Room Creating: Place Kitchen Furniture #11
5 changed files with 67 additions and 20 deletions
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@ -14,7 +14,10 @@ impl Default for Grid {
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impl Grid {
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pub fn new(nodes: Vec<Vec2>, connections: Vec<(usize, usize)>) -> Self {
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Grid { nodes, connections }
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let mut grid = Grid { nodes, connections };
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grid.sanitize();
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grid
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}
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fn load() -> Self {
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@ -6,13 +6,21 @@ use grid::Grid;
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use player::Player;
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use room::Room;
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#[derive(Debug, Default)]
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#[derive(Debug)]
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pub struct HouseState {
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room: Room,
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//grid: Grid,
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player: Player
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}
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impl Default for HouseState {
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fn default() -> Self {
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let room = Room::default();
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let player = Player::new(&room);
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Self { room, player}
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}
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}
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pub fn draw(state: &crate::State, _engine: &comfy::EngineContext<'_>) {
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//Draw House
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state.house.room.draw();
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@ -26,4 +34,12 @@ pub fn draw(state: &crate::State, _engine: &comfy::EngineContext<'_>) {
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pub fn update(state: &mut crate::State, _engine: &mut comfy::EngineContext<'_>) {
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state.house.player.update(&state.house.room.grid);
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if state.house.player.is_moving_to_right_room(&state.house.room) {
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state.house.room = Room::default();
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state.house.player.reset_on_room(&state.house.room, true);
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} else if state.house.player.is_moving_to_left_room(&state.house.room) {
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state.house.room = Room::default();
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state.house.player.reset_on_room(&state.house.room, false);
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}
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}
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@ -1,4 +1,4 @@
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use super::Grid;
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use super::{room::Room, Grid};
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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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@ -10,20 +10,21 @@ pub struct Player {
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next_connections: Vec<usize>
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}
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impl Default for Player {
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fn default() -> Self {
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Self {
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position: Default::default(),
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speed: 10.0,
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connection: 0,
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next_connections: vec![1, 2, 3]
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}
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}
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}
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impl Player {
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pub fn new(room: &Room) -> Self {
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let scale = 4.0;
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Player {
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position: vec2(((0.25) - room.size.0 as f32 / 2.0) * scale, room.grid.nodes.get(0).unwrap().y),
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speed: 10.0,
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connection: 0,
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next_connections: vec![1],
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}
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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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}
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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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@ -33,6 +34,32 @@ impl Player {
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snap_to_closest_node(self, grid);
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}
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}
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pub fn is_moving_to_right_room(&self, room: &Room) -> bool {
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let scale = 4.0;
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self.position.x > (room.size.0 as f32 / 2.0) * scale
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}
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pub fn is_moving_to_left_room(&self, room: &Room) -> bool {
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let scale = 4.0;
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self.position.x < -(room.size.0 as f32 / 2.0) * scale
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}
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pub fn reset_on_room(&mut self, room: &Room, place_left: bool) {
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let scale = 4.0;
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let offset = 0.1;
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let x = if place_left {
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(offset - room.size.0 as f32 / 2.0) * scale
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} else {
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(room.size.0 as f32 / 2.0 - offset) * scale
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};
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self.position = vec2(x, room.grid.nodes.get(0).unwrap().y);
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self.connection = 0;
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self.next_connections = vec![1];
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}
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}
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fn move_player(player: &mut Player, allowed_movement: (bool, bool, bool, bool)) {
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@ -14,7 +14,7 @@ enum RoomType {
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#[derive(Debug)]
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pub struct Room {
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room_type: RoomType,
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size: (u8, u8), //(width, height)
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pub size: (u8, u8), //(width, height)
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pub grid: Grid
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}
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@ -42,8 +42,6 @@ impl Room {
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let room_type = RoomType::random();
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let size = Self::random_size(&room_type);
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Room { room_type, size, grid: Self::create_grid(size.0, size.1)}
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}
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@ -56,12 +54,13 @@ impl Room {
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(random_i32(4, 6) as u8, 3)
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}
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RoomType::Toilett => {
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(random_i32(1, 3) as u8, 3)
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(random_i32(2, 3) as u8, 3)
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}
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}
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}
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fn create_grid(width: u8, height: u8) -> Grid{
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error!("START GRID CREATION!");
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let left_border = width as f32 / 2.0;
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let lower_border = height as f32 / 2.0;
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let scale = 4.0;
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@ -71,9 +70,11 @@ impl Room {
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let mut current_x = -0.5;
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let mut nodes = Vec::new();
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let max_offset = ((width / 2) as i32).max(1);
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while current_x < width as f32 {
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nodes.push(vec2((current_x - left_border) * scale, (lower_cable_y - lower_border) * scale));
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current_x += random_i32(1, (width / 2) as i32) as f32;
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current_x += random_i32(1, max_offset) as f32;
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}
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current_x = width as f32 + 0.5;
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nodes.push(vec2((current_x - left_border) * scale, (lower_cable_y - lower_border) * scale));
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@ -3,8 +3,8 @@ pub mod overworld;
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#[derive(Debug, Default)]
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pub enum Activity {
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#[allow(dead_code)]
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House,
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#[default]
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House,
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#[allow(dead_code)]
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Overworld
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}
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