Compare commits
No commits in common. "main" and "room-types" have entirely different histories.
main
...
room-types
29 changed files with 138 additions and 830 deletions
|
@ -59,11 +59,10 @@ jobs:
|
|||
target
|
||||
key: "${{runner.os}} Rust ${{steps.rust-toolchain.outputs.cachekey}}"
|
||||
- run: mkdir .ci-destdir
|
||||
- run: cargo install --path . --locked --root .
|
||||
- run: cargo install --path . --locked --root .ci-destdir
|
||||
- run: find .ci-destdir
|
||||
- uses: forgejo/upload-artifact@v3
|
||||
with:
|
||||
name: Powercreep
|
||||
path: |
|
||||
bin
|
||||
assets
|
||||
path:
|
||||
.ci-destdir/*
|
||||
|
|
37
Cargo.lock
generated
37
Cargo.lock
generated
|
@ -242,7 +242,7 @@ dependencies = [
|
|||
"regex",
|
||||
"rustc-hash",
|
||||
"shlex",
|
||||
"syn 2.0.69",
|
||||
"syn 2.0.68",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
|
@ -326,7 +326,7 @@ checksum = "1ee891b04274a59bd38b412188e24b849617b2e45a0fd8d057deb63e7403761b"
|
|||
dependencies = [
|
||||
"proc-macro2",
|
||||
"quote",
|
||||
"syn 2.0.69",
|
||||
"syn 2.0.68",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
|
@ -369,9 +369,9 @@ dependencies = [
|
|||
|
||||
[[package]]
|
||||
name = "cc"
|
||||
version = "1.0.105"
|
||||
version = "1.0.104"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "5208975e568d83b6b05cc0a063c8e7e9acc2b43bee6da15616a5b73e109d7437"
|
||||
checksum = "74b6a57f98764a267ff415d50a25e6e166f3831a5071af4995296ea97d210490"
|
||||
dependencies = [
|
||||
"jobserver",
|
||||
"libc",
|
||||
|
@ -1111,7 +1111,7 @@ checksum = "1a5c6c585bc94aaf2c7b51dd4c2ba22680844aba4c687be581871a6f518c5742"
|
|||
dependencies = [
|
||||
"proc-macro2",
|
||||
"quote",
|
||||
"syn 2.0.69",
|
||||
"syn 2.0.68",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
|
@ -1897,7 +1897,7 @@ checksum = "ed3955f1a9c7c0c15e092f9c887db08b1fc683305fdf6eb6684f22555355e202"
|
|||
dependencies = [
|
||||
"proc-macro2",
|
||||
"quote",
|
||||
"syn 2.0.69",
|
||||
"syn 2.0.68",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
|
@ -1927,7 +1927,7 @@ dependencies = [
|
|||
"proc-macro-crate",
|
||||
"proc-macro2",
|
||||
"quote",
|
||||
"syn 2.0.69",
|
||||
"syn 2.0.68",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
|
@ -2130,7 +2130,6 @@ dependencies = [
|
|||
"comfy",
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||||
"heck",
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||||
"indexmap",
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||||
"log",
|
||||
"resvg",
|
||||
]
|
||||
|
||||
|
@ -2428,22 +2427,22 @@ checksum = "cd0b0ec5f1c1ca621c432a25813d8d60c88abe6d3e08a3eb9cf37d97a0fe3d73"
|
|||
|
||||
[[package]]
|
||||
name = "serde"
|
||||
version = "1.0.204"
|
||||
version = "1.0.203"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "bc76f558e0cbb2a839d37354c575f1dc3fdc6546b5be373ba43d95f231bf7c12"
|
||||
checksum = "7253ab4de971e72fb7be983802300c30b5a7f0c2e56fab8abfc6a214307c0094"
|
||||
dependencies = [
|
||||
"serde_derive",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "serde_derive"
|
||||
version = "1.0.204"
|
||||
version = "1.0.203"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "e0cd7e117be63d3c3678776753929474f3b04a43a080c744d6b0ae2a8c28e222"
|
||||
checksum = "500cbc0ebeb6f46627f50f3f5811ccf6bf00643be300b4c3eabc0ef55dc5b5ba"
|
||||
dependencies = [
|
||||
"proc-macro2",
|
||||
"quote",
|
||||
"syn 2.0.69",
|
||||
"syn 2.0.68",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
|
@ -2703,9 +2702,9 @@ dependencies = [
|
|||
|
||||
[[package]]
|
||||
name = "syn"
|
||||
version = "2.0.69"
|
||||
version = "2.0.68"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "201fcda3845c23e8212cd466bfebf0bd20694490fc0356ae8e428e0824a915a6"
|
||||
checksum = "901fa70d88b9d6c98022e23b4136f9f3e54e4662c3bc1bd1d84a42a9a0f0c1e9"
|
||||
dependencies = [
|
||||
"proc-macro2",
|
||||
"quote",
|
||||
|
@ -2738,7 +2737,7 @@ checksum = "46c3384250002a6d5af4d114f2845d37b57521033f30d5c3f46c4d70e1197533"
|
|||
dependencies = [
|
||||
"proc-macro2",
|
||||
"quote",
|
||||
"syn 2.0.69",
|
||||
"syn 2.0.68",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
|
@ -2978,7 +2977,7 @@ dependencies = [
|
|||
"once_cell",
|
||||
"proc-macro2",
|
||||
"quote",
|
||||
"syn 2.0.69",
|
||||
"syn 2.0.68",
|
||||
"wasm-bindgen-shared",
|
||||
]
|
||||
|
||||
|
@ -3012,7 +3011,7 @@ checksum = "e94f17b526d0a461a191c78ea52bbce64071ed5c04c9ffe424dcb38f74171bb7"
|
|||
dependencies = [
|
||||
"proc-macro2",
|
||||
"quote",
|
||||
"syn 2.0.69",
|
||||
"syn 2.0.68",
|
||||
"wasm-bindgen-backend",
|
||||
"wasm-bindgen-shared",
|
||||
]
|
||||
|
@ -3696,7 +3695,7 @@ checksum = "fa4f8080344d4671fb4e831a13ad1e68092748387dfc4f55e356242fae12ce3e"
|
|||
dependencies = [
|
||||
"proc-macro2",
|
||||
"quote",
|
||||
"syn 2.0.69",
|
||||
"syn 2.0.68",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
|
|
|
@ -17,7 +17,6 @@ opt-level = 3
|
|||
[dependencies]
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||||
comfy = { version = "0.4.0", features = ["wayland"] }
|
||||
indexmap = "2"
|
||||
log = "0.4.22"
|
||||
|
||||
[build-dependencies]
|
||||
heck = "0.5"
|
||||
|
|
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BIN
assets/music/Galactic_Rap.mp3
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assets/music/Galactic_Rap.mp3
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assets/music/Galactic_Rap_Destroyed.mp3
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assets/music/Galactic_Rap_Destroyed.mp3
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assets/music/Galactic_Rap_Speedup.mp3
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assets/music/Galactic_Rap_Speedup.mp3
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assets/music/Mesmerizing_Galaxy_Broken.mp3
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assets/music/Mesmerizing_Galaxy_Broken.mp3
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assets/music/Mesmerizing_Galaxy_Loop.mp3
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assets/music/Mesmerizing_Galaxy_Loop.mp3
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assets/sounds/bzz.mp3
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assets/sounds/bzz.mp3
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90
build.rs
90
build.rs
|
@ -17,9 +17,6 @@ struct Assets {
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/// of the constant storing their png.
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assets: BTreeMap<String, String>,
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||||
|
||||
/// Sound assets.
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||||
sound_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>>
|
||||
|
@ -40,19 +37,15 @@ impl AssetsWriter {
|
|||
}
|
||||
}
|
||||
|
||||
fn asset_name<P: AsRef<Path>>(canonical_path: P) -> String {
|
||||
let mut hasher = DefaultHasher::new();
|
||||
canonical_path.as_ref().hash(&mut hasher);
|
||||
let hash = hasher.finish();
|
||||
format!("ASSET_{hash:X}")
|
||||
}
|
||||
|
||||
fn add_png<P: AsRef<Path> + Copy>(
|
||||
fn add_png<P: AsRef<Path>>(
|
||||
&mut self,
|
||||
canonical_path: P,
|
||||
png: tiny_skia::Pixmap
|
||||
) -> String {
|
||||
let const_name = Self::asset_name(canonical_path);
|
||||
let mut hasher = DefaultHasher::new();
|
||||
canonical_path.as_ref().hash(&mut hasher);
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let hash = hasher.finish();
|
||||
let const_name = format!("ASSET_{hash:X}");
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|
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let out_dir = env::var_os("OUT_DIR").unwrap();
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let out_dir: PathBuf = out_dir.into();
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|
@ -69,18 +62,6 @@ impl AssetsWriter {
|
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const_name
|
||||
}
|
||||
|
||||
fn add_ogg<P: AsRef<Path> + Copy>(&mut self, canonical_path: P) -> String {
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let const_name = Self::asset_name(canonical_path);
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||||
writeln!(self.file, "// {}", canonical_path.as_ref().display()).unwrap();
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writeln!(
|
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self.file,
|
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"const {const_name}: &[u8] = include_bytes!(\"{}\");",
|
||||
canonical_path.as_ref().display()
|
||||
)
|
||||
.unwrap();
|
||||
const_name
|
||||
}
|
||||
|
||||
fn finish(mut self) {
|
||||
fn write_assets_struct(
|
||||
file: &mut File,
|
||||
|
@ -104,13 +85,6 @@ impl AssetsWriter {
|
|||
asset_name.to_snake_case()
|
||||
)?;
|
||||
}
|
||||
for asset_name in root.sound_assets.keys() {
|
||||
writeln!(
|
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file,
|
||||
"{indent}\tpub {}: comfy::Sound,",
|
||||
asset_name.to_snake_case()
|
||||
)?;
|
||||
}
|
||||
for group_name in root.groups.keys() {
|
||||
writeln!(
|
||||
file,
|
||||
|
@ -122,20 +96,13 @@ impl AssetsWriter {
|
|||
writeln!(file, "{indent}impl Assets {{")?;
|
||||
writeln!(
|
||||
file,
|
||||
"{indent}\tpub fn load(_ctx: &mut comfy::EngineContext<'_>) {{"
|
||||
"{indent}\tpub fn load(c: &mut comfy::EngineContext<'_>) {{"
|
||||
)?;
|
||||
for asset_const_name in root.assets.values() {
|
||||
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},")?;
|
||||
writeln!(
|
||||
file,
|
||||
"{indent}\t\t\tcomfy::StaticSoundSettings::new().loop_region(..));"
|
||||
)?;
|
||||
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(_ctx);")?;
|
||||
writeln!(file, "{indent}\t\t{group_name}::Assets::load(c);")?;
|
||||
}
|
||||
writeln!(file, "{indent}\t}}")?;
|
||||
writeln!(file, "{indent}}}")?;
|
||||
|
@ -151,13 +118,6 @@ impl AssetsWriter {
|
|||
asset_name.to_snake_case()
|
||||
)?;
|
||||
}
|
||||
for (asset_name, asset_const_name) in &root.sound_assets {
|
||||
writeln!(
|
||||
file,
|
||||
"{indent}\t{}: comfy::sound_id({asset_const_name:?}),",
|
||||
asset_name.to_snake_case()
|
||||
)?;
|
||||
}
|
||||
for group_name in root.groups.keys() {
|
||||
writeln!(
|
||||
file,
|
||||
|
@ -210,8 +170,6 @@ fn process_dir<P: AsRef<Path> + Copy>(
|
|||
groups.pop();
|
||||
} else if path.extension().map(|ext| ext == "svg").unwrap_or(false) {
|
||||
process_svg(&path, dir, writer, groups);
|
||||
} else if path.extension().map(|ext| ext == "ogg").unwrap_or(false) {
|
||||
process_ogg(&path, writer, groups);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -238,8 +196,7 @@ fn process_svg<P: AsRef<Path> + Copy, Q: AsRef<Path>>(
|
|||
resvg::render(&tree, transform, &mut pixmap.as_mut());
|
||||
|
||||
let const_name = writer.add_png(
|
||||
&file
|
||||
.as_ref()
|
||||
file.as_ref()
|
||||
.canonicalize()
|
||||
.expect("Failed to canonicalize"),
|
||||
pixmap
|
||||
|
@ -261,32 +218,3 @@ fn process_svg<P: AsRef<Path> + Copy, Q: AsRef<Path>>(
|
|||
const_name
|
||||
);
|
||||
}
|
||||
|
||||
fn process_ogg<P: AsRef<Path> + Copy>(
|
||||
file: P,
|
||||
writer: &mut AssetsWriter,
|
||||
groups: &[String]
|
||||
) {
|
||||
let const_name = writer.add_ogg(
|
||||
&file
|
||||
.as_ref()
|
||||
.canonicalize()
|
||||
.expect("Failed to canonicalize")
|
||||
);
|
||||
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.sound_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
|
||||
);
|
||||
}
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
use comfy::{error, texture_id, EngineContext, HashSet, Lazy, Mutex, TextureHandle};
|
||||
use std::{fmt::Debug, fs, io, path::PathBuf, sync::Arc};
|
||||
use std::{fmt::Debug, fs, io, sync::Arc};
|
||||
|
||||
static ASSETS_LOADED: Lazy<Arc<Mutex<HashSet<String>>>> =
|
||||
Lazy::new(|| Arc::new(Mutex::new(HashSet::new())));
|
||||
|
@ -23,7 +23,7 @@ impl FurnitureAsset {
|
|||
}
|
||||
|
||||
fn asset_path_magnet(&self) -> String {
|
||||
format!("{}/metal/{}.png", self.folder, self.name)
|
||||
format!("{}/magnet/{}.png", self.folder, self.name)
|
||||
}
|
||||
|
||||
fn asset_path_elec(&self) -> String {
|
||||
|
@ -39,13 +39,10 @@ impl FurnitureAsset {
|
|||
if loaded.contains(&path) {
|
||||
return Some(texture_id(&path));
|
||||
}
|
||||
|
||||
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) {
|
||||
let bytes = match fs::read(format!(
|
||||
"{}/assets/furniture/{path}",
|
||||
env!("CARGO_MANIFEST_DIR")
|
||||
)) {
|
||||
Ok(bytes) => bytes,
|
||||
Err(err) if err.kind() == io::ErrorKind::NotFound => return None,
|
||||
Err(err) => {
|
||||
|
@ -113,8 +110,4 @@ impl Furniture {
|
|||
pub fn get_magnet_texture_handle(&self) -> Option<TextureHandle> {
|
||||
self.handles.magnet
|
||||
}
|
||||
|
||||
pub fn is_on(&self) -> bool {
|
||||
(self.on)()
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3,93 +3,33 @@ mod grid;
|
|||
mod player;
|
||||
mod room;
|
||||
|
||||
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;
|
||||
use self::{grid::Grid, player::Player, room::Room};
|
||||
use crate::State;
|
||||
use comfy::{error, EngineContext};
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct HouseState {
|
||||
current_room_id: usize,
|
||||
room_count: usize,
|
||||
human_count: usize,
|
||||
rooms: Vec<Room>,
|
||||
human_rooms: Vec<usize>,
|
||||
room: Room,
|
||||
//grid: Grid,
|
||||
player: Player,
|
||||
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
|
||||
player: Player
|
||||
}
|
||||
|
||||
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 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,
|
||||
exit_time: 0.0,
|
||||
// TODO this should be lower depending on the time elapsed
|
||||
charge: max_charge,
|
||||
max_charge,
|
||||
|
||||
sound_playing: false
|
||||
}
|
||||
let room = Room::new(ctx);
|
||||
let player = Player::new(&room);
|
||||
HouseState { room, player }
|
||||
}
|
||||
}
|
||||
|
||||
pub fn draw(state: &crate::State, _ctx: &EngineContext<'_>) {
|
||||
pub fn draw(state: &State, _ctx: &comfy::EngineContext<'_>) {
|
||||
let Some(house) = state.house() else {
|
||||
error!("How can I render a house when I'm not in one?!?");
|
||||
return;
|
||||
};
|
||||
|
||||
//Draw House
|
||||
house
|
||||
.rooms
|
||||
.get(house.current_room_id)
|
||||
.unwrap()
|
||||
.draw(house.human_layer, house.player.can_see_metal(0.1));
|
||||
house.room.draw();
|
||||
|
||||
//Draw Grid
|
||||
//state.house.grid.draw();
|
||||
|
@ -98,59 +38,15 @@ pub fn draw(state: &crate::State, _ctx: &EngineContext<'_>) {
|
|||
house.player.draw();
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
pub fn update(state: &mut State, ctx: &mut comfy::EngineContext<'_>) {
|
||||
let house = state.house_mut(ctx);
|
||||
house.player.update(&house.room.grid);
|
||||
|
||||
let mut camera = main_camera_mut();
|
||||
camera.center = vec2(0.0, 0.0);
|
||||
drop(camera);
|
||||
|
||||
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(¤t_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) {
|
||||
house.current_room_id += 1;
|
||||
|
||||
let current_room = house.rooms.get(house.current_room_id).unwrap();
|
||||
house.player.reset_on_room(current_room, true);
|
||||
} else {
|
||||
house.player.reset_on_room(current_room, false);
|
||||
}
|
||||
} else if house.player.is_moving_to_left_room(current_room) {
|
||||
if house.current_room_id > 0 {
|
||||
house.current_room_id -= 1;
|
||||
|
||||
let current_room = house.rooms.get(house.current_room_id).unwrap();
|
||||
house.player.reset_on_room(current_room, false);
|
||||
} else {
|
||||
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;
|
||||
if house.player.is_moving_to_right_room(&house.room) {
|
||||
house.room = Room::new(ctx);
|
||||
house.player.reset_on_room(&house.room, true);
|
||||
} else if house.player.is_moving_to_left_room(&house.room) {
|
||||
house.room = Room::new(ctx);
|
||||
house.player.reset_on_room(&house.room, false);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,23 +2,15 @@ use super::{
|
|||
room::{Room, SCALE},
|
||||
Grid
|
||||
};
|
||||
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 comfy::{delta, draw_circle, is_key_down, vec2, KeyCode, Vec2, RED};
|
||||
use std::collections::HashSet;
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct Player {
|
||||
position: Vec2,
|
||||
speed: f32,
|
||||
last_speed: f32,
|
||||
current_acceleration: f32,
|
||||
movement_time: f32,
|
||||
connection: usize,
|
||||
next_connections: Vec<usize>,
|
||||
pub successfull_attack: bool
|
||||
next_connections: Vec<usize>
|
||||
}
|
||||
|
||||
impl Player {
|
||||
|
@ -28,29 +20,17 @@ impl Player {
|
|||
((0.25) - room.size.0 as f32 / 2.0) * SCALE,
|
||||
room.grid.nodes.first().unwrap().y
|
||||
),
|
||||
speed: 0.0,
|
||||
last_speed: 0.0,
|
||||
current_acceleration: 0.0,
|
||||
movement_time: 0.0,
|
||||
speed: 10.0,
|
||||
connection: 0,
|
||||
next_connections: vec![1],
|
||||
successfull_attack: false
|
||||
next_connections: vec![1]
|
||||
}
|
||||
}
|
||||
|
||||
pub fn draw(&self) {
|
||||
//draw_circle(self.position, 0.5, RED, 0);
|
||||
draw_sprite(
|
||||
texture_id("ghost_house"),
|
||||
self.position,
|
||||
WHITE,
|
||||
5,
|
||||
vec2(1.25, 1.25)
|
||||
);
|
||||
draw_circle(self.position, 0.5, RED, 0);
|
||||
}
|
||||
|
||||
pub fn update(&mut self, room: &Room) {
|
||||
let grid = &room.grid;
|
||||
pub fn update(&mut self, grid: &Grid) {
|
||||
let allowed_movement = get_allowed_movement(self, grid);
|
||||
|
||||
move_player(self, allowed_movement);
|
||||
|
@ -58,8 +38,6 @@ 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 {
|
||||
|
@ -79,38 +57,8 @@ impl Player {
|
|||
};
|
||||
|
||||
self.position = vec2(x, room.grid.nodes.first().unwrap().y);
|
||||
|
||||
if place_left {
|
||||
self.connection = 0;
|
||||
self.next_connections = vec![1];
|
||||
} else {
|
||||
let mut current_index = 0;
|
||||
for (i, node_pos) in room.grid.nodes.iter().enumerate().rev() {
|
||||
if in_node_range(
|
||||
&vec2((room.size.0 as f32 / 2.0 + 0.5) * SCALE, self.position.y),
|
||||
node_pos,
|
||||
1.0
|
||||
) {
|
||||
current_index = i;
|
||||
}
|
||||
}
|
||||
|
||||
let connction_index = room
|
||||
.grid
|
||||
.connections
|
||||
.iter()
|
||||
.enumerate()
|
||||
.find(|(_i, (_node_1, node_2))| *node_2 == current_index)
|
||||
.map(|(i, _)| i)
|
||||
.unwrap();
|
||||
|
||||
self.connection = connction_index;
|
||||
self.next_connections = vec![connction_index - 1];
|
||||
}
|
||||
}
|
||||
|
||||
pub fn can_see_metal(&self, threshold: f32) -> bool {
|
||||
self.current_acceleration > threshold
|
||||
self.connection = 0;
|
||||
self.next_connections = vec![1];
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -122,22 +70,6 @@ fn move_player(player: &mut Player, allowed_movement: (bool, bool, bool, bool))
|
|||
allow_right_movement
|
||||
) = allowed_movement;
|
||||
|
||||
if is_key_down(KeyCode::Up)
|
||||
|| is_key_down(KeyCode::Down)
|
||||
|| is_key_down(KeyCode::Left)
|
||||
|| is_key_down(KeyCode::Right)
|
||||
{
|
||||
player.movement_time += delta();
|
||||
player.speed = calc_player_speed(player.movement_time);
|
||||
player.speed = player.speed.clamp(0.0, 10.0);
|
||||
} else {
|
||||
player.speed = 0.0;
|
||||
player.last_speed = 0.0;
|
||||
player.movement_time = 0.0;
|
||||
}
|
||||
|
||||
player.current_acceleration = (player.speed - player.last_speed).abs();
|
||||
|
||||
if allow_up_movement && is_key_down(KeyCode::Up) {
|
||||
player.position += vec2(0.0, player.speed) * delta();
|
||||
}
|
||||
|
@ -153,14 +85,6 @@ fn move_player(player: &mut Player, allowed_movement: (bool, bool, bool, bool))
|
|||
if allow_left_movement && is_key_down(KeyCode::Left) {
|
||||
player.position += vec2(-player.speed, 0.0) * delta();
|
||||
}
|
||||
|
||||
player.last_speed = player.speed;
|
||||
}
|
||||
|
||||
fn calc_player_speed(time: f32) -> f32 {
|
||||
//3x^2-2x^3; x=t
|
||||
let t = time * 20.0;
|
||||
3.0 * t * t - 2.0 * t * t
|
||||
}
|
||||
|
||||
//(UP, DOWN, LEFT, RIGHT)
|
||||
|
@ -369,42 +293,3 @@ 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
use super::{furniture::Furniture, grid::Grid};
|
||||
use crate::game::{self, ZLayer};
|
||||
use crate::game;
|
||||
use comfy::{
|
||||
draw_rect, draw_rect_outline, draw_sprite, error, random_i32, texture_id, vec2,
|
||||
EngineContext, HashSet, RandomRange as _, Vec2, BLUE, GREEN, PURPLE, RED, WHITE
|
||||
draw_rect, draw_rect_outline, draw_sprite, error, random_i32, vec2, EngineContext,
|
||||
HashSet, RandomRange as _, Vec2, GREEN, PURPLE, RED, WHITE
|
||||
};
|
||||
use indexmap::IndexSet;
|
||||
|
||||
|
@ -30,9 +30,7 @@ pub struct Room {
|
|||
_room_type: RoomType,
|
||||
pub size: (u8, u8), //(width, height)
|
||||
pub grid: Grid,
|
||||
furnitures: Vec<Tile>,
|
||||
human_pos: Option<Vec2>,
|
||||
human_nodes: Vec<usize>
|
||||
furnitures: Vec<Tile>
|
||||
}
|
||||
|
||||
impl RoomType {
|
||||
|
@ -49,60 +47,20 @@ impl RoomType {
|
|||
}
|
||||
|
||||
impl Room {
|
||||
pub fn new(ctx: &mut EngineContext<'_>, with_human: bool) -> Self {
|
||||
pub fn new(ctx: &mut EngineContext<'_>) -> 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,
|
||||
furnitures,
|
||||
human_pos,
|
||||
human_nodes
|
||||
grid: Self::create_grid(size.0, size.1),
|
||||
furnitures
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
|
@ -130,37 +88,6 @@ impl Room {
|
|||
let random_idx = usize::gen_range(0, empty_spots.len());
|
||||
empty_spots.swap_remove_index(random_idx)
|
||||
}
|
||||
|
||||
fn random_empty_spot_size(
|
||||
empty_spots: &mut IndexSet<u8>,
|
||||
size: u8
|
||||
) -> Option<u8> {
|
||||
let mut empty_spots_size = IndexSet::<u8>::new();
|
||||
|
||||
for &index in empty_spots.iter() {
|
||||
let mut is_valid = true;
|
||||
|
||||
for offset in 0 .. size {
|
||||
if !empty_spots.contains(&(index + offset)) {
|
||||
is_valid = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if is_valid {
|
||||
empty_spots_size.insert(index);
|
||||
}
|
||||
}
|
||||
|
||||
if empty_spots_size.is_empty() {
|
||||
return None;
|
||||
}
|
||||
let random_idx = usize::gen_range(0, empty_spots_size.len());
|
||||
for offset in (0 .. size).rev() {
|
||||
empty_spots.swap_remove_index(random_idx + offset as usize);
|
||||
}
|
||||
Some(random_idx as u8)
|
||||
}
|
||||
|
||||
fn random_appliance<T>(empty_spots: &mut Vec<T>) -> Option<T> {
|
||||
if empty_spots.is_empty() {
|
||||
return None;
|
||||
|
@ -327,42 +254,6 @@ impl Room {
|
|||
}
|
||||
},
|
||||
|
||||
RoomType::LivingRoom => {
|
||||
let has_couch = match u8::gen_range(0, 2) {
|
||||
0 => false,
|
||||
1 => true,
|
||||
_ => unreachable!()
|
||||
};
|
||||
if has_couch {
|
||||
if let Some(pos) = random_empty_spot_size(&mut empty_spots, 3) {
|
||||
furnitures.push(Tile {
|
||||
pos: vec2(pos as f32, 0.0),
|
||||
size: vec2(3.0, 1.0),
|
||||
f: Furniture::new("bedroom", "couch", ctx),
|
||||
z: 0
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(pos) = random_empty_spot(&mut empty_spots) {
|
||||
furnitures.push(Tile {
|
||||
pos: vec2(pos as f32, 0.0),
|
||||
size: vec2(1.0, 2.0),
|
||||
f: Furniture::new("bedroom", "bookshelf", ctx),
|
||||
z: 0
|
||||
});
|
||||
}
|
||||
|
||||
if let Some(pos) = random_empty_spot(&mut empty_spots) {
|
||||
furnitures.push(Tile {
|
||||
pos: vec2(pos as f32, 0.0),
|
||||
size: vec2(0.5, 0.9),
|
||||
f: Furniture::new("bedroom", "mini_ac", ctx),
|
||||
z: 0
|
||||
});
|
||||
}
|
||||
},
|
||||
|
||||
_ => {}
|
||||
}
|
||||
|
||||
|
@ -419,14 +310,14 @@ impl Room {
|
|||
Grid::new(nodes, connections)
|
||||
}
|
||||
|
||||
pub fn draw(&self, human_layer: bool, magnet_layer: bool) {
|
||||
pub fn draw(&self) {
|
||||
let (width, height) = self.size;
|
||||
|
||||
draw_rect(
|
||||
vec2(0.0, 0.0),
|
||||
vec2(width as f32 * SCALE, height as f32 * SCALE),
|
||||
PURPLE,
|
||||
game::ZLayer::HumanLayer as i32 - 4
|
||||
game::ZLayer::MapMax as i32 - 2
|
||||
);
|
||||
draw_rect_outline(
|
||||
vec2(0.0, 0.0),
|
||||
|
@ -440,69 +331,25 @@ impl Room {
|
|||
let mut pos = tile.pos - vec2(width as f32 / 2.0, height as f32 / 2.0);
|
||||
pos += tile.size * 0.5;
|
||||
|
||||
if human_layer {
|
||||
if let Some(texture) = tile.f.get_human_texture_handle() {
|
||||
draw_sprite(
|
||||
texture,
|
||||
pos * SCALE,
|
||||
WHITE,
|
||||
game::ZLayer::HumanLayer as i32 + tile.z,
|
||||
tile.size * SCALE
|
||||
);
|
||||
} else {
|
||||
draw_rect_outline(
|
||||
pos * SCALE,
|
||||
tile.size * SCALE,
|
||||
0.3,
|
||||
GREEN,
|
||||
game::ZLayer::HumanLayer as i32 + tile.z
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
if magnet_layer {
|
||||
if let Some(texture) = tile.f.get_magnet_texture_handle() {
|
||||
draw_sprite(
|
||||
texture,
|
||||
pos * SCALE,
|
||||
BLUE,
|
||||
game::ZLayer::MagneticLayer as i32 + tile.z,
|
||||
tile.size * SCALE
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
if tile.f.is_on() {
|
||||
if let Some(texture) = tile.f.get_elec_texture_handle() {
|
||||
draw_sprite(
|
||||
texture,
|
||||
pos * SCALE,
|
||||
WHITE,
|
||||
game::ZLayer::ElectricLayer as i32 + tile.z,
|
||||
tile.size * SCALE
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if human_layer {
|
||||
if let Some(human_pos) = self.human_pos {
|
||||
//draw_circle(human_pos, 0.5, RED, 20);
|
||||
if let Some(texture) = tile.f.get_human_texture_handle() {
|
||||
draw_sprite(
|
||||
texture_id("human_house"),
|
||||
human_pos,
|
||||
texture,
|
||||
pos * SCALE,
|
||||
WHITE,
|
||||
ZLayer::Human.into(),
|
||||
vec2(1.0, 2.0) * SCALE
|
||||
game::ZLayer::MapMax as i32 + tile.z,
|
||||
tile.size * SCALE
|
||||
);
|
||||
} else {
|
||||
draw_rect_outline(
|
||||
pos * SCALE,
|
||||
tile.size * SCALE,
|
||||
0.3,
|
||||
GREEN,
|
||||
game::ZLayer::MapMax as i32 + tile.z
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/* 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();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,30 +1,14 @@
|
|||
use crate::{
|
||||
activities::Activity,
|
||||
assets::ASSETS,
|
||||
game::{ZLayer, GHOST_DISCHARGE_RATE, GHOST_DISCHARGE_RATE_MOVEMENT},
|
||||
State
|
||||
};
|
||||
use crate::{activities::Activity, game::ZLayer, State};
|
||||
use comfy::{
|
||||
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
|
||||
draw_circle, draw_rect_outline, draw_sprite, error, info, is_key_down,
|
||||
main_camera_mut, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE
|
||||
};
|
||||
use std::time::Instant;
|
||||
use worldgen::MovementCost;
|
||||
|
||||
pub mod worldgen;
|
||||
|
||||
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<'_>) {
|
||||
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;
|
||||
|
@ -35,37 +19,15 @@ pub fn draw(state: &State, _ctx: &EngineContext<'_>) {
|
|||
ZLayer::MapMax - i,
|
||||
Vec2::ONE
|
||||
);
|
||||
if state.dev {
|
||||
draw_rect_outline(coords.as_vec2(), Vec2::ONE, 0.1, RED, 10);
|
||||
}
|
||||
draw_rect_outline(coords.as_vec2(), Vec2::ONE, 0.1, RED, 10);
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
);
|
||||
draw_circle(state.ghost.overworld_pos, 0.5, RED, ZLayer::Ghost.into());
|
||||
}
|
||||
|
||||
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 {
|
||||
|
@ -74,8 +36,6 @@ fn update_move_player(state: &mut State, ctx: &mut EngineContext<'_>) {
|
|||
state.ghost.overworld_movement_pending
|
||||
);
|
||||
state.ghost.update_overworld_pos(now);
|
||||
}
|
||||
if state.ghost.overworld_movement_pending != Vec2::ZERO {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -173,10 +133,10 @@ fn update_move_player(state: &mut State, ctx: &mut EngineContext<'_>) {
|
|||
},
|
||||
|
||||
// we are walking on a path
|
||||
(MovementCost::Path, MovementCost::Path) => 7.0,
|
||||
(MovementCost::Path, MovementCost::Path) => 10.0,
|
||||
|
||||
// we are walking across an obstacle
|
||||
(MovementCost::Obstacle, _) | (_, MovementCost::Obstacle) => 2.0,
|
||||
(MovementCost::Obstacle, _) | (_, MovementCost::Obstacle) => 1.0,
|
||||
|
||||
// we are walking on grass
|
||||
_ => 5.0
|
||||
|
@ -210,15 +170,6 @@ pub fn update(state: &mut State, ctx: &mut EngineContext<'_>) {
|
|||
}
|
||||
}
|
||||
|
||||
// energie lost
|
||||
{
|
||||
let ghost = &mut state.ghost;
|
||||
ghost.charge -= GHOST_DISCHARGE_RATE * ctx.delta;
|
||||
if ghost.overworld_movement_pending != Vec2::ZERO {
|
||||
ghost.charge -= GHOST_DISCHARGE_RATE_MOVEMENT * ctx.delta;
|
||||
}
|
||||
}
|
||||
|
||||
// generate more chunks if needed
|
||||
{
|
||||
let half_viewport = (camera.world_viewport() * 0.5 + 3.0).as_ivec2();
|
||||
|
|
|
@ -422,9 +422,7 @@ impl Chunk {
|
|||
|
||||
#[derive(Debug, Default)]
|
||||
pub struct Overworld {
|
||||
chunks: HashMap<IVec2, Chunk>,
|
||||
|
||||
pub sound_playing: bool
|
||||
chunks: HashMap<IVec2, Chunk>
|
||||
}
|
||||
|
||||
fn world_to_chunk_and_local_coords(world_coords: IVec2) -> (IVec2, UVec2) {
|
||||
|
|
100
src/game.rs
100
src/game.rs
|
@ -4,10 +4,7 @@ use crate::{
|
|||
State
|
||||
};
|
||||
use comfy::{EngineContext, Vec2};
|
||||
use std::{
|
||||
ops::{Add, Sub},
|
||||
time::Instant
|
||||
};
|
||||
use std::{ops::Sub, time::Instant};
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct Ghost {
|
||||
|
@ -69,14 +66,9 @@ impl Default for Ghost {
|
|||
}
|
||||
#[repr(i32)]
|
||||
pub enum ZLayer {
|
||||
HumanLayer = -8,
|
||||
MagneticLayer = -5,
|
||||
ElectricLayer = -2,
|
||||
MapMax = -1,
|
||||
Human = 0,
|
||||
Ghost = 1,
|
||||
UI = 100,
|
||||
GameOver = 1000
|
||||
Ghost = 1
|
||||
}
|
||||
|
||||
impl From<ZLayer> for i32 {
|
||||
|
@ -94,89 +86,16 @@ impl Sub<i32> for ZLayer {
|
|||
}
|
||||
}
|
||||
|
||||
impl Add<i32> for ZLayer {
|
||||
type Output = i32;
|
||||
|
||||
fn add(self, other: i32) -> Self::Output {
|
||||
i32::from(self) + other
|
||||
}
|
||||
}
|
||||
|
||||
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"
|
||||
))
|
||||
);
|
||||
}
|
||||
|
||||
/// The amount of energy a ghost consumes idle.
|
||||
pub const GHOST_DISCHARGE_RATE: f32 = 40.0;
|
||||
/// The amount of energy additionally consumed by a moving ghost.
|
||||
pub const GHOST_DISCHARGE_RATE_MOVEMENT: f32 = 40.0;
|
||||
/// 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<'_>) {
|
||||
if state.ghost.charge > 0.0 {
|
||||
// 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(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;
|
||||
}
|
||||
},
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
crate::game_over::update(state, ctx);
|
||||
pub fn update(state: &mut State, engine: &mut EngineContext<'_>) {
|
||||
state.score += engine.delta * 10.0;
|
||||
match state.activity {
|
||||
Activity::House(_) => house::update(state, engine),
|
||||
Activity::Overworld => overworld::update(state, engine)
|
||||
}
|
||||
|
||||
// Make sure the ghost's charge never drops below 0.
|
||||
state.ghost.charge = state.ghost.charge.max(0.0);
|
||||
}
|
||||
|
||||
pub fn draw(state: &State, engine: &EngineContext<'_>) {
|
||||
|
@ -185,7 +104,4 @@ 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);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,52 +0,0 @@
|
|||
use std::mem::take;
|
||||
|
||||
use crate::{game::ZLayer, State};
|
||||
use comfy::{
|
||||
draw_rect, egui,
|
||||
egui::{Align, Layout},
|
||||
is_key_pressed, main_camera, Color, EngineContext, WHITE
|
||||
};
|
||||
use egui::{Align2, RichText};
|
||||
use log::info;
|
||||
|
||||
pub fn update(state: &mut State, _engine: &mut EngineContext<'_>) {
|
||||
if is_key_pressed(comfy::KeyCode::Return) {
|
||||
info!("Restart game");
|
||||
take(state); //reset to default
|
||||
}
|
||||
}
|
||||
|
||||
pub fn draw(state: &State, _engine: &EngineContext<'_>) {
|
||||
let cam = main_camera();
|
||||
draw_rect(
|
||||
cam.center,
|
||||
cam.world_viewport() * 1.2,
|
||||
Color::new(0.0, 0.0, 0.0, 0.5),
|
||||
ZLayer::GameOver.into()
|
||||
);
|
||||
|
||||
egui::Area::new("game_over")
|
||||
.anchor(Align2::CENTER_CENTER, egui::vec2(0.0, 0.0))
|
||||
.show(egui(), |ui| {
|
||||
ui.with_layout(Layout::top_down_justified(Align::Center), |ui| {
|
||||
ui.heading(
|
||||
RichText::new(
|
||||
"The poor spirit lost all their energy and starved to death"
|
||||
)
|
||||
.color(WHITE)
|
||||
.strong()
|
||||
.size(50.0)
|
||||
);
|
||||
ui.label(
|
||||
RichText::new(format!("\nYour Score:\n{:.0}", state.score))
|
||||
.color(WHITE)
|
||||
.size(30.0)
|
||||
);
|
||||
ui.label(
|
||||
RichText::new("\n\n\npress enter to restart")
|
||||
.color(WHITE)
|
||||
.size(30.0)
|
||||
);
|
||||
})
|
||||
});
|
||||
}
|
54
src/main.rs
54
src/main.rs
|
@ -5,36 +5,22 @@
|
|||
mod assets {
|
||||
include!(env!("ASSETS_RS"));
|
||||
}
|
||||
|
||||
mod activities;
|
||||
mod game;
|
||||
mod game_over;
|
||||
mod ui;
|
||||
|
||||
use std::env::var;
|
||||
|
||||
use self::{
|
||||
activities::{house::HouseState, overworld::worldgen::Overworld, Activity},
|
||||
game::Ghost
|
||||
};
|
||||
use comfy::{
|
||||
init_game_config, pollster, run_comfy_main_async, DevConfig, EngineContext,
|
||||
EngineState, GameConfig, GameLoop, HashMap, IVec2
|
||||
etagere::euclid::default, init_game_config, pollster, run_comfy_main_async,
|
||||
DevConfig, EngineContext, EngineState, GameConfig, GameLoop, HashMap, IVec2
|
||||
};
|
||||
|
||||
const GAME_NAME: &str = "Powercreep";
|
||||
|
||||
/// true if devtools should be enable
|
||||
fn dev_from_env() -> bool {
|
||||
match var("DEV").as_ref().map(|f| f.as_str()) {
|
||||
Ok("false") => false,
|
||||
Ok("true") => true,
|
||||
#[cfg(debug_assertions)]
|
||||
_ => true,
|
||||
#[cfg(not(debug_assertions))]
|
||||
_ => false
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Default)]
|
||||
struct State {
|
||||
setup_called: bool,
|
||||
|
@ -42,9 +28,7 @@ struct State {
|
|||
ghost: Ghost,
|
||||
overworld: Overworld,
|
||||
houses: HashMap<IVec2, HouseState>,
|
||||
score: f32,
|
||||
/// show dev tools
|
||||
dev: bool
|
||||
score: f32
|
||||
}
|
||||
|
||||
impl State {
|
||||
|
@ -59,49 +43,39 @@ impl State {
|
|||
self.houses.get(&self.get_house_pos()?)
|
||||
}
|
||||
|
||||
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))
|
||||
)
|
||||
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))
|
||||
}
|
||||
}
|
||||
|
||||
impl GameLoop for State {
|
||||
fn new(_c: &mut EngineState) -> Self {
|
||||
Default::default()
|
||||
Self::default()
|
||||
}
|
||||
|
||||
fn update(&mut self, ctx: &mut EngineContext<'_>) {
|
||||
if !self.setup_called {
|
||||
self.dev = dev_from_env();
|
||||
game::setup(self, ctx);
|
||||
game::setup(self, ctx);
|
||||
self.setup_called = true;
|
||||
}
|
||||
|
||||
game::update(self, ctx);
|
||||
game::draw(self, ctx);
|
||||
game::update(self, ctx);
|
||||
game::draw(self, ctx);
|
||||
}
|
||||
}
|
||||
|
||||
fn config(config: GameConfig) -> GameConfig {
|
||||
let dev = if dev_from_env() {
|
||||
DevConfig {
|
||||
show_fps: true,
|
||||
..Default::default()
|
||||
}
|
||||
} else {
|
||||
Default::default()
|
||||
let dev = DevConfig {
|
||||
#[cfg(debug_assertions)]
|
||||
show_fps: true,
|
||||
..Default::default()
|
||||
};
|
||||
GameConfig {
|
||||
tonemapping_enabled: true,
|
||||
dev,
|
||||
target_framerate: 165,
|
||||
..config
|
||||
..Default::default()
|
||||
}
|
||||
}
|
||||
|
||||
|
|
69
src/ui.rs
69
src/ui.rs
|
@ -1,66 +1,42 @@
|
|||
use crate::{game::ZLayer, State};
|
||||
use crate::State;
|
||||
use comfy::{
|
||||
draw_rect, draw_rect_outline, egui, screen_height, screen_to_world, screen_width,
|
||||
vec2, Color, EngineContext, Vec2, BLACK, BLUE, PURPLE, RED, WHITE
|
||||
EngineContext, Vec2, BLUE, RED, WHITE
|
||||
};
|
||||
use egui::widget_text::RichText;
|
||||
|
||||
// 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) {
|
||||
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()));
|
||||
// section size in world codinates
|
||||
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;
|
||||
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;
|
||||
// draw fill level
|
||||
{
|
||||
let percent = charge / max_charge;
|
||||
let ghost = &state.ghost;
|
||||
let percent = ghost.charge / ghost.max_charge;
|
||||
let mut size = section_size;
|
||||
size.y = section_size.y * BATTERY_SECTION_COUNT as f32;
|
||||
let mut position = start_position;
|
||||
size.y = section_size.y * section_count as f32 * percent;
|
||||
let mut position = start_positon;
|
||||
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_position;
|
||||
position.y += 0.5 * -section_size.y + 0.5 * size.y;
|
||||
draw_rect(position, size, BLUE, ZLayer::UI + 1);
|
||||
draw_rect(position, size, BLUE, 100);
|
||||
}
|
||||
// draw sections
|
||||
for i in 0 .. BATTERY_SECTION_COUNT {
|
||||
let mut position = start_position;
|
||||
for i in 0 .. section_count {
|
||||
let mut position = start_positon;
|
||||
position.y += i as f32 * section_size.y;
|
||||
draw_rect_outline(position, section_size, 0.1, color, ZLayer::UI + 2);
|
||||
draw_rect_outline(position, section_size, 0.1, RED, 100);
|
||||
}
|
||||
}
|
||||
|
||||
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) {
|
||||
pub fn draw_highscore(state: &State, _engine: &EngineContext<'_>) {
|
||||
egui::Area::new("score")
|
||||
.anchor(egui::Align2::RIGHT_TOP, egui::vec2(0.0, 0.0))
|
||||
.show(egui(), |ui| {
|
||||
ui.label(
|
||||
RichText::new(format!("{:.0} ", state.score))
|
||||
RichText::new(format!("{:.0}", state.score))
|
||||
.color(WHITE)
|
||||
.monospace()
|
||||
.size(16.0)
|
||||
|
@ -69,8 +45,7 @@ pub fn draw_highscore(state: &State) {
|
|||
});
|
||||
}
|
||||
|
||||
pub fn draw(state: &State, _ctx: &EngineContext<'_>) {
|
||||
draw_ghost_battery(state);
|
||||
draw_house_battery(state);
|
||||
draw_highscore(state);
|
||||
pub fn draw(state: &State, engine: &EngineContext<'_>) {
|
||||
draw_batterie(state, engine);
|
||||
draw_highscore(state, engine);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue