Merge branch 'main' into gameover

This commit is contained in:
luckyturtledev 2024-07-07 18:39:10 +02:00
commit c3542b83f7
14 changed files with 377 additions and 78 deletions

View file

@ -59,10 +59,11 @@ jobs:
target
key: "${{runner.os}} Rust ${{steps.rust-toolchain.outputs.cachekey}}"
- run: mkdir .ci-destdir
- run: cargo install --path . --locked --root .ci-destdir
- run: cargo install --path . --locked --root .
- run: find .ci-destdir
- uses: forgejo/upload-artifact@v3
with:
name: Powercreep
path:
.ci-destdir/*
path: |
bin
assets

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@ -122,16 +122,20 @@ impl AssetsWriter {
writeln!(file, "{indent}impl Assets {{")?;
writeln!(
file,
"{indent}\tpub fn load(c: &mut comfy::EngineContext<'_>) {{"
"{indent}\tpub fn load(_ctx: &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});")?;
writeln!(file, "{indent}\t\t_ctx.load_texture_from_bytes({asset_const_name:?}, {asset_const_name});")?;
}
for asset_const_name in root.sound_assets.values() {
writeln!(file, "{indent}\t\tcomfy::load_sound_from_bytes({asset_const_name:?}, {asset_const_name}, Default::default());")?;
writeln!(file, "{indent}\t\tcomfy::load_sound_from_bytes({asset_const_name:?}, {asset_const_name},")?;
writeln!(
file,
"{indent}\t\t\tcomfy::StaticSoundSettings::new().loop_region(..));"
)?;
}
for group_name in root.groups.keys() {
writeln!(file, "{indent}\t\t{group_name}::Assets::load(c);")?;
writeln!(file, "{indent}\t\t{group_name}::Assets::load(_ctx);")?;
}
writeln!(file, "{indent}\t}}")?;
writeln!(file, "{indent}}}")?;

View file

@ -1,5 +1,5 @@
use comfy::{error, texture_id, EngineContext, HashSet, Lazy, Mutex, TextureHandle};
use std::{fmt::Debug, fs, io, sync::Arc};
use std::{fmt::Debug, fs, io, path::PathBuf, sync::Arc};
static ASSETS_LOADED: Lazy<Arc<Mutex<HashSet<String>>>> =
Lazy::new(|| Arc::new(Mutex::new(HashSet::new())));
@ -39,10 +39,13 @@ impl FurnitureAsset {
if loaded.contains(&path) {
return Some(texture_id(&path));
}
let bytes = match fs::read(format!(
"{}/assets/furniture/{path}",
env!("CARGO_MANIFEST_DIR")
)) {
let mut asset_path = PathBuf::from(format!("assets/furniture/{path}"));
if !asset_path.exists() {
asset_path = PathBuf::from(env!("CARGO_MANIFEST_DIR")).join(asset_path);
}
let bytes = match fs::read(asset_path) {
Ok(bytes) => bytes,
Err(err) if err.kind() == io::ErrorKind::NotFound => return None,
Err(err) => {

View file

@ -3,45 +3,82 @@ mod grid;
mod player;
mod room;
use comfy::{main_camera_mut, random_i32, vec2, EngineContext};
use crate::assets::ASSETS;
use comfy::{
delta, main_camera_mut, play_sound_id, random_i32, stop_sound_id, vec2,
EngineContext, RandomRange as _
};
use grid::Grid;
use indexmap::IndexSet;
use log::error;
use player::Player;
use room::Room;
use super::Activity;
const MAX_ROOMS: i32 = 6;
#[derive(Debug)]
pub struct HouseState {
current_room_id: usize,
room_count: usize,
human_count: usize,
rooms: Vec<Room>,
human_rooms: Vec<usize>,
//grid: Grid,
player: Player,
human_layer: bool //Human, magnetic, electric
human_layer: bool, //Human, magnetic, electric
exit_time: f32,
/// The energy level remaining in the house. Should decrease by itself, and much
/// faster when inhabited by the ghost.
pub charge: f32,
pub max_charge: f32,
pub sound_playing: bool
}
impl HouseState {
pub fn generate_new_house(ctx: &mut EngineContext<'_>) -> Self {
let room_count = random_i32(2, MAX_ROOMS) as usize;
let human_count = random_i32(1, room_count as i32) as usize;
let mut possible_rooms: IndexSet<usize> = (0 .. room_count).collect();
let mut human_rooms = Vec::new();
for _ in 0 .. human_count {
if !possible_rooms.is_empty() {
let random_idx = usize::gen_range(0, possible_rooms.len());
human_rooms.push(possible_rooms.swap_remove_index(random_idx).unwrap());
}
}
let mut rooms = Vec::new();
for _ in 0 .. room_count {
rooms.push(Room::new(ctx));
for i in 0 .. room_count {
rooms.push(Room::new(ctx, human_rooms.contains(&i)));
}
let player = Player::new(rooms.first().unwrap());
let max_charge = f32::gen_range(2_000.0, 5_000.0);
HouseState {
current_room_id: 0,
room_count,
human_count,
rooms,
human_rooms,
player,
human_layer: false
human_layer: false,
exit_time: 0.0,
// TODO this should be lower depending on the time elapsed
charge: max_charge,
max_charge,
sound_playing: false
}
}
}
pub fn draw(state: &crate::State, _ctx: &comfy::EngineContext<'_>) {
pub fn draw(state: &crate::State, _ctx: &EngineContext<'_>) {
let Some(house) = state.house() else {
error!("How can I render a house when I'm not in one?!?");
return;
@ -61,13 +98,27 @@ pub fn draw(state: &crate::State, _ctx: &comfy::EngineContext<'_>) {
house.player.draw();
}
pub fn update(state: &mut crate::State, ctx: &mut comfy::EngineContext<'_>) {
pub fn update(state: &mut crate::State, ctx: &mut EngineContext<'_>) {
if state.overworld.sound_playing {
stop_sound_id(ASSETS.music.galactic_rap_speedup);
state.overworld.sound_playing = false;
}
let mut camera = main_camera_mut();
camera.center = vec2(0.0, 0.0);
drop(camera);
let house = state.house_mut(ctx);
let Some(house) = state.house_mut(ctx) else {
error!("WTF I cannot update a house without a house");
return;
};
let current_room = house.rooms.get(house.current_room_id).unwrap();
house.player.update(&current_room.grid);
house.player.update(&current_room);
if !house.sound_playing {
play_sound_id(ASSETS.music.mesmerizing_galaxy_loop);
house.sound_playing = true;
}
if house.player.is_moving_to_right_room(current_room) {
if house.current_room_id < (house.room_count - 1) {
@ -88,4 +139,18 @@ pub fn update(state: &mut crate::State, ctx: &mut comfy::EngineContext<'_>) {
house.player.reset_on_room(current_room, true);
}
}
if house.player.successfull_attack {
house.human_layer = true;
}
if house.human_layer {
house.exit_time += delta();
}
if house.exit_time >= 2.0 {
state.score += 500.0;
state.ghost.overworld_pos -= vec2(0.0, 1.0);
state.activity = Activity::Overworld;
}
}

View file

@ -2,7 +2,11 @@ use super::{
room::{Room, SCALE},
Grid
};
use comfy::{delta, draw_circle, is_key_down, vec2, KeyCode, Vec2, RED};
use comfy::{
delta, draw_circle, draw_sprite, is_key_down, is_key_pressed, main_camera_mut,
texture_id, vec2, KeyCode, Vec2, RED, WHITE
};
use log::error;
use std::collections::HashSet;
#[derive(Debug)]
@ -13,7 +17,8 @@ pub struct Player {
current_acceleration: f32,
movement_time: f32,
connection: usize,
next_connections: Vec<usize>
next_connections: Vec<usize>,
pub successfull_attack: bool
}
impl Player {
@ -28,15 +33,24 @@ impl Player {
current_acceleration: 0.0,
movement_time: 0.0,
connection: 0,
next_connections: vec![1]
next_connections: vec![1],
successfull_attack: false
}
}
pub fn draw(&self) {
draw_circle(self.position, 0.5, RED, 0);
//draw_circle(self.position, 0.5, RED, 0);
draw_sprite(
texture_id("ghost_house"),
self.position,
WHITE,
5,
vec2(1.25, 1.25)
);
}
pub fn update(&mut self, grid: &Grid) {
pub fn update(&mut self, room: &Room) {
let grid = &room.grid;
let allowed_movement = get_allowed_movement(self, grid);
move_player(self, allowed_movement);
@ -44,6 +58,8 @@ impl Player {
if !on_current_connection(self, grid) && !update_connections(self, grid) {
snap_to_closest_node(self, grid);
}
attack_human_routine(self, room);
}
pub fn is_moving_to_right_room(&self, room: &Room) -> bool {
@ -353,3 +369,42 @@ fn snap_to_closest_node(player: &mut Player, grid: &Grid) {
player.position = *closest_node;
}
fn attack_human_routine(player: &mut Player, room: &Room) {
let range = 1.0;
if is_key_pressed(KeyCode::Space) {
//In some node range?
let mut in_range = false;
for node in &room.grid.nodes {
if in_node_range(&player.position, node, range) {
in_range = true;
break;
}
}
if in_range {
let (human_pos, human_nodes) = room.get_human_information();
let mut human_attacked = false;
if human_pos.is_some() {
for node_index in human_nodes {
if in_node_range(
&player.position,
room.grid.nodes.get(*node_index).unwrap(),
range
) {
human_attacked = true;
}
}
}
if human_attacked {
player.successfull_attack = true;
} else {
main_camera_mut().shake(1.0, 1.0);
}
}
}
}

View file

@ -1,8 +1,9 @@
use super::{furniture::Furniture, grid::Grid};
use crate::game;
use crate::game::{self, ZLayer};
use comfy::{
draw_rect, draw_rect_outline, draw_sprite, error, random_i32, vec2, EngineContext,
HashSet, Index, RandomRange as _, Vec2, GREEN, PURPLE, RED, WHITE
PURPLE, RED, WHITE
};
use indexmap::IndexSet;
@ -30,7 +31,9 @@ pub struct Room {
_room_type: RoomType,
pub size: (u8, u8), //(width, height)
pub grid: Grid,
furnitures: Vec<Tile>
furnitures: Vec<Tile>,
human_pos: Option<Vec2>,
human_nodes: Vec<usize>
}
impl RoomType {
@ -47,20 +50,60 @@ impl RoomType {
}
impl Room {
pub fn new(ctx: &mut EngineContext<'_>) -> Self {
pub fn new(ctx: &mut EngineContext<'_>, with_human: bool) -> Self {
let room_type = RoomType::random();
let size = Self::random_size(&room_type);
let furnitures = Self::random_room_furniture(&room_type, size, ctx);
let grid = Self::create_grid(size.0, size.1);
let (human_pos, human_nodes) = if with_human {
let mut human_pos = vec2(random_i32(1, size.0 as i32) as f32 + 0.5, 1.0f32);
human_pos -= vec2(size.0 as f32 / 2.0, size.1 as f32 / 2.0);
human_pos *= SCALE;
let node_index_left = grid
.nodes
.iter()
.enumerate()
.filter(|(_i, &node)| node.y <= size.1 as f32 / 6.0)
.filter(|(_i, &node)| node.x <= (human_pos.x - 0.5 * SCALE))
.max_by_key(|(_i, &node)| node.x as i32)
.map(|(i, _)| i)
.unwrap();
let node_index_right = grid
.nodes
.iter()
.enumerate()
.filter(|(_i, &node)| node.y <= size.1 as f32 / 6.0)
.filter(|(_i, &node)| node.x >= (human_pos.x + 0.5 * SCALE))
.min_by_key(|(_i, &node)| node.x as i32)
.map(|(i, _)| i)
.unwrap();
(
Some(human_pos),
(node_index_left ..= node_index_right).collect()
)
} else {
(None, Vec::new())
};
Room {
_room_type: room_type,
size,
grid: Self::create_grid(size.0, size.1),
furnitures
grid,
furnitures,
human_pos,
human_nodes
}
}
pub fn get_human_information(&self) -> (Option<Vec2>, &Vec<usize>) {
(self.human_pos, &self.human_nodes)
}
fn random_size(room_type: &RoomType) -> (u8, u8) {
//Kitchen + Living Room 5-8
//Bath + sleepingroom 4-6
@ -443,6 +486,24 @@ impl Room {
}
}
if human_layer {
if let Some(human_pos) = self.human_pos {
//draw_circle(human_pos, 0.5, RED, 20);
draw_sprite(
texture_id("human_house"),
human_pos,
WHITE,
ZLayer::Human.into(),
vec2(1.0, 2.0) * SCALE
);
}
}
/* Debug draw
for node_index in &self.human_nodes {
draw_circle(*self.grid.nodes.get(*node_index).unwrap(), 0.5, GREEN, ZLayer::Human.into());
}*/
self.grid.draw();
}
}

View file

@ -1,14 +1,30 @@
use crate::{activities::Activity, game::ZLayer, State};
use crate::{
activities::Activity,
assets::ASSETS,
game::{ZLayer, GHOST_DISCHARGE_RATE, GHOST_DISCHARGE_RATE_MOVEMENT},
State
};
use comfy::{
delta, draw_circle, draw_rect_outline, draw_sprite, error, info, is_key_down,
main_camera_mut, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE
draw_rect_outline, draw_sprite, error, info, is_key_down, main_camera_mut,
play_sound_id, stop_sound_id, texture_id, vec2, EngineContext, IVec2, KeyCode, Vec2,
RED, WHITE
};
use std::time::Instant;
use worldgen::MovementCost;
pub mod worldgen;
pub fn draw(state: &crate::State, _engine: &comfy::EngineContext<'_>) {
pub fn setup(_state: &State, ctx: &EngineContext<'_>) {
ctx.load_texture_from_bytes(
"human_overworld",
include_bytes!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/assets/entities/human_overworld.png"
))
);
}
pub fn draw(state: &State, _ctx: &EngineContext<'_>) {
for (coords, tile) in state.overworld.iter_tiles() {
for (i, texture) in tile.textures().iter().rev().enumerate() {
let i = i as i32;
@ -24,12 +40,32 @@ pub fn draw(state: &crate::State, _engine: &comfy::EngineContext<'_>) {
}
}
}
draw_circle(state.ghost.overworld_pos, 0.5, RED, ZLayer::Ghost.into());
let mut ghost_pos = state.ghost.overworld_pos;
ghost_pos.y += 0.5;
draw_sprite(
texture_id("human_overworld"),
ghost_pos,
WHITE,
ZLayer::Ghost.into(),
vec2(1.0, 1.25)
);
}
fn update_move_player(state: &mut State, _ctx: &mut EngineContext<'_>) {
fn update_move_player(state: &mut State, ctx: &mut EngineContext<'_>) {
let now = Instant::now();
if !state.overworld.sound_playing {
if let Some(house) = state.house_mut(ctx) {
if house.sound_playing {
stop_sound_id(ASSETS.music.mesmerizing_galaxy_loop);
house.sound_playing = false;
}
}
play_sound_id(ASSETS.music.galactic_rap_speedup);
state.overworld.sound_playing = true;
}
// Are there any pending position updates? If so, we ignore all user input and execute
// the pending updates.
if state.ghost.overworld_movement_pending != Vec2::ZERO {
@ -177,9 +213,9 @@ pub fn update(state: &mut State, ctx: &mut EngineContext<'_>) {
// energie lost
{
let ghost = &mut state.ghost;
ghost.charge -= 70.0 * ctx.delta;
ghost.charge -= GHOST_DISCHARGE_RATE * ctx.delta;
if ghost.overworld_movement_pending != Vec2::ZERO {
ghost.charge -= 70.0 * ctx.delta;
ghost.charge -= GHOST_DISCHARGE_RATE_MOVEMENT * ctx.delta;
}
}

View file

@ -422,7 +422,9 @@ impl Chunk {
#[derive(Debug, Default)]
pub struct Overworld {
chunks: HashMap<IVec2, Chunk>
chunks: HashMap<IVec2, Chunk>,
pub sound_playing: bool
}
fn world_to_chunk_and_local_coords(world_coords: IVec2) -> (IVec2, UVec2) {

View file

@ -75,8 +75,7 @@ pub enum ZLayer {
MapMax = -1,
Human = 0,
Ghost = 1,
UI = 100,
GameOver = 1000
UI = 100
}
impl From<ZLayer> for i32 {
@ -102,23 +101,76 @@ impl Add<i32> for ZLayer {
}
}
pub fn setup(_state: &mut State, ctx: &mut EngineContext<'_>) {
pub fn setup(state: &mut State, ctx: &mut EngineContext<'_>) {
Assets::load(ctx);
overworld::setup(state, ctx);
//house::setup(state, ctx);
ctx.load_texture_from_bytes(
"ghost_house",
include_bytes!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/assets/entities/ghost.png"
))
);
ctx.load_texture_from_bytes(
"human_house",
include_bytes!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/assets/entities/human_captured.png"
))
);
}
pub fn update(state: &mut State, engine: &mut EngineContext<'_>) {
if state.ghost.charge > 0.0 {
state.score += engine.delta * 10.0;
/// The amount of energy a ghost consumes idle.
pub const GHOST_DISCHARGE_RATE: f32 = 70.0;
/// The amount of energy additionally consumed by a moving ghost.
pub const GHOST_DISCHARGE_RATE_MOVEMENT: f32 = 70.0;
/// The amount of energy a house consumes idle.
pub const HOUSE_DISCHARGE_RATE: f32 = 30.0;
/// The amount of energy a ghost can charge when inside a house.
pub const GHOST_CHARGE_RATE: f32 = 200.0;
pub fn update(state: &mut State, ctx: &mut EngineContext<'_>) {
// Update the score. It's based on time.
state.score += ctx.delta * 10.0;
// Update the currently active activity.
match state.activity {
Activity::House(_) => house::update(state, ctx),
Activity::Overworld => overworld::update(state, ctx)
}
// We update the charge of houses here - the charge will always decrease, even if the
// house is not the current activity.
for (house_pos, house) in &mut state.houses {
house.charge -= ctx.delta * HOUSE_DISCHARGE_RATE;
match state.activity {
Activity::House(_) => house::update(state, engine),
Activity::Overworld => overworld::update(state, engine)
Activity::House(pos) if *house_pos == pos => {
// The ghost is currently inside the house. Increase its discarge rate.
house.charge -= ctx.delta * GHOST_DISCHARGE_RATE;
if house.charge < 0.0 {
state.ghost.charge += house.charge;
house.charge = 0.0;
}
// And possibly also charge the ghost when inside a house.
if state.ghost.charge < state.ghost.max_charge {
let charge_transfer = (ctx.delta * GHOST_CHARGE_RATE)
.min(state.ghost.max_charge - state.ghost.charge)
.min(house.charge);
state.ghost.charge += charge_transfer;
house.charge -= charge_transfer;
}
},
_ => {}
}
}
{
crate::game_over::update(state, engine);
}
// Make sure the ghost's charge never drops below 0.
state.ghost.charge = state.ghost.charge.max(0.0);
}
@ -128,7 +180,4 @@ pub fn draw(state: &State, engine: &EngineContext<'_>) {
Activity::Overworld => overworld::draw(state, engine)
}
crate::ui::draw(state, engine);
if state.ghost.charge <= 0.0 {
crate::game_over::draw(state, engine);
}
}

View file

@ -59,10 +59,12 @@ impl State {
self.houses.get(&self.get_house_pos()?)
}
fn house_mut(&mut self, ctx: &mut EngineContext<'_>) -> &mut HouseState {
self.houses
.entry(self.get_house_pos().unwrap())
.or_insert_with(|| HouseState::generate_new_house(ctx))
fn house_mut(&mut self, ctx: &mut EngineContext<'_>) -> Option<&mut HouseState> {
Some(
self.houses
.entry(self.get_house_pos()?)
.or_insert_with(|| HouseState::generate_new_house(ctx))
)
}
}

View file

@ -1,41 +1,61 @@
use crate::{game::ZLayer, State};
use comfy::{
draw_rect, draw_rect_outline, egui, screen_height, screen_to_world, screen_width,
EngineContext, Vec2, BLACK, BLUE, RED, WHITE
vec2, Color, EngineContext, Vec2, BLACK, BLUE, PURPLE, RED, WHITE
};
use egui::widget_text::RichText;
pub fn draw_batterie(state: &State, _engine: &EngineContext<'_>) {
// seperate fill state into smaller section for better readability
let section_count = 5;
let mut start_positon = screen_to_world(Vec2::new(screen_width(), screen_height()));
// seperate fill state into smaller section for better readability
const BATTERY_SECTION_COUNT: u8 = 5;
const BATTERY_SECTION_WIDTH: f32 = 1.0;
const BATTERY_SECTION_HEIGHT: f32 = 0.5;
fn draw_battery(mut start_position: Vec2, charge: f32, max_charge: f32, color: Color) {
// section size in world codinates
let section_size = Vec2::new(0.5, 0.25);
start_positon.x -= 0.5 * section_size.x + 0.5 * section_size.y;
start_positon.y += 0.5 * section_size.y + 0.5 * section_size.y;
let section_size = vec2(BATTERY_SECTION_WIDTH, BATTERY_SECTION_HEIGHT);
start_position.x -= 0.5 * section_size.x + 0.5 * section_size.y;
start_position.y += 0.5 * section_size.y + 0.5 * section_size.y;
// draw fill level
{
let ghost = &state.ghost;
let percent = ghost.charge / ghost.max_charge;
let percent = charge / max_charge;
let mut size = section_size;
size.y = section_size.y * section_count as f32;
let mut position = start_positon;
size.y = section_size.y * BATTERY_SECTION_COUNT as f32;
let mut position = start_position;
position.y += 0.5 * -section_size.y + 0.5 * size.y;
draw_rect(position, size, BLACK, ZLayer::UI.into());
size.y *= percent;
let mut position = start_positon;
let mut position = start_position;
position.y += 0.5 * -section_size.y + 0.5 * size.y;
draw_rect(position, size, BLUE, ZLayer::UI + 1);
}
// draw sections
for i in 0 .. section_count {
let mut position = start_positon;
for i in 0 .. BATTERY_SECTION_COUNT {
let mut position = start_position;
position.y += i as f32 * section_size.y;
draw_rect_outline(position, section_size, 0.1, RED, ZLayer::UI + 2);
draw_rect_outline(position, section_size, 0.1, color, ZLayer::UI + 2);
}
}
pub fn draw_highscore(state: &State, _engine: &EngineContext<'_>) {
pub fn draw_ghost_battery(state: &State) {
let start_position = screen_to_world(Vec2::new(screen_width(), screen_height()));
draw_battery(
start_position,
state.ghost.charge,
state.ghost.max_charge,
RED
);
}
pub fn draw_house_battery(state: &State) {
let Some(house) = state.house() else {
return;
};
let mut start_position = screen_to_world(Vec2::new(screen_width(), screen_height()));
start_position.x -= 2.0 * BATTERY_SECTION_WIDTH;
draw_battery(start_position, house.charge, house.max_charge, PURPLE)
}
pub fn draw_highscore(state: &State) {
egui::Area::new("score")
.anchor(egui::Align2::RIGHT_TOP, egui::vec2(0.0, 0.0))
.show(egui(), |ui| {
@ -49,7 +69,8 @@ pub fn draw_highscore(state: &State, _engine: &EngineContext<'_>) {
});
}
pub fn draw(state: &State, engine: &EngineContext<'_>) {
draw_batterie(state, engine);
draw_highscore(state, engine);
pub fn draw(state: &State, _ctx: &EngineContext<'_>) {
draw_ghost_battery(state);
draw_house_battery(state);
draw_highscore(state);
}