fix merge

This commit is contained in:
Dominic 2024-07-07 13:52:51 +02:00
parent c13b96d88b
commit a4a96c809d
Signed by: msrd0
GPG key ID: AAF7C8430CA3345D
5 changed files with 32 additions and 35 deletions

View file

@ -3,10 +3,10 @@ mod grid;
mod player; mod player;
mod room; mod room;
use comfy::EngineContext; use self::{grid::Grid, player::Player, room::Room};
use grid::Grid; use super::Activity;
use player::Player; use crate::State;
use room::Room; use comfy::{error, EngineContext};
#[derive(Debug)] #[derive(Debug)]
pub struct HouseState { pub struct HouseState {
@ -15,18 +15,20 @@ pub struct HouseState {
player: Player player: Player
} }
pub fn setup(state: &mut crate::State, ctx: &mut EngineContext<'_>) { impl HouseState {
if let Some(house) = state.house() { pub fn generate_new_house(ctx: &mut EngineContext<'_>) -> Self {
let room = Room::new(ctx); let room = Room::new(ctx);
let player = Player::new(&room); 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: &State, _ctx: &comfy::EngineContext<'_>) {
if let Some(house) = &state.house { let Some(house) = state.house() else {
error!("How can I render a house when I'm not in one?!?");
return;
};
//Draw House //Draw House
house.room.draw(); house.room.draw();
@ -36,11 +38,10 @@ pub fn draw(state: &crate::State, _ctx: &comfy::EngineContext<'_>) {
//Draw Player //Draw Player
house.player.draw(); house.player.draw();
} }
}
pub fn update(state: &mut crate::State, ctx: &mut comfy::EngineContext<'_>) { pub fn update(state: &mut State, ctx: &mut comfy::EngineContext<'_>) {
let house = state.house_mut(); let house = state.house_mut(ctx);
house.player.update(&house.grid); house.player.update(&house.room.grid);
if house.player.is_moving_to_right_room(&house.room) { if house.player.is_moving_to_right_room(&house.room) {
house.room = Room::new(ctx); house.room = Room::new(ctx);

View file

@ -7,7 +7,5 @@ pub mod overworld;
pub enum Activity { pub enum Activity {
House(IVec2), House(IVec2),
#[default] #[default]
House,
#[allow(dead_code)]
Overworld Overworld
} }

View file

@ -32,7 +32,7 @@ pub fn draw(state: &crate::State, _engine: &comfy::EngineContext<'_>) {
draw_circle(state.ghost.overworld_pos, 0.5, RED, ZLayer::Ghost.into()); draw_circle(state.ghost.overworld_pos, 0.5, RED, ZLayer::Ghost.into());
} }
fn update_move_player(state: &mut State) { fn update_move_player(state: &mut State, ctx: &mut EngineContext<'_>) {
let now = Instant::now(); let now = Instant::now();
// Are there any pending position updates? If so, we ignore all user input and execute // Are there any pending position updates? If so, we ignore all user input and execute
@ -160,18 +160,18 @@ fn update_move_player(state: &mut State) {
if current_tile.can_enter_house() { if current_tile.can_enter_house() {
info!("enter house at {tile_pos}"); info!("enter house at {tile_pos}");
state.activity = Activity::House(tile_pos); state.activity = Activity::House(tile_pos);
state.house_mut(); // gen new house state.house_mut(ctx); // gen new house
} }
} }
} }
pub fn update(state: &mut State, _ctx: &mut EngineContext<'_>) { pub fn update(state: &mut State, ctx: &mut EngineContext<'_>) {
let mut camera = main_camera_mut(); let mut camera = main_camera_mut();
camera.center = Vec2::ZERO; camera.center = Vec2::ZERO;
camera.zoom = 30.0; camera.zoom = 30.0;
// move player // move player
update_move_player(state); update_move_player(state, ctx);
// generate more chunks if needed // generate more chunks if needed
{ {

View file

@ -88,8 +88,6 @@ impl Sub<i32> for ZLayer {
pub fn setup(state: &mut State, ctx: &mut EngineContext<'_>) { pub fn setup(state: &mut State, ctx: &mut EngineContext<'_>) {
Assets::load(ctx); Assets::load(ctx);
house::setup(state, ctx);
} }
pub fn update(state: &mut State, engine: &mut EngineContext<'_>) { pub fn update(state: &mut State, engine: &mut EngineContext<'_>) {

View file

@ -40,13 +40,13 @@ impl State {
} }
fn house(&self) -> Option<&HouseState> { fn house(&self) -> Option<&HouseState> {
self.houses.get(&self.get_house_pos().unwrap()) self.houses.get(&self.get_house_pos()?)
} }
fn house_mut(&mut self) -> &mut HouseState { fn house_mut(&mut self, ctx: &mut EngineContext<'_>) -> &mut HouseState {
self.houses self.houses
.entry(self.get_house_pos().unwrap()) .entry(self.get_house_pos().unwrap())
.or_insert_with(HouseState::default) .or_insert_with(|| HouseState::generate_new_house(ctx))
} }
} }