Formatted and fixed clippy with nightly
This commit is contained in:
parent
ee49fb493f
commit
901d457f81
7 changed files with 21 additions and 21 deletions
2
.gitignore
vendored
2
.gitignore
vendored
|
@ -1,3 +1,3 @@
|
||||||
/target
|
/target
|
||||||
shell.nix
|
*.nix
|
||||||
.vscode/
|
.vscode/
|
|
@ -3,7 +3,7 @@ use comfy::*;
|
||||||
#[derive(Debug)]
|
#[derive(Debug)]
|
||||||
pub struct Grid {
|
pub struct Grid {
|
||||||
pub nodes: Vec<Vec2>,
|
pub nodes: Vec<Vec2>,
|
||||||
pub connections: Vec<(usize, usize)>,
|
pub connections: Vec<(usize, usize)>
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Default for Grid {
|
impl Default for Grid {
|
||||||
|
@ -22,7 +22,7 @@ impl Grid {
|
||||||
vec2(-10.0, 0.0),
|
vec2(-10.0, 0.0),
|
||||||
vec2(10.0, 10.0),
|
vec2(10.0, 10.0),
|
||||||
],
|
],
|
||||||
connections: vec![(0, 1), (1, 2), (1, 3), (0, 4), (0, 5), (5, 1), (6, 7)],
|
connections: vec![(0, 1), (1, 2), (1, 3), (0, 4), (0, 5), (5, 1), (6, 7)]
|
||||||
};
|
};
|
||||||
|
|
||||||
grid.sanitize();
|
grid.sanitize();
|
||||||
|
|
|
@ -7,7 +7,7 @@ use player::Player;
|
||||||
#[derive(Debug, Default)]
|
#[derive(Debug, Default)]
|
||||||
pub struct HouseState {
|
pub struct HouseState {
|
||||||
grid: Grid,
|
grid: Grid,
|
||||||
player: Player,
|
player: Player
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn draw(state: &crate::State, _engine: &comfy::EngineContext) {
|
pub fn draw(state: &crate::State, _engine: &comfy::EngineContext) {
|
||||||
|
|
|
@ -7,7 +7,7 @@ pub struct Player {
|
||||||
position: Vec2,
|
position: Vec2,
|
||||||
speed: f32,
|
speed: f32,
|
||||||
connection: usize,
|
connection: usize,
|
||||||
next_connections: Vec<usize>,
|
next_connections: Vec<usize>
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Default for Player {
|
impl Default for Player {
|
||||||
|
@ -16,7 +16,7 @@ impl Default for Player {
|
||||||
position: Default::default(),
|
position: Default::default(),
|
||||||
speed: 10.0,
|
speed: 10.0,
|
||||||
connection: 0,
|
connection: 0,
|
||||||
next_connections: vec![1, 2, 3],
|
next_connections: vec![1, 2, 3]
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -40,7 +40,7 @@ fn move_player(player: &mut Player, allowed_movement: (bool, bool, bool, bool))
|
||||||
allow_up_movement,
|
allow_up_movement,
|
||||||
allow_down_movement,
|
allow_down_movement,
|
||||||
allow_left_movement,
|
allow_left_movement,
|
||||||
allow_right_movement,
|
allow_right_movement
|
||||||
) = allowed_movement;
|
) = allowed_movement;
|
||||||
|
|
||||||
if allow_up_movement && is_key_down(KeyCode::Up) {
|
if allow_up_movement && is_key_down(KeyCode::Up) {
|
||||||
|
@ -77,7 +77,7 @@ fn get_allowed_movement(player: &Player, grid: &Grid) -> (bool, bool, bool, bool
|
||||||
mut allow_up_movement,
|
mut allow_up_movement,
|
||||||
mut allow_down_movement,
|
mut allow_down_movement,
|
||||||
mut allow_left_movement,
|
mut allow_left_movement,
|
||||||
mut allow_right_movement,
|
mut allow_right_movement
|
||||||
) = get_allowed_connection_movement(&player.position, node_1, node_2);
|
) = get_allowed_connection_movement(&player.position, node_1, node_2);
|
||||||
|
|
||||||
for conn in &player.next_connections {
|
for conn in &player.next_connections {
|
||||||
|
@ -89,26 +89,26 @@ fn get_allowed_movement(player: &Player, grid: &Grid) -> (bool, bool, bool, bool
|
||||||
next_allow_up_movement,
|
next_allow_up_movement,
|
||||||
next_allow_down_movement,
|
next_allow_down_movement,
|
||||||
next_allow_left_movement,
|
next_allow_left_movement,
|
||||||
next_allow_right_movement,
|
next_allow_right_movement
|
||||||
) = get_allowed_connection_movement(&player.position, next_node_1, next_node_2);
|
) = get_allowed_connection_movement(&player.position, next_node_1, next_node_2);
|
||||||
|
|
||||||
(
|
(
|
||||||
allow_up_movement,
|
allow_up_movement,
|
||||||
allow_down_movement,
|
allow_down_movement,
|
||||||
allow_left_movement,
|
allow_left_movement,
|
||||||
allow_right_movement,
|
allow_right_movement
|
||||||
) = (
|
) = (
|
||||||
allow_up_movement || next_allow_up_movement,
|
allow_up_movement || next_allow_up_movement,
|
||||||
allow_down_movement || next_allow_down_movement,
|
allow_down_movement || next_allow_down_movement,
|
||||||
allow_left_movement || next_allow_left_movement,
|
allow_left_movement || next_allow_left_movement,
|
||||||
allow_right_movement || next_allow_right_movement,
|
allow_right_movement || next_allow_right_movement
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
(
|
(
|
||||||
allow_up_movement,
|
allow_up_movement,
|
||||||
allow_down_movement,
|
allow_down_movement,
|
||||||
allow_left_movement,
|
allow_left_movement,
|
||||||
allow_right_movement,
|
allow_right_movement
|
||||||
)
|
)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -117,7 +117,7 @@ fn get_allowed_movement(player: &Player, grid: &Grid) -> (bool, bool, bool, bool
|
||||||
fn get_allowed_connection_movement(
|
fn get_allowed_connection_movement(
|
||||||
player_position: &Vec2,
|
player_position: &Vec2,
|
||||||
node_1: &Vec2,
|
node_1: &Vec2,
|
||||||
node_2: &Vec2,
|
node_2: &Vec2
|
||||||
) -> (bool, bool, bool, bool) {
|
) -> (bool, bool, bool, bool) {
|
||||||
let allow_left_movement = {
|
let allow_left_movement = {
|
||||||
if node_1.x <= node_2.x {
|
if node_1.x <= node_2.x {
|
||||||
|
@ -171,7 +171,7 @@ fn get_allowed_connection_movement(
|
||||||
allow_up_movement,
|
allow_up_movement,
|
||||||
allow_down_movement,
|
allow_down_movement,
|
||||||
allow_left_movement,
|
allow_left_movement,
|
||||||
allow_right_movement,
|
allow_right_movement
|
||||||
)
|
)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -5,5 +5,6 @@ pub mod overworld;
|
||||||
pub enum Activity {
|
pub enum Activity {
|
||||||
#[default]
|
#[default]
|
||||||
House,
|
House,
|
||||||
Overworld,
|
#[allow(dead_code)]
|
||||||
|
Overworld
|
||||||
}
|
}
|
||||||
|
|
|
@ -2,19 +2,19 @@ use comfy::*;
|
||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
activities::{house, overworld, Activity},
|
activities::{house, overworld, Activity},
|
||||||
State,
|
State
|
||||||
};
|
};
|
||||||
|
|
||||||
pub fn update(state: &mut State, engine: &mut EngineContext) {
|
pub fn update(state: &mut State, engine: &mut EngineContext) {
|
||||||
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)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn draw(state: &State, engine: &EngineContext) {
|
pub fn draw(state: &State, engine: &EngineContext) {
|
||||||
match state.activity {
|
match state.activity {
|
||||||
Activity::House => house::draw(state, engine),
|
Activity::House => house::draw(state, engine),
|
||||||
Activity::Overworld => overworld::draw(state, engine),
|
Activity::Overworld => overworld::draw(state, engine)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,8 +1,7 @@
|
||||||
mod activities;
|
mod activities;
|
||||||
mod game;
|
mod game;
|
||||||
|
|
||||||
use activities::house::HouseState;
|
use activities::{house::HouseState, Activity};
|
||||||
use activities::Activity;
|
|
||||||
use comfy::*;
|
use comfy::*;
|
||||||
|
|
||||||
const GAME_NAME: &str = "Powercreep";
|
const GAME_NAME: &str = "Powercreep";
|
||||||
|
@ -10,7 +9,7 @@ const GAME_NAME: &str = "Powercreep";
|
||||||
#[derive(Debug, Default)]
|
#[derive(Debug, Default)]
|
||||||
struct State {
|
struct State {
|
||||||
activity: Activity,
|
activity: Activity,
|
||||||
house: HouseState,
|
house: HouseState
|
||||||
}
|
}
|
||||||
|
|
||||||
impl GameLoop for State {
|
impl GameLoop for State {
|
||||||
|
|
Loading…
Reference in a new issue