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

2
.gitignore vendored
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@ -1 +1,3 @@
/target /target
*.nix
.vscode/

305
Cargo.lock generated
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@ -17,3 +17,12 @@ opt-level = 3
[dependencies] [dependencies]
comfy = { version = "0.4.0", features = ["wayland"] } comfy = { version = "0.4.0", features = ["wayland"] }
log = "0.4.22" log = "0.4.22"
[build-dependencies]
heck = "0.5"
resvg = "0.42"
[patch.crates-io]
# https://github.com/darthdeus/comfy/issues/101
# https://github.com/darthdeus/comfy/pull/102
comfy = { git = "https://github.com/Plonq/comfy/", branch = "101-fix-keyboard-events" }

220
build.rs Normal file
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@ -0,0 +1,220 @@
use heck::ToSnakeCase as _;
use resvg::{tiny_skia, usvg};
use std::{
collections::BTreeMap,
env,
fs::{self, File},
hash::{DefaultHasher, Hash, Hasher},
io::{self, Write as _},
path::{Path, PathBuf}
};
const TILE_SIZE: u32 = 64;
#[derive(Default)]
struct Assets {
/// Assets directly contained within this asset group, mapping their name to the name
/// of the constant storing their png.
assets: BTreeMap<String, String>,
/// Asset groups contained within this asset group, mapping their name to the assets
/// that group contains.
groups: BTreeMap<String, Box<Assets>>
}
struct AssetsWriter {
file: File,
root: Assets
}
impl AssetsWriter {
fn new<P: AsRef<Path>>(path: P) -> Self {
let mut file = File::create(path).expect("Failed to create assets file");
writeln!(file, "// @generated").unwrap();
Self {
file,
root: Assets::default()
}
}
fn add_png<P: AsRef<Path>>(
&mut self,
canonical_path: P,
png: tiny_skia::Pixmap
) -> String {
let mut hasher = DefaultHasher::new();
canonical_path.as_ref().hash(&mut hasher);
let hash = hasher.finish();
let const_name = format!("ASSET_{hash:X}");
let out_dir = env::var_os("OUT_DIR").unwrap();
let out_dir: PathBuf = out_dir.into();
png.save_png(out_dir.join(format!("{const_name}.png")))
.expect("Failed to save png");
writeln!(self.file, "// {}", canonical_path.as_ref().display()).unwrap();
writeln!(
self.file,
"const {const_name}: &[u8] = include_bytes!(\"{const_name}.png\");"
)
.unwrap();
const_name
}
fn finish(mut self) {
fn write_assets_struct(
file: &mut File,
root: &Assets,
indent: &str
) -> io::Result<()> {
for (group_name, group) in &root.groups {
writeln!(file, "{indent}mod {group_name} {{")?;
writeln!(file, "{indent}\t#[allow(clippy::wildcard_imports)]")?;
writeln!(file, "{indent}\tuse super::*;")?;
write_assets_struct(file, group, &format!("{indent}\t"))?;
writeln!(file, "}}")?;
}
writeln!(file, "{indent}#[allow(dead_code)]")?;
writeln!(file, "{indent}pub struct Assets {{")?;
for asset_name in root.assets.keys() {
writeln!(
file,
"{indent}\tpub {}: comfy::TextureHandle,",
asset_name.to_snake_case()
)?;
}
for group_name in root.groups.keys() {
writeln!(
file,
"{indent}\tpub {group_name}: &'static {group_name}::Assets,"
)?;
}
writeln!(file, "{indent}}}")?;
writeln!(file, "{indent}impl Assets {{")?;
writeln!(
file,
"{indent}\tpub fn load(c: &mut comfy::EngineContext<'_>) {{"
)?;
for asset_const_name in root.assets.values() {
writeln!(file, "{indent}\t\tc.load_texture_from_bytes({asset_const_name:?}, {asset_const_name});")?;
}
for group_name in root.groups.keys() {
writeln!(file, "{indent}\t\t{group_name}::Assets::load(c);")?;
}
writeln!(file, "{indent}\t}}")?;
writeln!(file, "{indent}}}")?;
writeln!(
file,
"{indent}pub static ASSETS: comfy::Lazy<Assets> = comfy::Lazy::new(|| Assets {{"
)?;
for (asset_name, asset_const_name) in &root.assets {
writeln!(
file,
"{indent}\t{}: comfy::texture_id({asset_const_name:?}),",
asset_name.to_snake_case()
)?;
}
for group_name in root.groups.keys() {
writeln!(
file,
"{indent}\t{group_name}: comfy::Lazy::force(&{group_name}::ASSETS),"
)?;
}
writeln!(file, "{indent}}});")?;
Ok(())
}
write_assets_struct(&mut self.file, &self.root, "").unwrap();
}
}
fn main() {
println!("cargo::rerun-if-changed=build.rs");
println!("cargo::rerun-if-changed=assets/");
let out_dir = env::var_os("OUT_DIR").unwrap();
let assets = PathBuf::from(out_dir).join("assets.rs");
println!("cargo::warning=Writing assets to {}", assets.display());
println!("cargo::rustc-env=ASSETS_RS={}", assets.display());
let mut writer = AssetsWriter::new(assets);
process_dir("assets", &mut writer, &mut Vec::new());
writer.finish();
}
fn process_dir<P: AsRef<Path> + Copy>(
dir: P,
writer: &mut AssetsWriter,
groups: &mut Vec<String>
) {
for entry in fs::read_dir(dir).expect("Cannot read dir") {
let entry = entry.expect("Cannot read dir entry");
let path = entry.path();
if entry
.metadata()
.expect("Cannot read dir entry metadata")
.is_dir()
{
groups.push(
path.file_name()
.unwrap()
.to_str()
.expect("Non-UTF8 file names aren't allowed")
.into()
);
process_dir(&path, writer, groups);
groups.pop();
} else if path.extension().map(|ext| ext == "svg").unwrap_or(false) {
process_svg(&path, dir, writer, groups);
}
}
}
fn process_svg<P: AsRef<Path> + Copy, Q: AsRef<Path>>(
file: P,
dir: Q,
writer: &mut AssetsWriter,
groups: &[String]
) {
let bytes = fs::read(file).expect("Cannot read svg file");
let tree = usvg::Tree::from_data(&bytes, &usvg::Options {
resources_dir: Some(dir.as_ref().to_owned()),
..Default::default()
})
.unwrap_or_else(|err| {
panic!("Cannot parse svg file {}: {err}", file.as_ref().display())
});
let mut pixmap = tiny_skia::Pixmap::new(TILE_SIZE, TILE_SIZE).unwrap();
let transform = tiny_skia::Transform::from_scale(
TILE_SIZE as f32 / tree.size().width(),
TILE_SIZE as f32 / tree.size().height()
);
resvg::render(&tree, transform, &mut pixmap.as_mut());
let const_name = writer.add_png(
file.as_ref()
.canonicalize()
.expect("Failed to canonicalize"),
pixmap
);
let mut group = &mut writer.root;
for group_name in groups {
if !group.groups.contains_key(group_name) {
group.groups.insert(group_name.to_owned(), Box::default());
}
group = group.groups.get_mut(group_name).unwrap();
}
group.assets.insert(
file.as_ref()
.file_stem()
.expect("File doesn't have a stem")
.to_str()
.expect("Non-UTF8 file names aren't allowed")
.into(),
const_name
);
}

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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);
}

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@ -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;
}

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

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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, GREEN, 0);
}
pub fn update(_state: &mut crate::State, _engine: &mut comfy::EngineContext) {}

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@ -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);
}

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@ -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::{ use crate::{
activities::{house, overworld, Activity}, activities::{house, overworld, Activity},
State State
}; };
use comfy::EngineContext;
use std::ops::Sub;
#[derive(Debug)] #[derive(Debug)]
pub struct Gost { 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 { 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)

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