Room Creating: Place Kitchen Furniture #11

Merged
msrd0 merged 19 commits from room-creation-placing-furniture into main 2024-07-07 11:54:43 +00:00
67 changed files with 338 additions and 47 deletions
Showing only changes of commit 7965c7fb41 - Show all commits

1
Cargo.lock generated
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@ -2130,7 +2130,6 @@ dependencies = [
"comfy",
"heck",
"indexmap",
"log",
"resvg",
]

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@ -17,7 +17,6 @@ opt-level = 3
[dependencies]
comfy = { version = "0.4.0", features = ["wayland"] }
indexmap = "2"
log = "0.4.22"
[build-dependencies]
heck = "0.5"

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@ -16,7 +16,7 @@ pub struct HouseState {
}
pub fn setup(state: &mut crate::State, ctx: &mut EngineContext<'_>) {
let house = {
if let Some(house) = state.house() {
let room = Room::new(ctx);
let player = Player::new(&room);
HouseState { room, player }
@ -39,8 +39,8 @@ pub fn draw(state: &crate::State, _ctx: &comfy::EngineContext<'_>) {
}
pub fn update(state: &mut crate::State, ctx: &mut comfy::EngineContext<'_>) {
if let Some(house) = &mut state.house {
house.player.update(&house.room.grid);
let house = state.house_mut();
house.player.update(&house.grid);
if house.player.is_moving_to_right_room(&house.room) {
house.room = Room::new(ctx);
@ -50,4 +50,3 @@ pub fn update(state: &mut crate::State, ctx: &mut comfy::EngineContext<'_>) {
house.player.reset_on_room(&house.room, false);
}
}
}

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@ -1,8 +1,11 @@
use comfy::IVec2;
pub mod house;
pub mod overworld;
#[derive(Debug, Default)]
pub enum Activity {
House(IVec2),
#[default]
House,
#[allow(dead_code)]

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@ -1,9 +1,17 @@
use comfy::{
draw_rect_outline, draw_sprite, main_camera_mut, EngineContext, IVec2, Vec2, RED,
WHITE
use crate::{
activities::{
house::{self, HouseState},
Activity
},
game::ZLayer,
State
};
use crate::game::ZLayer;
use comfy::{
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;
@ -21,11 +29,168 @@ pub fn draw(state: &crate::State, _engine: &comfy::EngineContext<'_>) {
draw_rect_outline(coords.as_vec2(), Vec2::ONE, 0.1, RED, 10);
}
}
draw_circle(state.ghost.overworld_pos, 0.5, RED, ZLayer::Ghost.into());
}
pub fn update(state: &mut crate::State, _engine: &mut EngineContext<'_>) {
fn update_move_player(state: &mut State) {
let now = Instant::now();
// 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 {
info!(
"Pending Movement: {:?}",
state.ghost.overworld_movement_pending
);
state.ghost.update_overworld_pos(now);
return;
}
// Otherwise, we check for user inputs, and update the pending movement accordingly.
let tile_pos = IVec2 {
x: state.ghost.overworld_pos.x.round() as _,
y: state.ghost.overworld_pos.y.round() as _
};
let Some(tile) = state.overworld.get_tile(tile_pos).copied() else {
error!("How can we be standing inside a non-generated tile?");
return;
};
let mut requested_pos = None;
let mut requested_pos_diff = None;
let mut requested_cost_curr = None;
let mut requested_cost_new = None;
if is_key_down(KeyCode::Up) {
let diff = IVec2 { x: 0, y: 1 };
let new_pos = tile_pos + diff;
let new_tile = state.overworld.get_or_generate_tile(new_pos);
if new_tile.can_stand_inside() {
requested_pos = Some(new_pos);
requested_pos_diff = Some(diff);
requested_cost_curr = Some(tile.movement_cost_up());
requested_cost_new = Some(new_tile.movement_cost_down());
} else {
info!("Rejecting movement - cannot stand in the requested tile.");
}
}
if is_key_down(KeyCode::Down) {
let diff = IVec2 { x: 0, y: -1 };
let new_pos = tile_pos + diff;
let new_tile = state.overworld.get_or_generate_tile(new_pos);
if new_tile.can_stand_inside() {
requested_pos = Some(new_pos);
requested_pos_diff = Some(diff);
requested_cost_curr = Some(tile.movement_cost_down());
requested_cost_new = Some(new_tile.movement_cost_up());
} else {
info!("Rejecting movement - cannot stand in the requested tile.");
}
}
if is_key_down(KeyCode::Left) {
let diff = IVec2 { x: -1, y: 0 };
let new_pos = tile_pos + diff;
let new_tile = state.overworld.get_or_generate_tile(new_pos);
if new_tile.can_stand_inside() {
requested_pos = Some(new_pos);
requested_pos_diff = Some(diff);
requested_cost_curr = Some(tile.movement_cost_left());
requested_cost_new = Some(new_tile.movement_cost_right());
} else {
info!("Rejecting movement - cannot stand in the requested tile.");
}
}
if is_key_down(KeyCode::Right) {
let diff = IVec2 { x: 1, y: 0 };
let new_pos = tile_pos + diff;
let new_tile = state.overworld.get_or_generate_tile(new_pos);
if new_tile.can_stand_inside() {
requested_pos = Some(new_pos);
requested_pos_diff = Some(diff);
requested_cost_curr = Some(tile.movement_cost_right());
requested_cost_new = Some(new_tile.movement_cost_left());
} else {
info!("Rejecting movement - cannot stand in the requested tile.");
}
}
// only continue if some movement was requested
let Some(_requested_pos) = requested_pos else {
return;
};
let Some(requested_pos_diff) = requested_pos_diff else {
return;
};
let Some(requested_cost_curr) = requested_cost_curr else {
return;
};
let Some(requested_cost_new) = requested_cost_new else {
return;
};
state.ghost.overworld_movement_speed = match (requested_cost_curr, requested_cost_new)
{
// movement in this direction not possible
(MovementCost::Infinite, _) | (_, MovementCost::Infinite) => {
info!("Rejecting movement - movement cost is infinite");
return;
},
// we are walking on a path
(MovementCost::Path, MovementCost::Path) => 10.0,
// we are walking across an obstacle
(MovementCost::Obstacle, _) | (_, MovementCost::Obstacle) => 1.0,
// we are walking on grass
_ => 5.0
};
state.ghost.overworld_movement_pending = Vec2 {
x: requested_pos_diff.x as _,
y: requested_pos_diff.y as _
};
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<'_>) {
let mut camera = main_camera_mut();
camera.center = Vec2::ZERO;
camera.zoom = 30.0;
state.overworld.get_or_generate_tile(IVec2::ZERO);
// move player
update_move_player(state);
// generate more chunks if needed
{
let half_viewport = (camera.world_viewport() * 0.5 + 3.0).as_ivec2();
let rounded_ghost_pos = IVec2 {
x: state.ghost.overworld_pos.x.round() as _,
y: state.ghost.overworld_pos.y.round() as _
};
state.overworld.get_or_generate_tile(
rounded_ghost_pos + IVec2::new(half_viewport.x, half_viewport.y)
);
state.overworld.get_or_generate_tile(
rounded_ghost_pos + IVec2::new(half_viewport.x, -half_viewport.y)
);
state.overworld.get_or_generate_tile(
rounded_ghost_pos + IVec2::new(-half_viewport.x, half_viewport.y)
);
state.overworld.get_or_generate_tile(
rounded_ghost_pos + IVec2::new(-half_viewport.x, -half_viewport.y)
);
}
}

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@ -2,8 +2,7 @@
#![allow(dead_code)]
use crate::assets::ASSETS;
use comfy::{IVec2, TextureHandle, UVec2};
use log::info;
use comfy::{info, IVec2, TextureHandle, UVec2};
use std::collections::HashMap;
pub enum MovementCost {
@ -117,28 +116,61 @@ impl Tile {
}
pub fn can_stand_inside(&self) -> bool {
unimplemented!()
#[allow(clippy::match_like_matches_macro)] // I believe this is better readable
match self {
Self::House { door: false, .. } => false,
_ => true
}
}
pub fn movement_cost_left(&self) -> MovementCost {
unimplemented!()
match self {
Self::Grass => MovementCost::Default,
Self::Path { left: true, .. } => MovementCost::Path,
Self::Path { left: false, .. } => MovementCost::Default,
Self::Fence { left: false, .. } => MovementCost::Obstacle,
_ => MovementCost::Infinite
}
}
pub fn movement_cost_right(&self) -> MovementCost {
unimplemented!()
match self {
Self::Grass => MovementCost::Default,
Self::Path { right: true, .. } => MovementCost::Path,
Self::Path { right: false, .. } => MovementCost::Default,
Self::Fence { right: false, .. } => MovementCost::Obstacle,
_ => MovementCost::Infinite
}
}
pub fn movement_cost_up(&self) -> MovementCost {
unimplemented!()
match self {
Self::Grass => MovementCost::Default,
Self::Path { top: true, .. } => MovementCost::Path,
Self::Path { top: false, .. } => MovementCost::Default,
Self::Fence { top: false, .. } => MovementCost::Obstacle,
_ => MovementCost::Infinite
}
}
pub fn movement_cost_down(&self) -> MovementCost {
unimplemented!()
match self {
Self::Grass => MovementCost::Default,
Self::Path { bottom: true, .. } => MovementCost::Path,
Self::Path { bottom: false, .. } => MovementCost::Default,
Self::Fence { bottom: false, .. } => MovementCost::Obstacle,
Self::House { door: true, .. } => MovementCost::Path,
_ => MovementCost::Infinite
}
}
pub fn can_enter_house(&self) -> bool {
unimplemented!()
#[allow(clippy::match_like_matches_macro)] // I believe this is better readable
match self {
Self::House { door: true, .. } => true,
_ => false
}
}
}
/// The size of a chunk (both width and height). This value squared gives the amount of
/// tiles in the chunk.
const CHUNK_SIZE: u32 = 100;
const CHUNK_SIZE: u32 = 50;
/// Chunks
#[derive(Debug)]
@ -286,7 +318,10 @@ impl Chunk {
fence_vert,
grass,
house(ASSETS.overworld.house_bottom_left),
house(ASSETS.overworld.house_bottom_door),
Tile::House {
door: true,
texture: ASSETS.overworld.house_bottom_door
},
house(ASSETS.overworld.house_bottom_window),
house(ASSETS.overworld.house_bottom_window),
house(ASSETS.overworld.house_bottom_right),
@ -403,7 +438,15 @@ fn world_to_chunk_and_local_coords(world_coords: IVec2) -> (IVec2, UVec2) {
}
impl Overworld {
fn get_tile(&self, world_coords: IVec2) -> Option<&Tile> {
/// Return a [`Tile`] at the given world coordinates, or `None` if that tile has not
/// been generated yet. Uses engine/world cordinates.
pub fn get_tile(&self, world_coords: IVec2) -> Option<&Tile> {
let mut coords = world_coords;
coords.y *= -1;
self.get_tile_private(coords)
}
fn get_tile_private(&self, world_coords: IVec2) -> Option<&Tile> {
let (chunk_coords, local_chunk_coords) =
world_to_chunk_and_local_coords(world_coords);
@ -411,15 +454,15 @@ impl Overworld {
chunk.get_tile(local_chunk_coords)
}
/// Return a [`Tile`] at the given world coordinates, or `None` if that tile has not
/// been generated yet. use engine/world cordinates.
/// Return a [`Tile`] at the given world coordinates. Generates tiles if necessary.
/// Uses engine/world cordinates.
pub fn get_or_generate_tile(&mut self, world_coords: IVec2) -> &Tile {
let mut coords = world_coords;
coords.y *= -1;
self.get_or_generate_tiles_private(coords)
self.get_or_generate_tile_private(coords)
}
fn get_or_generate_tiles_private(&mut self, world_coords: IVec2) -> &Tile {
fn get_or_generate_tile_private(&mut self, world_coords: IVec2) -> &Tile {
let (chunk_coords, local_chunk_coords) =
world_to_chunk_and_local_coords(world_coords);
@ -430,21 +473,21 @@ impl Overworld {
chunk.get_tile(local_chunk_coords).unwrap()
}
/// Iterate over all generated tiles and its engine/world cordinates. using a [`Tile`] at the given world coordinates, or `None` if that tile has not
/// been generated yet.
/// Iterate over all generated tiles in all generated chunks and their engine/world
/// cordinates.
pub fn iter_tiles(&self) -> impl Iterator<Item = (IVec2, &Tile)> {
self.iter_tilese_private().map(|(coords, tile)| {
self.iter_tiles_private().map(|(coords, tile)| {
let mut w_coords = coords;
w_coords.y *= -1;
(w_coords, tile)
})
}
/// iterate over all tiles and its global coords
fn iter_tilese_private(&self) -> impl Iterator<Item = (IVec2, &Tile)> {
/// Iterate over all generated tiles in all generated chunks.
fn iter_tiles_private(&self) -> impl Iterator<Item = (IVec2, &Tile)> {
self.chunks.iter().flat_map(|(chunk_coords, chunk)| {
chunk.iter_tiles().map(|(local_coords, tile)| {
// never fail because chunksize fits alswas into i32
// never fail because chunksize fits always into i32
let local_coords: IVec2 = local_coords.try_into().unwrap();
(local_coords + (*chunk_coords * CHUNK_SIZE as i32), tile)
})

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@ -3,22 +3,64 @@ use crate::{
assets::Assets,
State
};
use comfy::EngineContext;
use std::ops::Sub;
use comfy::{EngineContext, Vec2};
use std::{ops::Sub, time::Instant};
#[derive(Debug)]
pub struct Ghost {
/// current electric charge of the Ghost
/// Current electric charge of the Ghost.
pub charge: f32,
/// max electric charge of the Ghost
pub max_charge: f32
/// Max electric charge of the Ghost.
pub max_charge: f32,
/// The position of the ghost in the overworld. Expressed in tile coordinates, but
/// as a float as a ghost takes more than one tick to move.
pub overworld_pos: Vec2,
/// Pending movement of the ghost in the overworld.
pub overworld_movement_pending: Vec2,
/// The current movement speed of the ghost in tiles/sec.
pub overworld_movement_speed: f32,
/// The timestamp of the last overworld position update.
pub overworld_pos_last_update: Instant
}
impl Ghost {
pub fn update_overworld_pos(&mut self, now: Instant) {
// This calculation is extremely simplistic. It will not work properly if both
// x and y of movement_pending are non-zero. But we only move left,right,up,down
// so that should never happen!
let secs = now
.duration_since(self.overworld_pos_last_update)
.as_secs_f32();
let mut movement = self.overworld_movement_pending.signum()
* self.overworld_movement_speed
* secs;
// limit the movement to the remaining movement
if self.overworld_movement_pending.x.abs() < movement.x.abs() {
movement.x = self.overworld_movement_pending.x;
}
if self.overworld_movement_pending.y.abs() < movement.y.abs() {
movement.y = self.overworld_movement_pending.y;
}
// execute the movement
self.overworld_pos += movement;
self.overworld_movement_pending -= movement;
self.overworld_pos_last_update = now;
}
}
impl Default for Ghost {
fn default() -> Self {
Self {
charge: 1000.0,
max_charge: 1000.0
max_charge: 1000.0,
overworld_pos: Vec2::ZERO,
overworld_movement_pending: Vec2::ZERO,
overworld_movement_speed: 0.0,
overworld_pos_last_update: Instant::now()
}
}
}
@ -51,15 +93,16 @@ pub fn setup(state: &mut State, ctx: &mut EngineContext<'_>) {
}
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::House(_) => house::update(state, engine),
Activity::Overworld => overworld::update(state, engine)
}
}
pub fn draw(state: &State, engine: &EngineContext<'_>) {
match state.activity {
Activity::House => house::draw(state, engine),
Activity::House(_) => house::draw(state, engine),
Activity::Overworld => overworld::draw(state, engine)
}
crate::ui::draw(state, engine);

View file

@ -16,7 +16,7 @@ use self::{
};
use comfy::{
init_game_config, pollster, run_comfy_main_async, EngineContext, EngineState,
GameConfig, GameLoop
GameConfig, GameLoop, HashMap, IVec2
};
const GAME_NAME: &str = "Powercreep";
@ -27,7 +27,27 @@ struct State {
activity: Activity,
ghost: Ghost,
overworld: Overworld,
house: Option<HouseState>
houses: HashMap<IVec2, HouseState>,
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 {

View file

@ -1,10 +1,11 @@
use crate::State;
use comfy::{
draw_rect, draw_rect_outline, screen_height, screen_to_world, screen_width,
EngineContext, Vec2, BLUE, RED
draw_rect, draw_rect_outline, egui, screen_height, screen_to_world, screen_width,
EngineContext, Vec2, BLUE, RED, WHITE
};
use egui::widget_text::RichText;
pub fn draw(state: &State, _engine: &EngineContext<'_>) {
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()));
@ -29,3 +30,22 @@ pub fn draw(state: &State, _engine: &EngineContext<'_>) {
draw_rect_outline(position, section_size, 0.1, RED, 100);
}
}
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))
.color(WHITE)
.monospace()
.size(16.0)
.strong()
);
});
}
pub fn draw(state: &State, engine: &EngineContext<'_>) {
draw_batterie(state, engine);
draw_highscore(state, engine);
}