finish gameover
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This commit is contained in:
luckyturtledev 2024-07-07 18:17:40 +02:00
parent 2354e34142
commit 7e52872f39
4 changed files with 81 additions and 20 deletions

View file

@ -1,7 +1,8 @@
use super::{furniture::Furniture, grid::Grid}; use super::{furniture::Furniture, grid::Grid};
use crate::game; use crate::game;
use comfy::{ 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; use indexmap::IndexSet;
@ -88,7 +89,10 @@ impl Room {
empty_spots.swap_remove_index(random_idx) 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(); let mut empty_spots_size = IndexSet::<u8>::new();
for &index in empty_spots.iter() { for &index in empty_spots.iter() {
@ -296,7 +300,6 @@ impl Room {
z: 0 z: 0
}); });
} }
} }
if let Some(pos) = random_empty_spot(&mut empty_spots) { if let Some(pos) = random_empty_spot(&mut empty_spots) {
@ -316,7 +319,6 @@ impl Room {
z: 0 z: 0
}); });
} }
}, },
_ => {} _ => {}

View file

@ -75,7 +75,8 @@ pub enum ZLayer {
MapMax = -1, MapMax = -1,
Human = 0, Human = 0,
Ghost = 1, Ghost = 1,
UI = 100 UI = 100,
GameOver = 1000
} }
impl From<ZLayer> for i32 { impl From<ZLayer> for i32 {
@ -108,11 +109,16 @@ pub fn setup(_state: &mut State, ctx: &mut EngineContext<'_>) {
} }
pub fn update(state: &mut State, engine: &mut EngineContext<'_>) { pub fn update(state: &mut State, engine: &mut EngineContext<'_>) {
if state.ghost.charge > 0.0 {
state.score += engine.delta * 10.0; state.score += engine.delta * 10.0;
match state.activity { match state.activity {
Activity::House(_) => house::update(state, engine), Activity::House(_) => house::update(state, engine),
Activity::Overworld => overworld::update(state, engine) Activity::Overworld => overworld::update(state, engine)
} }
}
{
crate::game_over::update(state, engine);
}
state.ghost.charge = state.ghost.charge.max(0.0); state.ghost.charge = state.ghost.charge.max(0.0);
} }
@ -122,4 +128,7 @@ pub fn draw(state: &State, engine: &EngineContext<'_>) {
Activity::Overworld => overworld::draw(state, engine) Activity::Overworld => overworld::draw(state, engine)
} }
crate::ui::draw(state, engine); crate::ui::draw(state, engine);
if state.ghost.charge <= 0.0 {
crate::game_over::draw(state, engine);
}
} }

52
src/game_over.rs Normal file
View file

@ -0,0 +1,52 @@
use std::mem::take;
use crate::{game::ZLayer, State};
use comfy::{
draw_rect, egui,
egui::{Align, Layout},
is_key_pressed, main_camera, Color, EngineContext, WHITE
};
use egui::{Align2, RichText};
use log::info;
pub fn update(state: &mut State, _engine: &mut EngineContext<'_>) {
if is_key_pressed(comfy::KeyCode::Return) {
info!("Restart game");
take(state); //reset to default
}
}
pub fn draw(state: &State, _engine: &EngineContext<'_>) {
let cam = main_camera();
draw_rect(
cam.center,
cam.world_viewport() * 1.2,
Color::new(0.0, 0.0, 0.0, 0.5),
ZLayer::GameOver.into()
);
egui::Area::new("game_over")
.anchor(Align2::CENTER_CENTER, egui::vec2(0.0, 0.0))
.show(egui(), |ui| {
ui.with_layout(Layout::top_down_justified(Align::Center), |ui| {
ui.heading(
RichText::new(
"The poor spirit lost all their energy and starve to death"
)
.color(WHITE)
.strong()
.size(50.0)
);
ui.label(
RichText::new(format!("\nYour Score:\n{:.0}", state.score))
.color(WHITE)
.size(30.0)
);
ui.label(
RichText::new("\n\n\npress enter for restart")
.color(WHITE)
.size(30.0)
);
})
});
}

View file

@ -5,9 +5,9 @@
mod assets { mod assets {
include!(env!("ASSETS_RS")); include!(env!("ASSETS_RS"));
} }
mod activities; mod activities;
mod game; mod game;
mod game_over;
mod ui; mod ui;
use std::env::var; use std::env::var;
@ -68,14 +68,12 @@ impl State {
impl GameLoop for State { impl GameLoop for State {
fn new(_c: &mut EngineState) -> Self { fn new(_c: &mut EngineState) -> Self {
Self { Default::default()
dev: dev_from_env(),
..Default::default()
}
} }
fn update(&mut self, ctx: &mut EngineContext<'_>) { fn update(&mut self, ctx: &mut EngineContext<'_>) {
if !self.setup_called { if !self.setup_called {
self.dev = dev_from_env();
game::setup(self, ctx); game::setup(self, ctx);
game::setup(self, ctx); game::setup(self, ctx);
self.setup_called = true; self.setup_called = true;