Merge branch 'main' into shader
This commit is contained in:
commit
686b31e41d
4 changed files with 139 additions and 35 deletions
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@ -3,7 +3,7 @@ mod grid;
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mod player;
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mod player;
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mod room;
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mod room;
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use comfy::{random_i32, EngineContext};
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use comfy::{main_camera_mut, random_i32, vec2, EngineContext, RandomRange as _};
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use grid::Grid;
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use grid::Grid;
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use log::error;
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use log::error;
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use player::Player;
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use player::Player;
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@ -18,7 +18,12 @@ pub struct HouseState {
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rooms: Vec<Room>,
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rooms: Vec<Room>,
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//grid: Grid,
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//grid: Grid,
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player: Player,
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player: Player,
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human_layer: bool //Human, magnetic, electric
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human_layer: bool, //Human, magnetic, electric
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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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pub charge: f32,
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pub max_charge: f32
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}
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}
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impl HouseState {
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impl HouseState {
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@ -31,12 +36,16 @@ impl HouseState {
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}
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}
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let player = Player::new(rooms.first().unwrap());
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let player = Player::new(rooms.first().unwrap());
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let max_charge = f32::gen_range(2_000.0, 5_000.0);
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HouseState {
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HouseState {
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current_room_id: 0,
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current_room_id: 0,
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room_count,
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room_count,
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rooms,
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rooms,
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player,
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player,
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human_layer: false
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human_layer: false,
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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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}
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}
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}
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}
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}
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}
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@ -63,6 +72,9 @@ pub fn draw(state: &crate::State, _ctx: &mut comfy::EngineContext<'_>) {
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}
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}
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pub fn update(state: &mut crate::State, ctx: &mut comfy::EngineContext<'_>) {
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pub fn update(state: &mut crate::State, ctx: &mut comfy::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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let house = state.house_mut(ctx);
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let house = state.house_mut(ctx);
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let current_room = house.rooms.get(house.current_room_id).unwrap();
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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.grid);
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@ -1,6 +1,10 @@
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use crate::{activities::Activity, game::ZLayer, State};
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use crate::{
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activities::Activity,
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game::{ZLayer, GHOST_DISCHARGE_RATE, GHOST_DISCHARGE_RATE_MOVEMENT},
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State
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};
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use comfy::{
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use comfy::{
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draw_circle, draw_rect_outline, draw_sprite, error, info, is_key_down,
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delta, draw_circle, draw_rect_outline, draw_sprite, error, info, is_key_down,
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main_camera_mut, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE
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main_camera_mut, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE
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};
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};
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use std::time::Instant;
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use std::time::Instant;
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@ -27,7 +31,7 @@ pub fn draw(state: &crate::State, _engine: &comfy::EngineContext<'_>) {
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draw_circle(state.ghost.overworld_pos, 0.5, RED, ZLayer::Ghost.into());
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draw_circle(state.ghost.overworld_pos, 0.5, RED, ZLayer::Ghost.into());
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}
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}
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fn update_move_player(state: &mut State, ctx: &mut EngineContext<'_>) {
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fn update_move_player(state: &mut State, _ctx: &mut EngineContext<'_>) {
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let now = Instant::now();
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let now = Instant::now();
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// Are there any pending position updates? If so, we ignore all user input and execute
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// Are there any pending position updates? If so, we ignore all user input and execute
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@ -174,6 +178,15 @@ pub fn update(state: &mut State, ctx: &mut EngineContext<'_>) {
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}
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}
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}
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}
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// energie lost
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{
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let ghost = &mut state.ghost;
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ghost.charge -= GHOST_DISCHARGE_RATE * ctx.delta;
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if ghost.overworld_movement_pending != Vec2::ZERO {
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ghost.charge -= GHOST_DISCHARGE_RATE_MOVEMENT * ctx.delta;
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}
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}
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// generate more chunks if needed
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// generate more chunks if needed
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{
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{
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let half_viewport = (camera.world_viewport() * 0.5 + 3.0).as_ivec2();
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let half_viewport = (camera.world_viewport() * 0.5 + 3.0).as_ivec2();
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68
src/game.rs
68
src/game.rs
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@ -4,7 +4,10 @@ use crate::{
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State
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State
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};
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};
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use comfy::{EngineContext, Vec2};
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use comfy::{EngineContext, Vec2};
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use std::{ops::Sub, time::Instant};
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use std::{
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ops::{Add, Sub},
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time::Instant
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};
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#[derive(Debug)]
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#[derive(Debug)]
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pub struct Ghost {
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pub struct Ghost {
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@ -71,7 +74,8 @@ pub enum ZLayer {
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ElectricLayer = -2,
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ElectricLayer = -2,
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MapMax = -1,
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MapMax = -1,
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Human = 0,
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Human = 0,
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Ghost = 1
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Ghost = 1,
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UI = 100
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}
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}
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impl From<ZLayer> for i32 {
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impl From<ZLayer> for i32 {
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@ -89,18 +93,68 @@ impl Sub<i32> for ZLayer {
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}
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}
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}
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}
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pub fn setup(state: &mut State, ctx: &mut EngineContext<'_>) {
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impl Add<i32> for ZLayer {
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type Output = i32;
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fn add(self, other: i32) -> Self::Output {
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i32::from(self) + other
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}
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}
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pub fn setup(_state: &mut State, ctx: &mut EngineContext<'_>) {
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Assets::load(ctx);
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Assets::load(ctx);
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//house::setup(state, ctx);
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//house::setup(state, ctx);
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}
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}
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pub fn update(state: &mut State, engine: &mut EngineContext<'_>) {
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/// The amount of energy a ghost consumes idle.
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state.score += engine.delta * 10.0;
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pub const GHOST_DISCHARGE_RATE: f32 = 70.0;
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/// The amount of energy additionally consumed by a moving ghost.
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pub const GHOST_DISCHARGE_RATE_MOVEMENT: f32 = 70.0;
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/// The amount of energy a house consumes idle.
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pub const HOUSE_DISCHARGE_RATE: f32 = 30.0;
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/// The amount of energy a ghost can charge when inside a house.
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pub const GHOST_CHARGE_RATE: f32 = 200.0;
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pub fn update(state: &mut State, ctx: &mut EngineContext<'_>) {
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// Update the score. It's based on time.
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state.score += ctx.delta * 10.0;
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// Update the currently active activity.
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match state.activity {
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match state.activity {
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Activity::House(_) => house::update(state, engine),
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Activity::House(_) => house::update(state, ctx),
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Activity::Overworld => overworld::update(state, engine)
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Activity::Overworld => overworld::update(state, ctx)
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}
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}
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// We update the charge of houses here - the charge will always decrease, even if the
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// house is not the current activity.
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for (house_pos, house) in &mut state.houses {
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house.charge -= ctx.delta * HOUSE_DISCHARGE_RATE;
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match state.activity {
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Activity::House(pos) if *house_pos == pos => {
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// The ghost is currently inside the house. Increase its discarge rate.
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house.charge -= ctx.delta * GHOST_DISCHARGE_RATE;
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if house.charge < 0.0 {
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state.ghost.charge += house.charge;
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house.charge = 0.0;
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}
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// And possibly also charge the ghost when inside a house.
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if state.ghost.charge < state.ghost.max_charge {
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let charge_transfer = (ctx.delta * GHOST_CHARGE_RATE)
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.min(state.ghost.max_charge - state.ghost.charge)
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.min(house.charge);
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state.ghost.charge += charge_transfer;
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house.charge -= charge_transfer;
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}
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},
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_ => {}
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}
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}
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// Make sure the ghost's charge never drops below 0.
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state.ghost.charge = state.ghost.charge.max(0.0);
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}
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}
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pub fn draw(state: &State, engine: &mut EngineContext<'_>) {
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pub fn draw(state: &State, engine: &mut EngineContext<'_>) {
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65
src/ui.rs
65
src/ui.rs
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@ -1,37 +1,61 @@
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use crate::State;
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use crate::{game::ZLayer, State};
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use comfy::{
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use comfy::{
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draw_rect, draw_rect_outline, egui, screen_height, screen_to_world, screen_width,
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draw_rect, draw_rect_outline, egui, screen_height, screen_to_world, screen_width,
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EngineContext, Vec2, BLUE, RED, WHITE
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vec2, Color, EngineContext, Vec2, BLACK, BLUE, PURPLE, RED, WHITE
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};
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};
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use egui::widget_text::RichText;
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use egui::widget_text::RichText;
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pub fn draw_batterie(state: &State, _engine: &EngineContext<'_>) {
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// seperate fill state into smaller section for better readability
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// seperate fill state into smaller section for better readability
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let section_count = 5;
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const BATTERY_SECTION_COUNT: u8 = 5;
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let mut start_positon = screen_to_world(Vec2::new(screen_width(), screen_height()));
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const BATTERY_SECTION_WIDTH: f32 = 1.0;
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const BATTERY_SECTION_HEIGHT: f32 = 0.5;
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fn draw_battery(mut start_position: Vec2, charge: f32, max_charge: f32, color: Color) {
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// section size in world codinates
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// section size in world codinates
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let section_size = Vec2::new(0.5, 0.25);
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let section_size = vec2(BATTERY_SECTION_WIDTH, BATTERY_SECTION_HEIGHT);
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start_positon.x -= 0.5 * section_size.x + 0.5 * section_size.y;
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start_position.x -= 0.5 * section_size.x + 0.5 * section_size.y;
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start_positon.y += 0.5 * section_size.y + 0.5 * section_size.y;
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start_position.y += 0.5 * section_size.y + 0.5 * section_size.y;
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// draw fill level
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// draw fill level
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{
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{
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let ghost = &state.ghost;
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let percent = charge / max_charge;
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let percent = ghost.charge / ghost.max_charge;
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let mut size = section_size;
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let mut size = section_size;
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size.y = section_size.y * section_count as f32 * percent;
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size.y = section_size.y * BATTERY_SECTION_COUNT as f32;
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let mut position = start_positon;
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let mut position = start_position;
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position.y += 0.5 * -section_size.y + 0.5 * size.y;
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position.y += 0.5 * -section_size.y + 0.5 * size.y;
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draw_rect(position, size, BLUE, 100);
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draw_rect(position, size, BLACK, ZLayer::UI.into());
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size.y *= percent;
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let mut position = start_position;
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position.y += 0.5 * -section_size.y + 0.5 * size.y;
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draw_rect(position, size, BLUE, ZLayer::UI + 1);
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}
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}
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// draw sections
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// draw sections
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for i in 0 .. section_count {
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for i in 0 .. BATTERY_SECTION_COUNT {
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let mut position = start_positon;
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let mut position = start_position;
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position.y += i as f32 * section_size.y;
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position.y += i as f32 * section_size.y;
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draw_rect_outline(position, section_size, 0.1, RED, 100);
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draw_rect_outline(position, section_size, 0.1, color, ZLayer::UI + 2);
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}
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}
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}
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}
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pub fn draw_highscore(state: &State, _engine: &EngineContext<'_>) {
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pub fn draw_ghost_battery(state: &State) {
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let start_position = screen_to_world(Vec2::new(screen_width(), screen_height()));
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draw_battery(
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start_position,
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state.ghost.charge,
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state.ghost.max_charge,
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RED
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);
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}
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pub fn draw_house_battery(state: &State) {
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let Some(house) = state.house() else {
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return;
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};
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let mut start_position = screen_to_world(Vec2::new(screen_width(), screen_height()));
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start_position.x -= 2.0 * BATTERY_SECTION_WIDTH;
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draw_battery(start_position, house.charge, house.max_charge, PURPLE)
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}
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pub fn draw_highscore(state: &State) {
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egui::Area::new("score")
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egui::Area::new("score")
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.anchor(egui::Align2::RIGHT_TOP, egui::vec2(0.0, 0.0))
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.anchor(egui::Align2::RIGHT_TOP, egui::vec2(0.0, 0.0))
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.show(egui(), |ui| {
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.show(egui(), |ui| {
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@ -45,7 +69,8 @@ pub fn draw_highscore(state: &State, _engine: &EngineContext<'_>) {
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});
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});
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}
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}
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pub fn draw(state: &State, engine: &EngineContext<'_>) {
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pub fn draw(state: &State, _ctx: &EngineContext<'_>) {
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draw_batterie(state, engine);
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draw_ghost_battery(state);
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draw_highscore(state, engine);
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draw_house_battery(state);
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draw_highscore(state);
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}
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}
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Reference in a new issue