Compare commits
3 commits
Author | SHA1 | Date | |
---|---|---|---|
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e6222d82ee | ||
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686b31e41d | ||
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ffeb6524ce |
15 changed files with 135 additions and 388 deletions
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@ -59,11 +59,10 @@ jobs:
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target
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key: "${{runner.os}} Rust ${{steps.rust-toolchain.outputs.cachekey}}"
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- run: mkdir .ci-destdir
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- run: cargo install --path . --locked --root .
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- run: cargo install --path . --locked --root .ci-destdir
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- run: find .ci-destdir
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- uses: forgejo/upload-artifact@v3
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with:
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name: Powercreep
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path: |
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bin
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assets
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path:
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.ci-destdir/*
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12
build.rs
12
build.rs
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@ -122,20 +122,16 @@ impl AssetsWriter {
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writeln!(file, "{indent}impl Assets {{")?;
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writeln!(
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file,
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"{indent}\tpub fn load(_ctx: &mut comfy::EngineContext<'_>) {{"
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"{indent}\tpub fn load(c: &mut comfy::EngineContext<'_>) {{"
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)?;
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for asset_const_name in root.assets.values() {
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writeln!(file, "{indent}\t\t_ctx.load_texture_from_bytes({asset_const_name:?}, {asset_const_name});")?;
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writeln!(file, "{indent}\t\tc.load_texture_from_bytes({asset_const_name:?}, {asset_const_name});")?;
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}
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for asset_const_name in root.sound_assets.values() {
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writeln!(file, "{indent}\t\tcomfy::load_sound_from_bytes({asset_const_name:?}, {asset_const_name},")?;
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writeln!(
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file,
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"{indent}\t\t\tcomfy::StaticSoundSettings::new().loop_region(..));"
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)?;
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writeln!(file, "{indent}\t\tcomfy::load_sound_from_bytes({asset_const_name:?}, {asset_const_name}, Default::default());")?;
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}
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for group_name in root.groups.keys() {
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writeln!(file, "{indent}\t\t{group_name}::Assets::load(_ctx);")?;
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writeln!(file, "{indent}\t\t{group_name}::Assets::load(c);")?;
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}
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writeln!(file, "{indent}\t}}")?;
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writeln!(file, "{indent}}}")?;
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@ -1,5 +1,5 @@
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use comfy::{error, texture_id, EngineContext, HashSet, Lazy, Mutex, TextureHandle};
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use std::{fmt::Debug, fs, io, path::PathBuf, sync::Arc};
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use std::{fmt::Debug, fs, io, sync::Arc};
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static ASSETS_LOADED: Lazy<Arc<Mutex<HashSet<String>>>> =
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Lazy::new(|| Arc::new(Mutex::new(HashSet::new())));
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@ -39,13 +39,10 @@ impl FurnitureAsset {
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if loaded.contains(&path) {
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return Some(texture_id(&path));
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}
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let mut asset_path = PathBuf::from(format!("assets/furniture/{path}"));
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if !asset_path.exists() {
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asset_path = PathBuf::from(env!("CARGO_MANIFEST_DIR")).join(asset_path);
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}
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let bytes = match fs::read(asset_path) {
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let bytes = match fs::read(format!(
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"{}/assets/furniture/{path}",
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env!("CARGO_MANIFEST_DIR")
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)) {
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Ok(bytes) => bytes,
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Err(err) if err.kind() == io::ErrorKind::NotFound => return None,
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Err(err) => {
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7
src/activities/house/magnet-shader.wgsl
Normal file
7
src/activities/house/magnet-shader.wgsl
Normal file
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@ -0,0 +1,7 @@
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let global_coord: vec3<f32> = in.world_position;
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let tex = textureSample(t_diffuse, s_diffuse, in.tex_coords);
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var final_color: vec4<f32> = tex * in.color;
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return vec4(global_coord, final_color.a);
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}
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@ -3,59 +3,36 @@ mod grid;
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mod player;
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mod room;
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use crate::assets::ASSETS;
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use comfy::{
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delta, main_camera_mut, play_sound_id, random_i32, stop_sound_id, vec2,
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EngineContext, RandomRange as _
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};
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use comfy::{main_camera_mut, random_i32, vec2, EngineContext, RandomRange as _};
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use grid::Grid;
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use indexmap::IndexSet;
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use log::error;
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use player::Player;
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use room::Room;
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use super::Activity;
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const MAX_ROOMS: i32 = 6;
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#[derive(Debug)]
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pub struct HouseState {
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current_room_id: usize,
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room_count: usize,
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human_count: usize,
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rooms: Vec<Room>,
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human_rooms: Vec<usize>,
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//grid: Grid,
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player: Player,
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human_layer: bool, //Human, magnetic, electric
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exit_time: f32,
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/// The energy level remaining in the house. Should decrease by itself, and much
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/// faster when inhabited by the ghost.
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pub charge: f32,
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pub max_charge: f32,
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pub sound_playing: bool
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pub max_charge: f32
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}
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impl HouseState {
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pub fn generate_new_house(ctx: &mut EngineContext<'_>) -> Self {
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let room_count = random_i32(2, MAX_ROOMS) as usize;
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let human_count = random_i32(1, room_count as i32) as usize;
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let mut possible_rooms: IndexSet<usize> = (0 .. room_count).collect();
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let mut human_rooms = Vec::new();
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for _ in 0 .. human_count {
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if !possible_rooms.is_empty() {
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let random_idx = usize::gen_range(0, possible_rooms.len());
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human_rooms.push(possible_rooms.swap_remove_index(random_idx).unwrap());
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}
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}
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let mut rooms = Vec::new();
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for i in 0 .. room_count {
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rooms.push(Room::new(ctx, human_rooms.contains(&i)));
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for _ in 0 .. room_count {
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rooms.push(Room::new(ctx));
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}
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let player = Player::new(rooms.first().unwrap());
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@ -63,33 +40,29 @@ impl HouseState {
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HouseState {
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current_room_id: 0,
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room_count,
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human_count,
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rooms,
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human_rooms,
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player,
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human_layer: false,
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exit_time: 0.0,
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// TODO this should be lower depending on the time elapsed
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charge: max_charge,
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max_charge,
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sound_playing: false
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max_charge
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}
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}
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}
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pub fn draw(state: &crate::State, _ctx: &EngineContext<'_>) {
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pub fn draw(state: &crate::State, _ctx: &mut comfy::EngineContext<'_>) {
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let Some(house) = state.house() else {
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error!("How can I render a house when I'm not in one?!?");
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return;
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};
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//Draw House
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house
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.rooms
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.get(house.current_room_id)
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.unwrap()
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.draw(house.human_layer, house.player.can_see_metal(0.1));
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house.rooms.get(house.current_room_id).unwrap().draw(
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house.human_layer,
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house.player.can_see_metal(0.1),
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house.player.get_position(),
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_ctx
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);
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//Draw Grid
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//state.house.grid.draw();
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@ -98,27 +71,13 @@ pub fn draw(state: &crate::State, _ctx: &EngineContext<'_>) {
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house.player.draw();
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}
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pub fn update(state: &mut crate::State, ctx: &mut EngineContext<'_>) {
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if state.overworld.sound_playing {
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stop_sound_id(ASSETS.music.galactic_rap_speedup);
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state.overworld.sound_playing = false;
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}
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pub fn update(state: &mut crate::State, ctx: &mut comfy::EngineContext<'_>) {
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let mut camera = main_camera_mut();
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camera.center = vec2(0.0, 0.0);
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drop(camera);
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let Some(house) = state.house_mut(ctx) else {
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error!("WTF I cannot update a house without a house");
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return;
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};
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let house = state.house_mut(ctx);
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let current_room = house.rooms.get(house.current_room_id).unwrap();
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house.player.update(¤t_room);
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if !house.sound_playing {
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play_sound_id(ASSETS.music.mesmerizing_galaxy_loop);
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house.sound_playing = true;
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}
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house.player.update(¤t_room.grid);
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if house.player.is_moving_to_right_room(current_room) {
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if house.current_room_id < (house.room_count - 1) {
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@ -139,18 +98,4 @@ pub fn update(state: &mut crate::State, ctx: &mut EngineContext<'_>) {
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house.player.reset_on_room(current_room, true);
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}
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}
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if house.player.successfull_attack {
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house.human_layer = true;
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}
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if house.human_layer {
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house.exit_time += delta();
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}
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if house.exit_time >= 2.0 {
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state.score += 500.0;
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state.ghost.overworld_pos -= vec2(0.0, 1.0);
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state.activity = Activity::Overworld;
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}
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}
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@ -2,11 +2,7 @@ use super::{
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room::{Room, SCALE},
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Grid
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};
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use comfy::{
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delta, draw_circle, draw_sprite, is_key_down, is_key_pressed, main_camera_mut,
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texture_id, vec2, KeyCode, Vec2, RED, WHITE
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};
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use log::error;
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use comfy::{delta, draw_circle, is_key_down, vec2, KeyCode, Vec2, RED};
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use std::collections::HashSet;
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#[derive(Debug)]
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@ -17,8 +13,7 @@ pub struct Player {
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current_acceleration: f32,
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movement_time: f32,
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connection: usize,
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next_connections: Vec<usize>,
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pub successfull_attack: bool
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next_connections: Vec<usize>
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}
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impl Player {
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@ -33,24 +28,18 @@ impl Player {
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current_acceleration: 0.0,
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movement_time: 0.0,
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connection: 0,
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next_connections: vec![1],
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successfull_attack: false
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next_connections: vec![1]
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}
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}
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pub fn get_position(&self) -> Vec2 {
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self.position
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}
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pub fn draw(&self) {
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//draw_circle(self.position, 0.5, RED, 0);
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draw_sprite(
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texture_id("ghost_house"),
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self.position,
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WHITE,
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5,
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vec2(1.25, 1.25)
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);
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draw_circle(self.position, 0.5, RED, 0);
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}
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pub fn update(&mut self, room: &Room) {
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let grid = &room.grid;
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pub fn update(&mut self, grid: &Grid) {
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let allowed_movement = get_allowed_movement(self, grid);
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move_player(self, allowed_movement);
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@ -58,8 +47,6 @@ impl Player {
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if !on_current_connection(self, grid) && !update_connections(self, grid) {
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snap_to_closest_node(self, grid);
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}
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attack_human_routine(self, room);
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}
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pub fn is_moving_to_right_room(&self, room: &Room) -> bool {
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@ -369,42 +356,3 @@ fn snap_to_closest_node(player: &mut Player, grid: &Grid) {
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player.position = *closest_node;
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}
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fn attack_human_routine(player: &mut Player, room: &Room) {
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let range = 1.0;
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if is_key_pressed(KeyCode::Space) {
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//In some node range?
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let mut in_range = false;
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for node in &room.grid.nodes {
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if in_node_range(&player.position, node, range) {
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in_range = true;
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break;
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}
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}
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if in_range {
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let (human_pos, human_nodes) = room.get_human_information();
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let mut human_attacked = false;
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if human_pos.is_some() {
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for node_index in human_nodes {
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if in_node_range(
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&player.position,
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room.grid.nodes.get(*node_index).unwrap(),
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range
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) {
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human_attacked = true;
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}
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}
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}
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if human_attacked {
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player.successfull_attack = true;
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} else {
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main_camera_mut().shake(1.0, 1.0);
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}
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}
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}
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}
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|
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@ -1,8 +1,7 @@
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use super::{furniture::Furniture, grid::Grid};
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use crate::game::{self, ZLayer};
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use crate::game;
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use comfy::{
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draw_rect, draw_rect_outline, draw_sprite, error, random_i32, texture_id, vec2,
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EngineContext, HashSet, RandomRange as _, Vec2, BLUE, GREEN, PURPLE, RED, WHITE
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create_reloadable_sprite_shader, draw_rect, draw_rect_outline, draw_sprite, error, hashmap, random_i32, set_uniform_f32, use_default_shader, use_shader, vec2, EngineContext, HashSet, Index, RandomRange as _, ReloadableShaderSource, UniformDef, Vec2, GREEN, PURPLE, RED, WHITE
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};
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use indexmap::IndexSet;
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|
@ -30,9 +29,7 @@ pub struct Room {
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_room_type: RoomType,
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pub size: (u8, u8), //(width, height)
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pub grid: Grid,
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furnitures: Vec<Tile>,
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human_pos: Option<Vec2>,
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human_nodes: Vec<usize>
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furnitures: Vec<Tile>
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}
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impl RoomType {
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|
@ -49,60 +46,20 @@ impl RoomType {
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}
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impl Room {
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pub fn new(ctx: &mut EngineContext<'_>, with_human: bool) -> Self {
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pub fn new(ctx: &mut EngineContext<'_>) -> Self {
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let room_type = RoomType::random();
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let size = Self::random_size(&room_type);
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|
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let furnitures = Self::random_room_furniture(&room_type, size, ctx);
|
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|
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let grid = Self::create_grid(size.0, size.1);
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|
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let (human_pos, human_nodes) = if with_human {
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let mut human_pos = vec2(random_i32(1, size.0 as i32) as f32 + 0.5, 1.0f32);
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human_pos -= vec2(size.0 as f32 / 2.0, size.1 as f32 / 2.0);
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human_pos *= SCALE;
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|
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let node_index_left = grid
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.nodes
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.iter()
|
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.enumerate()
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.filter(|(_i, &node)| node.y <= size.1 as f32 / 6.0)
|
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.filter(|(_i, &node)| node.x <= (human_pos.x - 0.5 * SCALE))
|
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.max_by_key(|(_i, &node)| node.x as i32)
|
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.map(|(i, _)| i)
|
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.unwrap();
|
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let node_index_right = grid
|
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.nodes
|
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.iter()
|
||||
.enumerate()
|
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.filter(|(_i, &node)| node.y <= size.1 as f32 / 6.0)
|
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.filter(|(_i, &node)| node.x >= (human_pos.x + 0.5 * SCALE))
|
||||
.min_by_key(|(_i, &node)| node.x as i32)
|
||||
.map(|(i, _)| i)
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||||
.unwrap();
|
||||
|
||||
(
|
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Some(human_pos),
|
||||
(node_index_left ..= node_index_right).collect()
|
||||
)
|
||||
} else {
|
||||
(None, Vec::new())
|
||||
};
|
||||
|
||||
Room {
|
||||
_room_type: room_type,
|
||||
size,
|
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grid,
|
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furnitures,
|
||||
human_pos,
|
||||
human_nodes
|
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grid: Self::create_grid(size.0, size.1),
|
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furnitures
|
||||
}
|
||||
}
|
||||
|
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pub fn get_human_information(&self) -> (Option<Vec2>, &Vec<usize>) {
|
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(self.human_pos, &self.human_nodes)
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}
|
||||
|
||||
fn random_size(room_type: &RoomType) -> (u8, u8) {
|
||||
//Kitchen + Living Room 5-8
|
||||
//Bath + sleepingroom 4-6
|
||||
|
@ -327,7 +284,8 @@ impl Room {
|
|||
}
|
||||
},
|
||||
|
||||
RoomType::LivingRoom => {
|
||||
_ => {
|
||||
//RoomType::LivingRoom => {
|
||||
let has_couch = match u8::gen_range(0, 2) {
|
||||
0 => false,
|
||||
1 => true,
|
||||
|
@ -361,9 +319,8 @@ impl Room {
|
|||
z: 0
|
||||
});
|
||||
}
|
||||
},
|
||||
|
||||
_ => {}
|
||||
}
|
||||
//_ => {}
|
||||
}
|
||||
|
||||
furnitures
|
||||
|
@ -419,7 +376,13 @@ impl Room {
|
|||
Grid::new(nodes, connections)
|
||||
}
|
||||
|
||||
pub fn draw(&self, human_layer: bool, magnet_layer: bool) {
|
||||
pub fn draw(
|
||||
&self,
|
||||
human_layer: bool,
|
||||
magnet_layer: bool,
|
||||
position: Vec2,
|
||||
_ctx: &mut comfy::EngineContext<'_>
|
||||
) {
|
||||
let (width, height) = self.size;
|
||||
|
||||
draw_rect(
|
||||
|
@ -460,16 +423,37 @@ impl Room {
|
|||
}
|
||||
}
|
||||
|
||||
if magnet_layer {
|
||||
if true {
|
||||
let magnet_shader_id = Some(
|
||||
create_reloadable_sprite_shader(
|
||||
&mut _ctx.renderer.shaders.borrow_mut(),
|
||||
"magnet-shader",
|
||||
ReloadableShaderSource {
|
||||
static_source: include_str!("magnet-shader.wgsl").to_string(),
|
||||
path: "src/activities/house/magnet-shader.wgsl".to_string()
|
||||
},
|
||||
hashmap! {
|
||||
// "px".to_string() => UniformDef::F32(None),
|
||||
// "py".to_string() => UniformDef::F32(None),
|
||||
}
|
||||
)
|
||||
.unwrap()
|
||||
).unwrap();
|
||||
|
||||
use_shader(magnet_shader_id);
|
||||
// set_uniform_f32("px", position.x);
|
||||
// set_uniform_f32("py", position.y);
|
||||
|
||||
if let Some(texture) = tile.f.get_magnet_texture_handle() {
|
||||
draw_sprite(
|
||||
texture,
|
||||
pos * SCALE,
|
||||
BLUE,
|
||||
WHITE,
|
||||
game::ZLayer::MagneticLayer as i32 + tile.z,
|
||||
tile.size * SCALE
|
||||
);
|
||||
}
|
||||
use_default_shader();
|
||||
}
|
||||
|
||||
if tile.f.is_on() {
|
||||
|
@ -485,24 +469,6 @@ 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();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,30 +1,18 @@
|
|||
use crate::{
|
||||
activities::Activity,
|
||||
assets::ASSETS,
|
||||
game::{ZLayer, GHOST_DISCHARGE_RATE, GHOST_DISCHARGE_RATE_MOVEMENT},
|
||||
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
|
||||
delta, 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;
|
||||
|
@ -40,32 +28,12 @@ pub fn draw(state: &State, _ctx: &EngineContext<'_>) {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
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<'_>) {
|
||||
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 {
|
||||
|
@ -173,10 +141,10 @@ 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
|
||||
|
|
|
@ -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) {
|
||||
|
|
97
src/game.rs
97
src/game.rs
|
@ -75,8 +75,7 @@ pub enum ZLayer {
|
|||
MapMax = -1,
|
||||
Human = 0,
|
||||
Ghost = 1,
|
||||
UI = 100,
|
||||
GameOver = 1000
|
||||
UI = 100
|
||||
}
|
||||
|
||||
impl From<ZLayer> for i32 {
|
||||
|
@ -102,90 +101,66 @@ 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"
|
||||
))
|
||||
);
|
||||
}
|
||||
|
||||
/// The amount of energy a ghost consumes idle.
|
||||
pub const GHOST_DISCHARGE_RATE: f32 = 40.0;
|
||||
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 = 40.0;
|
||||
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<'_>) {
|
||||
if state.ghost.charge > 0.0 {
|
||||
// Update the score. It's based on time.
|
||||
state.score += ctx.delta * 10.0;
|
||||
// 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;
|
||||
|
||||
// Update the currently active activity.
|
||||
match state.activity {
|
||||
Activity::House(_) => house::update(state, ctx),
|
||||
Activity::Overworld => overworld::update(state, ctx)
|
||||
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;
|
||||
}
|
||||
},
|
||||
_ => {}
|
||||
}
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
// 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<'_>) {
|
||||
pub fn draw(state: &State, engine: &mut EngineContext<'_>) {
|
||||
match state.activity {
|
||||
Activity::House(_) => house::draw(state, engine),
|
||||
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)
|
||||
);
|
||||
})
|
||||
});
|
||||
}
|
18
src/main.rs
18
src/main.rs
|
@ -5,9 +5,9 @@
|
|||
mod assets {
|
||||
include!(env!("ASSETS_RS"));
|
||||
}
|
||||
|
||||
mod activities;
|
||||
mod game;
|
||||
mod game_over;
|
||||
mod ui;
|
||||
|
||||
use std::env::var;
|
||||
|
@ -59,23 +59,23 @@ 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 {
|
||||
dev: dev_from_env(),
|
||||
..Default::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;
|
||||
|
|
Loading…
Reference in a new issue