Room Creating: Place Kitchen Furniture #11
7 changed files with 150 additions and 88 deletions
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@ -74,7 +74,10 @@ pub struct Furniture {
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impl Debug for Furniture {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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f.debug_struct("Furniture").field("asset", &self.asset).field("handles", &self.handles).finish_non_exhaustive()
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f.debug_struct("Furniture")
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.field("asset", &self.asset)
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.field("handles", &self.handles)
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.finish_non_exhaustive()
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}
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}
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@ -95,4 +98,16 @@ impl Furniture {
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on: Box::new(|| false)
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}
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}
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pub fn get_human_texture_handle(&self) -> Option<TextureHandle> {
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self.handles.human
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}
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pub fn get_elec_texture_handle(&self) -> Option<TextureHandle> {
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self.handles.elec
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}
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pub fn get_magnet_texture_handle(&self) -> Option<TextureHandle> {
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self.handles.magnet
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}
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}
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@ -25,7 +25,7 @@ pub fn setup(state: &mut crate::State, ctx: &mut EngineContext<'_>) {
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state.house = Some(house);
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}
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pub fn draw(state: &crate::State, ctx: &comfy::EngineContext<'_>) {
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pub fn draw(state: &crate::State, _ctx: &comfy::EngineContext<'_>) {
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if let Some(house) = &state.house {
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//Draw House
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house.room.draw();
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@ -1,4 +1,7 @@
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use super::{room::Room, Grid, room::SCALE};
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use super::{
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room::{Room, SCALE},
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Grid
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};
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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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@ -12,12 +15,14 @@ pub struct Player {
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impl Player {
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pub fn new(room: &Room) -> Self {
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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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position: vec2(
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((0.25) - room.size.0 as f32 / 2.0) * SCALE,
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room.grid.nodes.first().unwrap().y
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),
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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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next_connections: vec![1]
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}
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}
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@ -36,19 +41,14 @@ impl Player {
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}
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pub fn is_moving_to_right_room(&self, room: &Room) -> bool {
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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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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 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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@ -56,7 +56,7 @@ impl Player {
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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.position = vec2(x, room.grid.nodes.first().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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@ -1,4 +1,9 @@
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use comfy::*;
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use comfy::{
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draw_rect_outline, draw_sprite, error, random_i32, vec2, EngineContext, HashSet,
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Vec2, GREEN, RED, WHITE
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};
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use crate::game;
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use super::{furniture::Furniture, grid::Grid};
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@ -18,13 +23,7 @@ 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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tiles: Vec<Tile>
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}
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#[derive(Debug)]
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enum Tile {
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Single(Furniture),
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Double(Furniture, Furniture)
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furnitures: Vec<(Vec2, Vec2, Furniture)> //(pos, size, furniture)
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}
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impl RoomType {
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@ -40,32 +39,44 @@ impl RoomType {
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}
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}
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impl Room {
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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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let mut tiles = Vec::new();
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let mut furnitures = Vec::new();
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if room_type == RoomType::Kitchen {
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tiles.push(Tile::Single(Furniture::new("kitchen", "fridge", ctx)));
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furnitures.push((
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vec2(0.0, 0.0),
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vec2(1.0, 2.0),
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Furniture::new("kitchen", "fridge", ctx)
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));
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furnitures.push((
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vec2(1.0, 0.0),
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vec2(1.0, 1.0),
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Furniture::new("kitchen", "dishwasher", ctx)
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));
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furnitures.push((
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vec2(1.0, 1.0),
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vec2(0.75, 0.75),
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Furniture::new("kitchen", "blender", ctx)
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));
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}
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Room { room_type, size, grid: Self::create_grid(size.0, size.1), tiles}
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Room {
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room_type,
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size,
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grid: Self::create_grid(size.0, size.1),
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furnitures
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}
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}
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fn random_size(room_type: &RoomType) -> (u8, u8) {
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match room_type {
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RoomType::Kitchen | RoomType::LivingRoom => {
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(random_i32(5, 8) as u8, 3)
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}
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RoomType::Bath | RoomType::SleepingRoom => {
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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(2, 3) as u8, 3)
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}
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RoomType::Kitchen | RoomType::LivingRoom => (random_i32(5, 8) as u8, 3),
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RoomType::Bath | RoomType::SleepingRoom => (random_i32(4, 6) as u8, 3),
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RoomType::Toilett => (random_i32(2, 3) as u8, 3)
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}
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}
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@ -74,7 +85,6 @@ impl Room {
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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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//Lower Cable
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let lower_cable_y = height as f32 / 6.0;
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let mut current_x = -0.5;
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@ -83,11 +93,17 @@ impl Room {
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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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nodes.push(vec2(
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(current_x - left_border) * SCALE,
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(lower_cable_y - lower_border) * SCALE
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));
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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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nodes.push(vec2(
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(current_x - left_border) * SCALE,
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(lower_cable_y - lower_border) * SCALE
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));
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let mut connections = Vec::new();
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for i in 1 .. nodes.len() {
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@ -98,11 +114,16 @@ impl Room {
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let upper_cable_y = height as f32 - 0.25;
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let max_lamps = (width as f32 / 2.5).round() as i32;
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let lamp_amount = random_i32(1, max_lamps + 1);
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let node_indices: HashSet<usize> = (0..lamp_amount).map(|_| random_i32(1, nodes.len() as i32 - 1) as usize).collect();
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let node_indices: HashSet<usize> = (0 .. lamp_amount)
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.map(|_| random_i32(1, nodes.len() as i32 - 1) as usize)
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.collect();
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let last_lower_node_index = nodes.len();
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for (i, index) in node_indices.iter().enumerate() {
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nodes.push(vec2(nodes.get(*index).unwrap().x,(upper_cable_y - lower_border) * SCALE));
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nodes.push(vec2(
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nodes.get(*index).unwrap().x,
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(upper_cable_y - lower_border) * SCALE
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));
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connections.push((*index, last_lower_node_index + i));
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}
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@ -110,11 +131,38 @@ impl Room {
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}
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pub fn draw(&self) {
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let (width, height) = self.size;
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let (width, height) = (width as f32 * SCALE, height as f32 * SCALE);
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draw_rect_outline(vec2(0.0, 0.0), vec2(width, height), 0.3, RED, 0);
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draw_rect_outline(
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vec2(0.0, 0.0),
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vec2(width as f32 * SCALE, height as f32 * SCALE),
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0.3,
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RED,
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game::ZLayer::MapMax.into()
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);
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for (pos, size, furniture) in &self.furnitures {
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let mut pos = *pos - vec2(width as f32 / 2.0, height as f32 / 2.0);
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pos += *size * 0.5;
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if let Some(texture) = furniture.get_human_texture_handle() {
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draw_sprite(
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texture,
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pos * SCALE,
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WHITE,
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game::ZLayer::MapMax.into(),
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*size * SCALE
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);
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} else {
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draw_rect_outline(
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pos * SCALE,
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*size * SCALE,
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0.3,
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GREEN,
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game::ZLayer::MapMax.into()
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);
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}
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}
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self.grid.draw();
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}
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@ -1,5 +1,7 @@
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use crate::{
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activities::{house, overworld, Activity}, assets::Assets, State
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activities::{house, overworld, Activity},
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assets::Assets,
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State
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};
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use comfy::EngineContext;
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use std::ops::Sub;
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@ -12,7 +12,6 @@ mod ui;
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use self::{
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activities::{house::HouseState, overworld::worldgen::Overworld, Activity},
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assets::Assets,
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game::Ghost
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};
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use comfy::{
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@ -51,8 +50,6 @@ fn config(config: GameConfig) -> GameConfig {
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config
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}
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async fn run() {
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init_game_config(GAME_NAME.to_string(), env!("CARGO_PKG_VERSION"), config);
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let mut engine = EngineState::new();
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