Added furniture drawing to room-creation. Run clippy and fmt
This commit is contained in:
parent
106b5f590f
commit
8f67dad44c
7 changed files with 150 additions and 88 deletions
|
@ -74,7 +74,10 @@ pub struct Furniture {
|
|||
|
||||
impl Debug for Furniture {
|
||||
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
||||
f.debug_struct("Furniture").field("asset", &self.asset).field("handles", &self.handles).finish_non_exhaustive()
|
||||
f.debug_struct("Furniture")
|
||||
.field("asset", &self.asset)
|
||||
.field("handles", &self.handles)
|
||||
.finish_non_exhaustive()
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -95,4 +98,16 @@ impl Furniture {
|
|||
on: Box::new(|| false)
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_human_texture_handle(&self) -> Option<TextureHandle> {
|
||||
self.handles.human
|
||||
}
|
||||
|
||||
pub fn get_elec_texture_handle(&self) -> Option<TextureHandle> {
|
||||
self.handles.elec
|
||||
}
|
||||
|
||||
pub fn get_magnet_texture_handle(&self) -> Option<TextureHandle> {
|
||||
self.handles.magnet
|
||||
}
|
||||
}
|
||||
|
|
|
@ -13,12 +13,12 @@ impl Default for Grid {
|
|||
}
|
||||
|
||||
impl Grid {
|
||||
pub fn new(nodes: Vec<Vec2>, connections: Vec<(usize, usize)>) -> Self {
|
||||
let mut grid = Grid { nodes, connections };
|
||||
grid.sanitize();
|
||||
pub fn new(nodes: Vec<Vec2>, connections: Vec<(usize, usize)>) -> Self {
|
||||
let mut grid = Grid { nodes, connections };
|
||||
grid.sanitize();
|
||||
|
||||
grid
|
||||
}
|
||||
grid
|
||||
}
|
||||
|
||||
fn load() -> Self {
|
||||
let mut grid = Self {
|
||||
|
|
|
@ -19,22 +19,22 @@ pub fn setup(state: &mut crate::State, ctx: &mut EngineContext<'_>) {
|
|||
let house = {
|
||||
let room = Room::new(ctx);
|
||||
let player = Player::new(&room);
|
||||
HouseState { room, player}
|
||||
HouseState { room, player }
|
||||
};
|
||||
|
||||
state.house = Some(house);
|
||||
}
|
||||
|
||||
pub fn draw(state: &crate::State, ctx: &comfy::EngineContext<'_>) {
|
||||
pub fn draw(state: &crate::State, _ctx: &comfy::EngineContext<'_>) {
|
||||
if let Some(house) = &state.house {
|
||||
//Draw House
|
||||
house.room.draw();
|
||||
//Draw House
|
||||
house.room.draw();
|
||||
|
||||
//Draw Grid
|
||||
//state.house.grid.draw();
|
||||
//Draw Grid
|
||||
//state.house.grid.draw();
|
||||
|
||||
//Draw Player
|
||||
house.player.draw();
|
||||
//Draw Player
|
||||
house.player.draw();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,4 +1,7 @@
|
|||
use super::{room::Room, Grid, room::SCALE};
|
||||
use super::{
|
||||
room::{Room, SCALE},
|
||||
Grid
|
||||
};
|
||||
use comfy::{delta, draw_circle, is_key_down, vec2, KeyCode, Vec2, RED};
|
||||
use std::collections::HashSet;
|
||||
|
||||
|
@ -11,15 +14,17 @@ pub struct Player {
|
|||
}
|
||||
|
||||
impl Player {
|
||||
pub fn new(room: &Room) -> Self {
|
||||
|
||||
Player {
|
||||
position: vec2(((0.25) - room.size.0 as f32 / 2.0) * SCALE, room.grid.nodes.get(0).unwrap().y),
|
||||
speed: 10.0,
|
||||
connection: 0,
|
||||
next_connections: vec![1],
|
||||
}
|
||||
}
|
||||
pub fn new(room: &Room) -> Self {
|
||||
Player {
|
||||
position: vec2(
|
||||
((0.25) - room.size.0 as f32 / 2.0) * SCALE,
|
||||
room.grid.nodes.first().unwrap().y
|
||||
),
|
||||
speed: 10.0,
|
||||
connection: 0,
|
||||
next_connections: vec![1]
|
||||
}
|
||||
}
|
||||
|
||||
pub fn draw(&self) {
|
||||
draw_circle(self.position, 0.5, RED, 0);
|
||||
|
@ -35,31 +40,26 @@ impl Player {
|
|||
}
|
||||
}
|
||||
|
||||
pub fn is_moving_to_right_room(&self, room: &Room) -> bool {
|
||||
|
||||
pub fn is_moving_to_right_room(&self, room: &Room) -> bool {
|
||||
self.position.x > (room.size.0 as f32 / 2.0) * SCALE
|
||||
}
|
||||
|
||||
self.position.x > (room.size.0 as f32 / 2.0) * SCALE
|
||||
}
|
||||
pub fn is_moving_to_left_room(&self, room: &Room) -> bool {
|
||||
self.position.x < -(room.size.0 as f32 / 2.0) * SCALE
|
||||
}
|
||||
|
||||
pub fn is_moving_to_left_room(&self, room: &Room) -> bool {
|
||||
|
||||
pub fn reset_on_room(&mut self, room: &Room, place_left: bool) {
|
||||
let offset = 0.1;
|
||||
let x = if place_left {
|
||||
(offset - room.size.0 as f32 / 2.0) * SCALE
|
||||
} else {
|
||||
(room.size.0 as f32 / 2.0 - offset) * SCALE
|
||||
};
|
||||
|
||||
self.position.x < -(room.size.0 as f32 / 2.0) * SCALE
|
||||
}
|
||||
|
||||
pub fn reset_on_room(&mut self, room: &Room, place_left: bool) {
|
||||
|
||||
let offset = 0.1;
|
||||
let x = if place_left {
|
||||
(offset - room.size.0 as f32 / 2.0) * SCALE
|
||||
} else {
|
||||
(room.size.0 as f32 / 2.0 - offset) * SCALE
|
||||
};
|
||||
|
||||
self.position = vec2(x, room.grid.nodes.get(0).unwrap().y);
|
||||
self.connection = 0;
|
||||
self.next_connections = vec![1];
|
||||
}
|
||||
self.position = vec2(x, room.grid.nodes.first().unwrap().y);
|
||||
self.connection = 0;
|
||||
self.next_connections = vec![1];
|
||||
}
|
||||
}
|
||||
|
||||
fn move_player(player: &mut Player, allowed_movement: (bool, bool, bool, bool)) {
|
||||
|
|
|
@ -1,4 +1,9 @@
|
|||
use comfy::*;
|
||||
use comfy::{
|
||||
draw_rect_outline, draw_sprite, error, random_i32, vec2, EngineContext, HashSet,
|
||||
Vec2, GREEN, RED, WHITE
|
||||
};
|
||||
|
||||
use crate::game;
|
||||
|
||||
use super::{furniture::Furniture, grid::Grid};
|
||||
|
||||
|
@ -18,13 +23,7 @@ pub struct Room {
|
|||
room_type: RoomType,
|
||||
pub size: (u8, u8), //(width, height)
|
||||
pub grid: Grid,
|
||||
tiles: Vec<Tile>
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
enum Tile {
|
||||
Single(Furniture),
|
||||
Double(Furniture, Furniture)
|
||||
furnitures: Vec<(Vec2, Vec2, Furniture)> //(pos, size, furniture)
|
||||
}
|
||||
|
||||
impl RoomType {
|
||||
|
@ -40,40 +39,51 @@ impl RoomType {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
impl Room {
|
||||
pub fn new(ctx: &mut EngineContext<'_>) -> Self {
|
||||
pub fn new(ctx: &mut EngineContext<'_>) -> Self {
|
||||
let room_type = RoomType::random();
|
||||
let size = Self::random_size(&room_type);
|
||||
|
||||
let mut tiles = Vec::new();
|
||||
let mut furnitures = Vec::new();
|
||||
|
||||
if room_type == RoomType::Kitchen {
|
||||
tiles.push(Tile::Single(Furniture::new("kitchen", "fridge", ctx)));
|
||||
furnitures.push((
|
||||
vec2(0.0, 0.0),
|
||||
vec2(1.0, 2.0),
|
||||
Furniture::new("kitchen", "fridge", ctx)
|
||||
));
|
||||
furnitures.push((
|
||||
vec2(1.0, 0.0),
|
||||
vec2(1.0, 1.0),
|
||||
Furniture::new("kitchen", "dishwasher", ctx)
|
||||
));
|
||||
furnitures.push((
|
||||
vec2(1.0, 1.0),
|
||||
vec2(0.75, 0.75),
|
||||
Furniture::new("kitchen", "blender", ctx)
|
||||
));
|
||||
}
|
||||
|
||||
Room { room_type, size, grid: Self::create_grid(size.0, size.1), tiles}
|
||||
}
|
||||
|
||||
fn random_size(room_type: &RoomType) -> (u8, u8) {
|
||||
match room_type {
|
||||
RoomType::Kitchen | RoomType::LivingRoom => {
|
||||
(random_i32(5, 8) as u8, 3)
|
||||
}
|
||||
RoomType::Bath | RoomType::SleepingRoom => {
|
||||
(random_i32(4, 6) as u8, 3)
|
||||
}
|
||||
RoomType::Toilett => {
|
||||
(random_i32(2, 3) as u8, 3)
|
||||
}
|
||||
Room {
|
||||
room_type,
|
||||
size,
|
||||
grid: Self::create_grid(size.0, size.1),
|
||||
furnitures
|
||||
}
|
||||
}
|
||||
|
||||
fn create_grid(width: u8, height: u8) -> Grid{
|
||||
fn random_size(room_type: &RoomType) -> (u8, u8) {
|
||||
match room_type {
|
||||
RoomType::Kitchen | RoomType::LivingRoom => (random_i32(5, 8) as u8, 3),
|
||||
RoomType::Bath | RoomType::SleepingRoom => (random_i32(4, 6) as u8, 3),
|
||||
RoomType::Toilett => (random_i32(2, 3) as u8, 3)
|
||||
}
|
||||
}
|
||||
|
||||
fn create_grid(width: u8, height: u8) -> Grid {
|
||||
error!("START GRID CREATION!");
|
||||
let left_border = width as f32 / 2.0;
|
||||
let lower_border = height as f32 / 2.0;
|
||||
|
||||
|
||||
//Lower Cable
|
||||
let lower_cable_y = height as f32 / 6.0;
|
||||
|
@ -83,26 +93,37 @@ impl Room {
|
|||
let max_offset = ((width / 2) as i32).max(1);
|
||||
|
||||
while current_x < width as f32 {
|
||||
nodes.push(vec2((current_x - left_border) * SCALE, (lower_cable_y - lower_border) * SCALE));
|
||||
nodes.push(vec2(
|
||||
(current_x - left_border) * SCALE,
|
||||
(lower_cable_y - lower_border) * SCALE
|
||||
));
|
||||
current_x += random_i32(1, max_offset) as f32;
|
||||
}
|
||||
current_x = width as f32 + 0.5;
|
||||
nodes.push(vec2((current_x - left_border) * SCALE, (lower_cable_y - lower_border) * SCALE));
|
||||
nodes.push(vec2(
|
||||
(current_x - left_border) * SCALE,
|
||||
(lower_cable_y - lower_border) * SCALE
|
||||
));
|
||||
|
||||
let mut connections = Vec::new();
|
||||
for i in 1..nodes.len() {
|
||||
connections.push((i-1, i));
|
||||
for i in 1 .. nodes.len() {
|
||||
connections.push((i - 1, i));
|
||||
}
|
||||
|
||||
//Lamps
|
||||
let upper_cable_y = height as f32 - 0.25;
|
||||
let max_lamps = (width as f32 / 2.5).round() as i32;
|
||||
let lamp_amount = random_i32(1, max_lamps + 1);
|
||||
let node_indices: HashSet<usize> = (0..lamp_amount).map(|_| random_i32(1, nodes.len() as i32 - 1) as usize).collect();
|
||||
|
||||
let node_indices: HashSet<usize> = (0 .. lamp_amount)
|
||||
.map(|_| random_i32(1, nodes.len() as i32 - 1) as usize)
|
||||
.collect();
|
||||
|
||||
let last_lower_node_index = nodes.len();
|
||||
for (i, index) in node_indices.iter().enumerate() {
|
||||
nodes.push(vec2(nodes.get(*index).unwrap().x,(upper_cable_y - lower_border) * SCALE));
|
||||
nodes.push(vec2(
|
||||
nodes.get(*index).unwrap().x,
|
||||
(upper_cable_y - lower_border) * SCALE
|
||||
));
|
||||
connections.push((*index, last_lower_node_index + i));
|
||||
}
|
||||
|
||||
|
@ -110,11 +131,38 @@ impl Room {
|
|||
}
|
||||
|
||||
pub fn draw(&self) {
|
||||
|
||||
let (width, height) = self.size;
|
||||
let (width, height) = (width as f32 * SCALE, height as f32 * SCALE);
|
||||
|
||||
draw_rect_outline(vec2(0.0, 0.0), vec2(width, height), 0.3, RED, 0);
|
||||
draw_rect_outline(
|
||||
vec2(0.0, 0.0),
|
||||
vec2(width as f32 * SCALE, height as f32 * SCALE),
|
||||
0.3,
|
||||
RED,
|
||||
game::ZLayer::MapMax.into()
|
||||
);
|
||||
|
||||
for (pos, size, furniture) in &self.furnitures {
|
||||
let mut pos = *pos - vec2(width as f32 / 2.0, height as f32 / 2.0);
|
||||
pos += *size * 0.5;
|
||||
|
||||
if let Some(texture) = furniture.get_human_texture_handle() {
|
||||
draw_sprite(
|
||||
texture,
|
||||
pos * SCALE,
|
||||
WHITE,
|
||||
game::ZLayer::MapMax.into(),
|
||||
*size * SCALE
|
||||
);
|
||||
} else {
|
||||
draw_rect_outline(
|
||||
pos * SCALE,
|
||||
*size * SCALE,
|
||||
0.3,
|
||||
GREEN,
|
||||
game::ZLayer::MapMax.into()
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
self.grid.draw();
|
||||
}
|
||||
|
|
|
@ -1,5 +1,7 @@
|
|||
use crate::{
|
||||
activities::{house, overworld, Activity}, assets::Assets, State
|
||||
activities::{house, overworld, Activity},
|
||||
assets::Assets,
|
||||
State
|
||||
};
|
||||
use comfy::EngineContext;
|
||||
use std::ops::Sub;
|
||||
|
|
|
@ -12,7 +12,6 @@ mod ui;
|
|||
|
||||
use self::{
|
||||
activities::{house::HouseState, overworld::worldgen::Overworld, Activity},
|
||||
assets::Assets,
|
||||
game::Ghost
|
||||
};
|
||||
use comfy::{
|
||||
|
@ -51,8 +50,6 @@ fn config(config: GameConfig) -> GameConfig {
|
|||
config
|
||||
}
|
||||
|
||||
|
||||
|
||||
async fn run() {
|
||||
init_game_config(GAME_NAME.to_string(), env!("CARGO_PKG_VERSION"), config);
|
||||
let mut engine = EngineState::new();
|
||||
|
|
Loading…
Reference in a new issue