get(house.current_room_id).unwrap().draw();
house
.rooms.get(house.current_room_id).unwrap().draw(house.human_layer, house.player.can_see_metal(0.1));
//Draw Grid
//state.house.grid.draw();

View file

@ -9,6 +9,9 @@ use std::collections::HashSet;
pub struct Player {
position: Vec2,
speed: f32,
last_speed: f32,
current_acceleration: f32,
movement_time: f32,
connection: usize,
next_connections: Vec<usize>
}
@ -20,7 +23,10 @@ impl Player {
((0.25) - room.size.0 as f32 / 2.0) * SCALE,
room.grid.nodes.first().unwrap().y
),
speed: 10.0,
speed: 0.0,
last_speed: 0.0,
current_acceleration: 0.0,
movement_time: 0.0,
connection: 0,
next_connections: vec![1]
}
@ -75,6 +81,10 @@ impl Player {
self.next_connections = vec![connction_index - 1];
}
}
pub fn can_see_metal(&self, threshold: f32) -> bool {
self.current_acceleration > threshold
}
}
fn move_player(player: &mut Player, allowed_movement: (bool, bool, bool, bool)) {
@ -85,6 +95,22 @@ fn move_player(player: &mut Player, allowed_movement: (bool, bool, bool, bool))
allow_right_movement
) = allowed_movement;
if is_key_down(KeyCode::Up)
|| is_key_down(KeyCode::Down)
|| is_key_down(KeyCode::Left)
|| is_key_down(KeyCode::Right)
{
player.movement_time += delta();
player.speed = calc_player_speed(player.movement_time);
player.speed = player.speed.clamp(0.0, 10.0);
} else {
player.speed = 0.0;
player.last_speed = 0.0;
player.movement_time = 0.0;
}
player.current_acceleration = (player.speed - player.last_speed).abs();
if allow_up_movement && is_key_down(KeyCode::Up) {
player.position += vec2(0.0, player.speed) * delta();
}
@ -100,6 +126,14 @@ fn move_player(player: &mut Player, allowed_movement: (bool, bool, bool, bool))
if allow_left_movement && is_key_down(KeyCode::Left) {
player.position += vec2(-player.speed, 0.0) * delta();
}
player.last_speed = player.speed;
}
fn calc_player_speed(time: f32) -> f32 {
//3x^2-2x^3; x=t
let t = time * 20.0;
3.0 * t * t - 2.0 * t * t
}
//(UP, DOWN, LEFT, RIGHT)

View file

@ -241,14 +241,15 @@ impl Room {
Grid::new(nodes, connections)
}
pub fn draw(&self) {
//Human, magnetic, electric
pub fn draw(&self, human_layer: bool, magnet_layer: bool) {
let (width, height) = self.size;
draw_rect(
vec2(0.0, 0.0),
vec2(width as f32 * SCALE, height as f32 * SCALE),
PURPLE,
game::ZLayer::MapMax as i32 - 2
game::ZLayer::HumanLayer as i32 - 4
);
draw_rect_outline(
vec2(0.0, 0.0),
@ -262,22 +263,48 @@ impl Room {
let mut pos = tile.pos - vec2(width as f32 / 2.0, height as f32 / 2.0);
pos += tile.size * 0.5;
if let Some(texture) = tile.f.get_human_texture_handle() {
draw_sprite(
texture,
pos * SCALE,
WHITE,
game::ZLayer::MapMax as i32 + tile.z,
tile.size * SCALE
);
} else {
draw_rect_outline(
pos * SCALE,
tile.size * SCALE,
0.3,
GREEN,
game::ZLayer::MapMax as i32 + tile.z
);
if human_layer {
if let Some(texture) = tile.f.get_human_texture_handle() {
draw_sprite(
texture,
pos * SCALE,
WHITE,
game::ZLayer::HumanLayer as i32 + tile.z,
tile.size * SCALE
);
} else {
draw_rect_outline(
pos * SCALE,
tile.size * SCALE,
0.3,
GREEN,
game::ZLayer::HumanLayer as i32 + tile.z
);
}
}
if magnet_layer {
if let Some(texture) = tile.f.get_magnet_texture_handle() {
draw_sprite(
texture,
pos * SCALE,
WHITE,
game::ZLayer::MagneticLayer as i32 + tile.z,
tile.size * SCALE
);
}
}
if tile.f.is_on() {
if let Some(texture) = tile.f.get_elec_texture_handle() {
draw_sprite(
texture,
pos * SCALE,
WHITE,
game::ZLayer::ElectricLayer as i32 + tile.z,
tile.size * SCALE
);
}
}
}

View file

@ -24,6 +24,9 @@ impl Default for Ghost {
}
#[repr(i32)]
pub enum ZLayer {
HumanLayer = -8,
MagneticLayer = -5,
ElectricLayer = -2,
MapMax = -1,
Human = 0,
Ghost = 1