Fixed room-movement and rembering rooms (#12)
Reviewed-on: #12 Co-authored-by: Glaeder <niklas@vousten.dev> Co-committed-by: Glaeder <niklas@vousten.dev>
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2498152b21
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6da8b9d71f
2 changed files with 54 additions and 15 deletions
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@ -3,23 +3,34 @@ mod grid;
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mod player;
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mod room;
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use comfy::EngineContext;
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use comfy::{random_i32, EngineContext};
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use grid::Grid;
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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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const MAX_ROOMS: i32 = 6;
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#[derive(Debug)]
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pub struct HouseState {
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room: Room,
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current_room_id: usize,
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room_count: usize,
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rooms: Vec<Room>,
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//grid: Grid,
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player: Player
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}
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pub fn setup(state: &mut crate::State, ctx: &mut EngineContext<'_>) {
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let house = {
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let room = Room::new(ctx);
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let player = Player::new(&room);
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HouseState { room, player }
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let room_count = random_i32(2, MAX_ROOMS) as usize;
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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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}
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let player = Player::new(rooms.first().unwrap());
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HouseState { current_room_id: 0, room_count, rooms, player }
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};
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state.house = Some(house);
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@ -28,7 +39,7 @@ pub fn setup(state: &mut crate::State, ctx: &mut EngineContext<'_>) {
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pub fn draw(state: &crate::State, _ctx: &comfy::EngineContext<'_>) {
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if let Some(house) = &state.house {
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//Draw House
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house.room.draw();
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house.rooms.get(house.current_room_id).unwrap().draw();
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//Draw Grid
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//state.house.grid.draw();
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@ -40,14 +51,27 @@ pub fn draw(state: &crate::State, _ctx: &comfy::EngineContext<'_>) {
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pub fn update(state: &mut crate::State, ctx: &mut comfy::EngineContext<'_>) {
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if let Some(house) = &mut state.house {
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house.player.update(&house.room.grid);
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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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if house.player.is_moving_to_right_room(&house.room) {
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house.room = Room::new(ctx);
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house.player.reset_on_room(&house.room, true);
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} else if house.player.is_moving_to_left_room(&house.room) {
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house.room = Room::new(ctx);
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house.player.reset_on_room(&house.room, false);
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if house.player.is_moving_to_right_room(current_room) {
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if house.current_room_id < (house.room_count - 1) {
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house.current_room_id +=1;
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let current_room = house.rooms.get(house.current_room_id).unwrap();
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house.player.reset_on_room(current_room, true);
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} else {
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house.player.reset_on_room(current_room, false);
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}
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} else if house.player.is_moving_to_left_room(current_room) {
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if house.current_room_id > 0 {
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house.current_room_id -=1;
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let current_room = house.rooms.get(house.current_room_id).unwrap();
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house.player.reset_on_room(current_room, false);
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} else {
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house.player.reset_on_room(current_room, true);
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}
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}
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}
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}
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@ -57,8 +57,23 @@ impl Player {
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};
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self.position = vec2(x, room.grid.nodes.first().unwrap().y);
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if place_left {
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self.connection = 0;
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self.next_connections = vec![1];
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} else {
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let mut current_index = 0;
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for (i, node_pos) in room.grid.nodes.iter().enumerate().rev() {
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if in_node_range(&vec2((room.size.0 as f32 / 2.0 + 0.5) * SCALE, self.position.y), node_pos, 1.0) {
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current_index = i;
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}
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}
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let connction_index = room.grid.connections.iter().enumerate().find(|(_i, (_node_1, node_2))| *node_2 == current_index).map(|(i, _)| i).unwrap();
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self.connection = connction_index;
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self.next_connections = vec![connction_index - 1];
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}
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}
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}
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