add battery-ui (#6)
Reviewed-on: #6 Co-authored-by: luckyturtledev <git@lukas1818.de> Co-committed-by: luckyturtledev <git@lukas1818.de>
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3 changed files with 52 additions and 1 deletions
17
src/game.rs
17
src/game.rs
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@ -5,6 +5,22 @@ use crate::{
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use comfy::EngineContext;
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use std::ops::Sub;
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#[derive(Debug)]
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pub struct Ghost {
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/// current electric charge of the Ghost
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pub charge: f32,
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/// max electric charge of the Ghost
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pub max_charge: f32
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}
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impl Default for Ghost {
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fn default() -> Self {
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Self {
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charge: 1000.0,
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max_charge: 1000.0
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}
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}
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}
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#[repr(i32)]
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pub enum ZLayer {
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MapMax = -1,
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@ -39,4 +55,5 @@ pub fn draw(state: &State, engine: &EngineContext<'_>) {
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Activity::House => house::draw(state, engine),
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Activity::Overworld => overworld::draw(state, engine)
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}
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crate::ui::draw(state, engine);
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}
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@ -8,10 +8,12 @@ mod assets {
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mod activities;
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mod game;
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mod ui;
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use self::{
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activities::{house::HouseState, overworld::worldgen::Overworld, Activity},
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assets::Assets
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assets::Assets,
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game::Ghost
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};
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use comfy::{
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init_game_config, pollster, run_comfy_main_async, EngineContext, EngineState,
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@ -24,6 +26,7 @@ const GAME_NAME: &str = "Powercreep";
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struct State {
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setup_called: bool,
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activity: Activity,
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ghost: Ghost,
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overworld: Overworld,
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house: HouseState
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}
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31
src/ui.rs
Normal file
31
src/ui.rs
Normal file
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@ -0,0 +1,31 @@
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use crate::State;
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use comfy::{
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draw_rect, draw_rect_outline, screen_height, screen_to_world, screen_width,
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EngineContext, Vec2, BLUE, RED
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};
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pub fn draw(state: &State, _engine: &EngineContext<'_>) {
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// seperate fill state into smaller section for better readability
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let section_count = 5;
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let mut start_positon = screen_to_world(Vec2::new(screen_width(), screen_height()));
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// section size in world codinates
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let section_size = Vec2::new(0.5, 0.25);
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start_positon.x -= 0.5 * section_size.x + 0.5 * section_size.y;
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start_positon.y += 0.5 * section_size.y + 0.5 * section_size.y;
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// draw fill level
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{
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let ghost = &state.ghost;
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let percent = ghost.charge / ghost.max_charge;
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let mut size = section_size;
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size.y = section_size.y * section_count as f32 * percent;
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let mut position = start_positon;
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position.y += 0.5 * -section_size.y + 0.5 * size.y;
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draw_rect(position, size, BLUE, 100);
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}
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// draw sections
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for i in 0 .. section_count {
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let mut position = start_positon;
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position.y += i as f32 * section_size.y;
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draw_rect_outline(position, section_size, 0.1, RED, 100);
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}
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}
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