enter house #10

Merged
LuckyTurtleDev merged 1 commit from move_into_house into main 2024-07-07 11:21:08 +00:00
5 changed files with 52 additions and 12 deletions

View file

@ -11,13 +11,16 @@ pub struct HouseState {
} }
pub fn draw(state: &crate::State, _engine: &comfy::EngineContext<'_>) { pub fn draw(state: &crate::State, _engine: &comfy::EngineContext<'_>) {
//Draw Grid if let Some(house) = state.house() {
state.house.grid.draw(); //Draw Grid
house.grid.draw();
//Draw Player //Draw Player
state.house.player.draw(); house.player.draw();
}
} }
pub fn update(state: &mut crate::State, _engine: &mut comfy::EngineContext<'_>) { pub fn update(state: &mut crate::State, _engine: &mut comfy::EngineContext<'_>) {
state.house.player.update(&state.house.grid); let house = state.house_mut();
house.player.update(&house.grid);
} }

View file

@ -1,10 +1,11 @@
use comfy::IVec2;
pub mod house; pub mod house;
pub mod overworld; pub mod overworld;
#[derive(Debug, Default)] #[derive(Debug, Default)]
pub enum Activity { pub enum Activity {
#[allow(dead_code)] House(IVec2),
House,
#[default] #[default]
Overworld Overworld
} }

View file

@ -1,4 +1,11 @@
use crate::{game::ZLayer, State}; use crate::{
activities::{
house::{self, HouseState},
Activity
},
game::ZLayer,
State
};
use comfy::{ use comfy::{
draw_circle, draw_rect_outline, draw_sprite, error, info, is_key_down, draw_circle, draw_rect_outline, draw_sprite, error, info, is_key_down,
main_camera_mut, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE main_camera_mut, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE
@ -146,6 +153,16 @@ fn update_move_player(state: &mut State) {
y: requested_pos_diff.y as _ y: requested_pos_diff.y as _
}; };
state.ghost.overworld_pos_last_update = now; state.ghost.overworld_pos_last_update = now;
//move into house if player stepp at door
{
let current_tile = state.overworld.get_or_generate_tile(tile_pos);
if current_tile.can_enter_house() {
info!("enter house at {tile_pos}");
state.activity = Activity::House(tile_pos);
state.house_mut(); // gen new house
}
}
} }
pub fn update(state: &mut State, _ctx: &mut EngineContext<'_>) { pub fn update(state: &mut State, _ctx: &mut EngineContext<'_>) {

View file

@ -88,14 +88,14 @@ impl Sub<i32> for ZLayer {
pub fn update(state: &mut State, engine: &mut EngineContext<'_>) { pub fn update(state: &mut State, engine: &mut EngineContext<'_>) {
state.score += engine.delta * 10.0; state.score += engine.delta * 10.0;
match state.activity { match state.activity {
Activity::House => house::update(state, engine), Activity::House(_) => house::update(state, engine),
Activity::Overworld => overworld::update(state, engine) Activity::Overworld => overworld::update(state, engine)
} }
} }
pub fn draw(state: &State, engine: &EngineContext<'_>) { pub fn draw(state: &State, engine: &EngineContext<'_>) {
match state.activity { match state.activity {
Activity::House => house::draw(state, engine), Activity::House(_) => house::draw(state, engine),
Activity::Overworld => overworld::draw(state, engine) Activity::Overworld => overworld::draw(state, engine)
} }
crate::ui::draw(state, engine); crate::ui::draw(state, engine);

View file

@ -17,7 +17,7 @@ use self::{
}; };
use comfy::{ use comfy::{
init_game_config, pollster, run_comfy_main_async, EngineContext, EngineState, init_game_config, pollster, run_comfy_main_async, EngineContext, EngineState,
GameConfig, GameLoop GameConfig, GameLoop, HashMap, IVec2
}; };
const GAME_NAME: &str = "Powercreep"; const GAME_NAME: &str = "Powercreep";
@ -28,10 +28,29 @@ struct State {
activity: Activity, activity: Activity,
ghost: Ghost, ghost: Ghost,
overworld: Overworld, overworld: Overworld,
house: HouseState, houses: HashMap<IVec2, HouseState>,
score: f32 score: f32
} }
impl State {
fn get_house_pos(&self) -> Option<IVec2> {
match self.activity {
Activity::House(pos) => Some(pos),
_ => None
}
}
fn house(&self) -> Option<&HouseState> {
self.houses.get(&self.get_house_pos().unwrap())
}
fn house_mut(&mut self) -> &mut HouseState {
self.houses
.entry(self.get_house_pos().unwrap())
.or_insert_with(HouseState::default)
}
}
impl GameLoop for State { impl GameLoop for State {
fn new(_c: &mut EngineState) -> Self { fn new(_c: &mut EngineState) -> Self {
Self::default() Self::default()