Merge branch 'main' into battery-ui
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This commit is contained in:
luckyturtledev 2024-07-06 22:31:07 +02:00
commit b3b0bfb725
15 changed files with 1296 additions and 38 deletions

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@ -1,7 +0,0 @@
use comfy::*;
pub fn draw(_state: &crate::State, _engine: &comfy::EngineContext) {
draw_circle(vec2(0.0, 0.0), 0.5, RED, 0);
}
pub fn update(_state: &mut crate::State, _engine: &mut comfy::EngineContext) {}

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@ -0,0 +1,69 @@
use comfy::{draw_circle, draw_line, error, vec2, Vec2, BLUE};
#[derive(Debug)]
pub struct Grid {
pub nodes: Vec<Vec2>,
pub connections: Vec<(usize, usize)>
}
impl Default for Grid {
fn default() -> Self {
Grid::load() //Just for testing purposes
}
}
impl Grid {
fn load() -> Self {
let mut grid = Self {
nodes: vec![
vec2(10.0, 0.0),
vec2(0.0, 0.0),
vec2(0.0, 10.0),
vec2(-10.0, 0.0),
vec2(10.0, 10.0),
],
connections: vec![(0, 1), (1, 2), (1, 3), (0, 4), (0, 5), (5, 1), (6, 7)]
};
grid.sanitize();
grid
}
fn sanitize(&mut self) {
let mut len = self.nodes.len();
let connections = self
.connections
.iter()
.filter(|(conn_i1, conn_i2)| {
if conn_i1 >= &mut len || conn_i2 >= &mut len {
error!("Connection in grid not possible {:?}", (conn_i1, conn_i2));
false
} else {
true
}
})
.map(|(conn_i1, conn_i2)| (*conn_i1, *conn_i2))
.collect();
self.connections = connections;
}
pub fn draw(&self) {
//Draw Grid
for node in &self.nodes {
draw_circle(*node, 0.25, BLUE, 0);
}
for (conn_i1, conn_i2) in &self.connections {
let node_1 = self.nodes.get(*conn_i1);
let node_2 = self.nodes.get(*conn_i2);
if node_1.is_none() || node_2.is_none() {
error!("Connection in grid not available {:?}", (conn_i1, conn_i2));
continue;
}
draw_line(*node_1.unwrap(), *node_2.unwrap(), 0.1, BLUE, 0);
}
}
}

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@ -0,0 +1,23 @@
mod grid;
mod player;
use grid::Grid;
use player::Player;
#[derive(Debug, Default)]
pub struct HouseState {
grid: Grid,
player: Player
}
pub fn draw(state: &crate::State, _engine: &comfy::EngineContext<'_>) {
//Draw Grid
state.house.grid.draw();
//Draw Player
state.house.player.draw();
}
pub fn update(state: &mut crate::State, _engine: &mut comfy::EngineContext<'_>) {
state.house.player.update(&state.house.grid);
}

View file

@ -0,0 +1,268 @@
use super::Grid;
use comfy::{delta, draw_circle, is_key_down, vec2, KeyCode, Vec2, RED};
use std::collections::HashSet;
#[derive(Debug)]
pub struct Player {
position: Vec2,
speed: f32,
connection: usize,
next_connections: Vec<usize>
}
impl Default for Player {
fn default() -> Self {
Self {
position: Default::default(),
speed: 10.0,
connection: 0,
next_connections: vec![1, 2, 3]
}
}
}
impl Player {
pub fn draw(&self) {
draw_circle(self.position, 0.5, RED, 0);
}
pub fn update(&mut self, grid: &Grid) {
let allowed_movement = get_allowed_movement(self, grid);
move_player(self, allowed_movement);
if !on_current_connection(self, grid) && !update_connections(self, grid) {
snap_to_closest_node(self, grid);
}
}
}
fn move_player(player: &mut Player, allowed_movement: (bool, bool, bool, bool)) {
let (
allow_up_movement,
allow_down_movement,
allow_left_movement,
allow_right_movement
) = allowed_movement;
if allow_up_movement && is_key_down(KeyCode::Up) {
player.position += vec2(0.0, player.speed) * delta();
}
if allow_down_movement && is_key_down(KeyCode::Down) {
player.position += vec2(0.0, -player.speed) * delta();
}
if allow_right_movement && is_key_down(KeyCode::Right) {
player.position += vec2(player.speed, 0.0) * delta();
}
if allow_left_movement && is_key_down(KeyCode::Left) {
player.position += vec2(-player.speed, 0.0) * delta();
}
}
//(UP, DOWN, LEFT, RIGHT)
fn get_allowed_movement(player: &Player, grid: &Grid) -> (bool, bool, bool, bool) {
let (conn_i1, conn_i2) = grid.connections.get(player.connection).unwrap();
let node_1 = grid.nodes.get(*conn_i1).unwrap();
let node_2 = grid.nodes.get(*conn_i2).unwrap();
let range = 0.25;
if in_node_range(&player.position, node_1, range)
|| in_node_range(&player.position, node_2, range)
{
(true, true, true, true)
} else {
let (
mut allow_up_movement,
mut allow_down_movement,
mut allow_left_movement,
mut allow_right_movement
) = get_allowed_connection_movement(&player.position, node_1, node_2);
for conn in &player.next_connections {
let (next_conn_i1, next_conn_i2) = grid.connections.get(*conn).unwrap();
let next_node_1 = grid.nodes.get(*next_conn_i1).unwrap();
let next_node_2 = grid.nodes.get(*next_conn_i2).unwrap();
let (
next_allow_up_movement,
next_allow_down_movement,
next_allow_left_movement,
next_allow_right_movement
) = get_allowed_connection_movement(&player.position, next_node_1, next_node_2);
(
allow_up_movement,
allow_down_movement,
allow_left_movement,
allow_right_movement
) = (
allow_up_movement || next_allow_up_movement,
allow_down_movement || next_allow_down_movement,
allow_left_movement || next_allow_left_movement,
allow_right_movement || next_allow_right_movement
);
}
(
allow_up_movement,
allow_down_movement,
allow_left_movement,
allow_right_movement
)
}
}
//(UP, DOWN, LEFT, RIGHT)
fn get_allowed_connection_movement(
player_position: &Vec2,
node_1: &Vec2,
node_2: &Vec2
) -> (bool, bool, bool, bool) {
let allow_left_movement = {
if node_1.x <= node_2.x {
node_1.x < player_position.x
&& player_position.x <= node_2.x
&& player_position.y == node_1.y
} else {
node_2.x < player_position.x
&& player_position.x <= node_1.x
&& player_position.y == node_1.y
}
};
let allow_right_movement = {
if node_1.x <= node_2.x {
node_1.x <= player_position.x
&& player_position.x < node_2.x
&& player_position.y == node_1.y
} else {
node_2.x <= player_position.x
&& player_position.x < node_1.x
&& player_position.y == node_1.y
}
};
let allow_up_movement = {
if node_1.y <= node_2.y {
node_1.y <= player_position.y
&& player_position.y < node_2.y
&& player_position.x == node_1.x
} else {
node_2.y <= player_position.y
&& player_position.y < node_1.y
&& player_position.x == node_1.x
}
};
let allow_down_movement = {
if node_1.y <= node_2.y {
node_1.y < player_position.y
&& player_position.y <= node_2.y
&& player_position.x == node_1.x
} else {
node_2.y < player_position.y
&& player_position.y <= node_1.y
&& player_position.x == node_1.x
}
};
(
allow_up_movement,
allow_down_movement,
allow_left_movement,
allow_right_movement
)
}
fn on_current_connection(player: &Player, grid: &Grid) -> bool {
let (conn_i1, conn_i2) = grid.connections.get(player.connection).unwrap();
let node_1 = grid.nodes.get(*conn_i1).unwrap();
let node_2 = grid.nodes.get(*conn_i2).unwrap();
on_connection(&player.position, node_1, node_2)
}
fn on_connection(player_position: &Vec2, node_1: &Vec2, node_2: &Vec2) -> bool {
let on_x = if node_1.x <= node_2.x {
node_1.x <= player_position.x && player_position.x <= node_2.x
} else {
node_2.x <= player_position.x && player_position.x <= node_1.x
};
let on_y = if node_1.y <= node_2.y {
node_1.y <= player_position.y && player_position.y <= node_2.y
} else {
node_2.y <= player_position.y && player_position.y <= node_1.y
};
on_x && on_y
}
fn update_connections(player: &mut Player, grid: &Grid) -> bool {
for conn in &player.next_connections {
let (next_conn_i1, next_conn_i2) = grid.connections.get(*conn).unwrap();
let next_node_1 = grid.nodes.get(*next_conn_i1).unwrap();
let next_node_2 = grid.nodes.get(*next_conn_i2).unwrap();
if on_connection(&player.position, next_node_1, next_node_2) {
player.connection = *conn;
//Update next connections
let mut next_connections = Vec::new();
for (i, (poss_conn_i1, poss_conn_i2)) in grid.connections.iter().enumerate() {
if (next_conn_i1, next_conn_i2) != (poss_conn_i1, poss_conn_i2)
&& next_conn_i1 == poss_conn_i1
|| next_conn_i1 == poss_conn_i2
|| next_conn_i2 == poss_conn_i1
|| next_conn_i2 == poss_conn_i2
{
next_connections.push(i);
}
}
player.next_connections = next_connections;
return true;
}
}
false
}
fn in_node_range(player_position: &Vec2, node: &Vec2, range: f32) -> bool {
node.x - range <= player_position.x
&& player_position.x <= node.x + range
&& node.y - range <= player_position.y
&& player_position.y <= node.y + range
}
fn get_squared_node_range(player_position: &Vec2, node: &Vec2) -> f32 {
(player_position.x - node.x).abs() + (player_position.y - node.y).abs()
}
fn snap_to_closest_node(player: &mut Player, grid: &Grid) {
let (current_connection_index_1, current_connection_index_2) =
grid.connections.get(player.connection).unwrap();
let mut nodes = HashSet::new();
nodes.insert(current_connection_index_1);
nodes.insert(current_connection_index_2);
for conn in &player.next_connections {
let (next_connection_index_1, next_connection_index_2) =
grid.connections.get(*conn).unwrap();
nodes.insert(next_connection_index_1);
nodes.insert(next_connection_index_2);
}
let mut closest_sqared_range = f32::MAX;
let mut closest_node = &vec2(0.0, 0.0);
for node_index in nodes {
let current_node = grid.nodes.get(*node_index).unwrap();
let current_squard_range = get_squared_node_range(&player.position, current_node);
if closest_sqared_range > current_squard_range {
closest_sqared_range = current_squard_range;
closest_node = current_node;
}
}
player.position = *closest_node;
}

View file

@ -1,8 +1,10 @@
pub mod house;
pub mod overworld;
#[derive(Debug)]
#[derive(Debug, Default)]
pub enum Activity {
#[allow(dead_code)]
House,
#[default]
Overworld
}

View file

@ -1,7 +0,0 @@
use comfy::*;
pub fn draw(_state: &crate::State, _engine: &comfy::EngineContext) {
draw_circle(vec2(0.0, 0.0), 0.5, GREEN, 0);
}
pub fn update(_state: &mut crate::State, _engine: &mut comfy::EngineContext) {}

View file

@ -0,0 +1,31 @@
use comfy::{
draw_rect_outline, draw_sprite, main_camera_mut, EngineContext, IVec2, Vec2, RED,
WHITE
};
use crate::game::ZLayer;
pub mod worldgen;
pub fn draw(state: &crate::State, _engine: &comfy::EngineContext<'_>) {
for (coords, tile) in state.overworld.iter_tiles() {
for (i, texture) in tile.textures().iter().rev().enumerate() {
let i = i as i32;
draw_sprite(
*texture,
coords.as_vec2(),
WHITE,
ZLayer::MapMax - i,
Vec2::ONE
);
draw_rect_outline(coords.as_vec2(), Vec2::ONE, 0.1, RED, 10);
}
}
}
pub fn update(state: &mut crate::State, _engine: &mut EngineContext<'_>) {
let mut camera = main_camera_mut();
camera.center = Vec2::ZERO;
camera.zoom = 30.0;
state.overworld.get_or_generate_tile(IVec2::ZERO);
}

View file

@ -0,0 +1,316 @@
// TODO remove this
#![allow(dead_code)]
use crate::assets::ASSETS;
use comfy::{IVec2, TextureHandle, UVec2};
use log::info;
use std::collections::HashMap;
pub enum MovementCost {
/// No movement possible - cost infinitely high.
Infinite,
/// There is a path for this movement - movement is cheap.
Path,
/// There is no path and no obstacle.
Default,
/// There is an obstacle (i.e. fence) - movement is expensive.
Obstacle
}
#[derive(Clone, Copy, Debug)]
pub enum Tile {
Grass,
Path {
left: bool,
right: bool,
top: bool,
bottom: bool
},
House {
texture: TextureHandle,
door: bool
}
}
impl Tile {
pub fn textures(&self) -> Vec<TextureHandle> {
match self {
Self::Grass => vec![ASSETS.overworld.grass],
Self::Path {
left,
right,
top,
bottom
} => {
let path_texture = match (left, right, top, bottom) {
(true, true, false, false) => ASSETS.overworld.path_horiz,
(false, false, true, true) => ASSETS.overworld.path_vert,
(true, false, true, false) => ASSETS.overworld.path_top_left,
(true, false, false, true) => ASSETS.overworld.path_bottom_left,
(false, true, true, false) => ASSETS.overworld.path_top_right,
(false, true, false, true) => ASSETS.overworld.path_bottom_right,
(true, true, true, false) => ASSETS.overworld.path_top_left_right,
(true, true, false, true) => ASSETS.overworld.path_bottom_left_right,
(true, false, true, true) => ASSETS.overworld.path_top_left_bottom,
(false, true, true, true) => ASSETS.overworld.path_top_right_bottom,
(true, true, true, true) => ASSETS.overworld.path_crossing,
(true, false, false, false)
| (false, true, false, false)
| (false, false, true, false)
| (false, false, false, true) => panic!("We don't have no dead ends"),
(false, false, false, false) => panic!("I think you meant grass?!?")
};
vec![ASSETS.overworld.grass, path_texture]
},
Self::House { texture, .. } => {
vec![ASSETS.overworld.grass, *texture]
}
}
}
pub fn can_stand_inside(&self) -> bool {
unimplemented!()
}
pub fn movement_cost_left(&self) -> MovementCost {
unimplemented!()
}
pub fn movement_cost_right(&self) -> MovementCost {
unimplemented!()
}
pub fn movement_cost_up(&self) -> MovementCost {
unimplemented!()
}
pub fn movement_cost_down(&self) -> MovementCost {
unimplemented!()
}
pub fn can_enter_house(&self) -> bool {
unimplemented!()
}
}
/// The size of a chunk (both width and height). This value squared gives the amount of
/// tiles in the chunk.
const CHUNK_SIZE: u32 = 100;
/// Chunks
#[derive(Debug)]
#[allow(dead_code)]
pub struct Chunk {
/// All tiles within this chunk.
tiles: [Tile; (CHUNK_SIZE * CHUNK_SIZE) as usize],
/// All paths that leave this chunk on the left hand side.
paths_left: Vec<u32>,
/// All paths that leave this chunk on the right hand side.
paths_right: Vec<u32>,
/// All paths that leave this chunk on the bottom side.
paths_bottom: Vec<u32>,
/// All paths that leave this chunk on the top side.
paths_top: Vec<u32>
}
impl Chunk {
pub fn generate_chunk() -> Self {
info!("gen chunk");
// TODO real worldgen
// for the time being we just copy this pre-made house block into the chunk
fn path(left: bool, right: bool, top: bool, bottom: bool) -> Tile {
Tile::Path {
left,
right,
top,
bottom
}
}
fn house(texture: TextureHandle) -> Tile {
Tile::House {
texture,
door: false
}
}
let path_horiz = path(true, true, false, false);
let path_vert = path(false, false, true, true);
let path_crossing = path(true, true, true, true);
let grass = Tile::Grass;
let block = [
[
path_crossing,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_crossing
],
[
path_vert,
grass,
grass,
grass,
house(ASSETS.overworld.house_roof_top),
grass,
grass,
grass,
grass,
grass,
path_vert
],
[
path_vert,
grass,
grass,
house(ASSETS.overworld.house_roof_mid_left),
house(ASSETS.overworld.house_mid_window),
house(ASSETS.overworld.house_roof_mid_right),
grass,
grass,
grass,
grass,
path_vert
],
[
path_vert,
grass,
house(ASSETS.overworld.house_roof_left),
house(ASSETS.overworld.house_mid_window),
house(ASSETS.overworld.house_mid),
house(ASSETS.overworld.house_mid_window),
house(ASSETS.overworld.house_roof_right),
grass,
grass,
grass,
path_vert
],
[
path_vert,
grass,
house(ASSETS.overworld.house_bottom_left),
house(ASSETS.overworld.house_bottom_door),
house(ASSETS.overworld.house_bottom_window),
house(ASSETS.overworld.house_bottom_window),
house(ASSETS.overworld.house_bottom_right),
grass,
grass,
grass,
path_vert
],
[
path_vert,
grass,
grass,
path(false, true, true, false),
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path(true, false, true, true)
],
[
path_vert, grass, grass, grass, grass, grass, grass, grass, grass, grass,
path_vert
],
[
path_vert, grass, grass, grass, grass, grass, grass, grass, grass, grass,
path_vert
]
];
// and then we copy this pre-made block into our chunk
let mut tiles = [Tile::Grass; (CHUNK_SIZE * CHUNK_SIZE) as usize];
for y in 0 .. CHUNK_SIZE {
for x in 0 .. CHUNK_SIZE {
let row = block[y as usize % block.len()];
tiles[(y * CHUNK_SIZE + x) as usize] = row[x as usize % row.len()];
}
}
Self {
tiles,
paths_left: vec![],
paths_right: vec![],
paths_bottom: vec![],
paths_top: vec![]
}
}
pub fn get_tile(&self, local_chunk_coords: UVec2) -> Option<&Tile> {
self.tiles
.get((local_chunk_coords.y * CHUNK_SIZE + local_chunk_coords.x) as usize)
}
/// iterate over all tiles and its local chunk coords
pub fn iter_tiles(&self) -> impl Iterator<Item = (UVec2, &Tile)> {
self.tiles.iter().enumerate().map(|(i, tile)| {
let i = i as u32;
(UVec2::new(i % CHUNK_SIZE, i / CHUNK_SIZE), tile)
})
}
}
#[derive(Debug, Default)]
pub struct Overworld {
chunks: HashMap<IVec2, Chunk>
}
fn world_to_chunk_and_local_coords(world_coords: IVec2) -> (IVec2, UVec2) {
let chunk_coords = IVec2 {
x: world_coords.x.div_euclid(CHUNK_SIZE as _),
y: world_coords.y.div_euclid(CHUNK_SIZE as _)
};
let local_chunk_coords = UVec2 {
x: world_coords.x.rem_euclid(CHUNK_SIZE as _) as _,
y: world_coords.y.rem_euclid(CHUNK_SIZE as _) as _
};
(chunk_coords, local_chunk_coords)
}
impl Overworld {
/// Return a [`Tile`] at the given world coordinates, or `None` if that tile has not
/// been generated yet.
pub fn get_tile(&self, world_coords: IVec2) -> Option<&Tile> {
let (chunk_coords, local_chunk_coords) =
world_to_chunk_and_local_coords(world_coords);
let chunk = self.chunks.get(&chunk_coords)?;
chunk.get_tile(local_chunk_coords)
}
pub fn get_or_generate_tile(&mut self, world_coords: IVec2) -> &Tile {
let (chunk_coords, local_chunk_coords) =
world_to_chunk_and_local_coords(world_coords);
let chunk = self
.chunks
.entry(chunk_coords)
.or_insert_with(Chunk::generate_chunk);
chunk.get_tile(local_chunk_coords).unwrap()
}
/// iterate over all tiles and its global coords
pub fn iter_tiles(&self) -> impl Iterator<Item = (IVec2, &Tile)> {
self.chunks.iter().flat_map(|(chunk_coords, chunk)| {
chunk.iter_tiles().map(|(local_coords, tile)| {
// never fail because chunksize fits alswas into i32
let local_coords: IVec2 = local_coords.try_into().unwrap();
(local_coords + (*chunk_coords * CHUNK_SIZE as i32), tile)
})
})
}
}

View file

@ -1,9 +1,9 @@
use comfy::*;
use crate::{
activities::{house, overworld, Activity},
State
};
use comfy::EngineContext;
use std::ops::Sub;
#[derive(Debug)]
pub struct Gost {
@ -21,15 +21,36 @@ impl Default for Gost {
}
}
}
#[repr(i32)]
pub enum ZLayer {
MapMax = -1,
Human = 0,
Ghost = 1
}
pub fn update(state: &mut State, engine: &mut EngineContext) {
impl From<ZLayer> for i32 {
fn from(value: ZLayer) -> Self {
// safe because #[repr(i32)]
value as i32
}
}
impl Sub<i32> for ZLayer {
type Output = i32;
fn sub(self, other: i32) -> Self::Output {
i32::from(self) - other
}
}
pub fn update(state: &mut State, engine: &mut EngineContext<'_>) {
match state.activity {
Activity::House => house::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 {
Activity::House => house::draw(state, engine),
Activity::Overworld => overworld::draw(state, engine)

View file

@ -1,26 +1,35 @@
#![warn(rust_2018_idioms)]
#![deny(clippy::wildcard_imports)]
#![forbid(elided_lifetimes_in_paths, unsafe_code)]
mod assets {
include!(env!("ASSETS_RS"));
}
mod activities;
mod game;
mod ui;
use activities::Activity;
use comfy::*;
use self::{
activities::{house::HouseState, overworld::worldgen::Overworld, Activity},
assets::Assets
use game::Gost;
};
use comfy::{
init_game_config, pollster, run_comfy_main_async, EngineContext, EngineState,
GameConfig, GameLoop
};
const GAME_NAME: &str = "Powercreep";
#[derive(Debug)]
#[derive(Debug, Default)]
struct State {
setup_called: bool,
activity: Activity,
activity: Activity,
gohst: Gost
}
impl Default for State {
fn default() -> Self {
Self {
activity: Activity::House,
gohst: Default::default()
}
}
overworld: Overworld,
house: HouseState
}
impl GameLoop for State {
@ -28,7 +37,12 @@ impl GameLoop for State {
Self::default()
}
fn update(&mut self, engine: &mut EngineContext) {
fn update(&mut self, engine: &mut EngineContext<'_>) {
if !self.setup_called {
setup(engine);
self.setup_called = true;
}
game::update(self, engine);
game::draw(self, engine);
}
@ -38,6 +52,10 @@ fn config(config: GameConfig) -> GameConfig {
config
}
fn setup(ctx: &mut EngineContext<'_>) {
Assets::load(ctx);
}
async fn run() {
init_game_config(GAME_NAME.to_string(), env!("CARGO_PKG_VERSION"), config);
let mut engine = EngineState::new();