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
20 changed files with 1214 additions and 21 deletions
Showing only changes of commit c8e21d544a - Show all commits

296
Cargo.lock generated
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@ -0,0 +1,20 @@
<svg version="1.1" width="512" height="512" viewBox="0 0 64 64" xmlns="http://www.w3.org/2000/svg"
stroke="black" stroke-width="1" fill="none">
<image x="0" y="0" width="64" height="64" href="grass.svg"/>
<!-- continuous upper line of the fence -->
<path d="M0,26 v4 h64 v-4 z" stroke="none" fill="saddlebrown"/>
<path d="M0,26 h64 m-64,4 h64"/>
<!-- continuous lower line of the fence -->
<path d="M0,34 v4 h64 v-4 z" stroke="none" fill="saddlebrown"/>
<path d="M0,34 h64 m-64,4 h64"/>
<!-- left fence post -->
<path d="M12,40 v-16 l4,-4 l4,4 v16 z" fill="saddlebrown"/>
<!-- right fence post -->
<path d="M44,40 v-16 l4,-4 l4,4 v16 z" fill="saddlebrown"/>
</svg>

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@ -0,0 +1,21 @@
<svg version="1.1" width="512" height="512" viewBox="0 0 64 64" xmlns="http://www.w3.org/2000/svg"
stroke="black" stroke-width="1" fill="none">
<image x="0" y="0" width="64" height="64" href="grass.svg"/>
<!-- continuous upper line of the fence -->
<path d="M0,26 v4 h32 v-4 z" stroke="none" fill="saddlebrown"/>
<path d="M0,26 h32 m-32,4 h32"/>
<!-- continuous lower line of the fence -->
<path d="M0,34 v4 h32 v-4 z" stroke="none" fill="saddlebrown"/>
<path d="M0,34 h32 m-32,4 h32"/>
<!-- continuous upper line of the fence, vertical this time -->
<path d="M30,0 h4 v32 h-4 z" stroke="none" fill="saddlebrown"/>
<path d="M30,0 v32 M34,0 v32"/>
<!-- fence post -->
<path d="M28,40 v-16 l4,-4 l4,4 v16 z" fill="saddlebrown"/>
</svg>

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@ -0,0 +1,9 @@
<svg version="1.1" width="512" height="512" viewBox="0 0 64 64" xmlns="http://www.w3.org/2000/svg"
stroke="black" stroke-width="1" fill="none">
<image x="0" y="0" width="64" height="64" href="grass.svg"/>
<image x="0" y="0" width="64" height="64" href="fence-top-left.svg"
transform="translate(32,0) scale(-1,1) translate(-32,0)"/>
</svg>

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@ -0,0 +1,18 @@
<svg version="1.1" width="512" height="512" viewBox="0 0 64 64" xmlns="http://www.w3.org/2000/svg"
stroke="black" stroke-width="1" fill="none">
<image x="0" y="0" width="64" height="64" href="grass.svg"/>
<!-- continuous upper line of the fence -->
<path d="M30,0 h4 v64 h-4 z" stroke="none" fill="saddlebrown"/>
<path d="M30,0 v64 M34,0 v64"/>
<!-- upper fence post -->
<path d="M28,24 h8 v-12 l-4,-4 l-4,4 z" stroke="none" fill="saddlebrown"/>
<path d="M30,16 v8 h-2 v-12 l4,-4 l4,4 v12 h-2 v-8 z"/>
<!-- lower fence post -->
<path d="M28,56 h8 v-12 l-4,-4 l-4,4 z" stroke="none" fill="saddlebrown"/>
<path d="M30,48 v8 h-2 v-12 l4,-4 l4,4 v12 h-2 v-8 z"/>
</svg>

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220
build.rs Normal file
View file

@ -0,0 +1,220 @@
use heck::ToSnakeCase as _;
use resvg::{tiny_skia, usvg};
use std::{
collections::BTreeMap,
env,
fs::{self, File},
hash::{DefaultHasher, Hash, Hasher},
io::{self, Write as _},
path::{Path, PathBuf}
};
const TILE_SIZE: u32 = 64;
#[derive(Default)]
struct Assets {
/// Assets directly contained within this asset group, mapping their name to the name
/// of the constant storing their png.
assets: BTreeMap<String, String>,
/// Asset groups contained within this asset group, mapping their name to the assets
/// that group contains.
groups: BTreeMap<String, Box<Assets>>
}
struct AssetsWriter {
file: File,
root: Assets
}
impl AssetsWriter {
fn new<P: AsRef<Path>>(path: P) -> Self {
let mut file = File::create(path).expect("Failed to create assets file");
writeln!(file, "// @generated").unwrap();
Self {
file,
root: Assets::default()
}
}
fn add_png<P: AsRef<Path>>(
&mut self,
canonical_path: P,
png: tiny_skia::Pixmap
) -> String {
let mut hasher = DefaultHasher::new();
canonical_path.as_ref().hash(&mut hasher);
let hash = hasher.finish();
let const_name = format!("ASSET_{hash:X}");
let out_dir = env::var_os("OUT_DIR").unwrap();
let out_dir: PathBuf = out_dir.into();
png.save_png(out_dir.join(format!("{const_name}.png")))
.expect("Failed to save png");
writeln!(self.file, "// {}", canonical_path.as_ref().display()).unwrap();
writeln!(
self.file,
"const {const_name}: &[u8] = include_bytes!(\"{const_name}.png\");"
)
.unwrap();
const_name
}
fn finish(mut self) {
fn write_assets_struct(
file: &mut File,
root: &Assets,
indent: &str
) -> io::Result<()> {
for (group_name, group) in &root.groups {
writeln!(file, "{indent}mod {group_name} {{")?;
writeln!(file, "{indent}\t#[allow(clippy::wildcard_imports)]")?;
writeln!(file, "{indent}\tuse super::*;")?;
write_assets_struct(file, group, &format!("{indent}\t"))?;
writeln!(file, "}}")?;
}
writeln!(file, "{indent}#[allow(dead_code)]")?;
writeln!(file, "{indent}pub struct Assets {{")?;
for asset_name in root.assets.keys() {
writeln!(
file,
"{indent}\tpub {}: comfy::TextureHandle,",
asset_name.to_snake_case()
)?;
}
for group_name in root.groups.keys() {
writeln!(
file,
"{indent}\tpub {group_name}: &'static {group_name}::Assets,"
)?;
}
writeln!(file, "{indent}}}")?;
writeln!(file, "{indent}impl Assets {{")?;
writeln!(
file,
"{indent}\tpub fn load(c: &mut comfy::EngineContext<'_>) {{"
)?;
for asset_const_name in root.assets.values() {
writeln!(file, "{indent}\t\tc.load_texture_from_bytes({asset_const_name:?}, {asset_const_name});")?;
}
for group_name in root.groups.keys() {
writeln!(file, "{indent}\t\t{group_name}::Assets::load(c);")?;
}
writeln!(file, "{indent}\t}}")?;
writeln!(file, "{indent}}}")?;
writeln!(
file,
"{indent}pub static ASSETS: comfy::Lazy<Assets> = comfy::Lazy::new(|| Assets {{"
)?;
for (asset_name, asset_const_name) in &root.assets {
writeln!(
file,
"{indent}\t{}: comfy::texture_id({asset_const_name:?}),",
asset_name.to_snake_case()
)?;
}
for group_name in root.groups.keys() {
writeln!(
file,
"{indent}\t{group_name}: comfy::Lazy::force(&{group_name}::ASSETS),"
)?;
}
writeln!(file, "{indent}}});")?;
Ok(())
}
write_assets_struct(&mut self.file, &self.root, "").unwrap();
}
}
fn main() {
println!("cargo::rerun-if-changed=build.rs");
println!("cargo::rerun-if-changed=assets/");
let out_dir = env::var_os("OUT_DIR").unwrap();
let assets = PathBuf::from(out_dir).join("assets.rs");
println!("cargo::warning=Writing assets to {}", assets.display());
println!("cargo::rustc-env=ASSETS_RS={}", assets.display());
let mut writer = AssetsWriter::new(assets);
process_dir("assets", &mut writer, &mut Vec::new());
writer.finish();
}
fn process_dir<P: AsRef<Path> + Copy>(
dir: P,
writer: &mut AssetsWriter,
groups: &mut Vec<String>
) {
for entry in fs::read_dir(dir).expect("Cannot read dir") {
let entry = entry.expect("Cannot read dir entry");
let path = entry.path();
if entry
.metadata()
.expect("Cannot read dir entry metadata")
.is_dir()
{
groups.push(
path.file_name()
.unwrap()
.to_str()
.expect("Non-UTF8 file names aren't allowed")
.into()
);
process_dir(&path, writer, groups);
groups.pop();
} else if path.extension().map(|ext| ext == "svg").unwrap_or(false) {
process_svg(&path, dir, writer, groups);
}
}
}
fn process_svg<P: AsRef<Path> + Copy, Q: AsRef<Path>>(
file: P,
dir: Q,
writer: &mut AssetsWriter,
groups: &[String]
) {
let bytes = fs::read(file).expect("Cannot read svg file");
let tree = usvg::Tree::from_data(&bytes, &usvg::Options {
resources_dir: Some(dir.as_ref().to_owned()),
..Default::default()
})
.unwrap_or_else(|err| {
panic!("Cannot parse svg file {}: {err}", file.as_ref().display())
});
let mut pixmap = tiny_skia::Pixmap::new(TILE_SIZE, TILE_SIZE).unwrap();
let transform = tiny_skia::Transform::from_scale(
TILE_SIZE as f32 / tree.size().width(),
TILE_SIZE as f32 / tree.size().height()
);
resvg::render(&tree, transform, &mut pixmap.as_mut());
let const_name = writer.add_png(
file.as_ref()
.canonicalize()
.expect("Failed to canonicalize"),
pixmap
);
let mut group = &mut writer.root;
for group_name in groups {
if !group.groups.contains_key(group_name) {
group.groups.insert(group_name.to_owned(), Box::default());
}
group = group.groups.get_mut(group_name).unwrap();
}
group.assets.insert(
file.as_ref()
.file_stem()
.expect("File doesn't have a stem")
.to_str()
.expect("Non-UTF8 file names aren't allowed")
.into(),
const_name
);
}

View file

@ -1,4 +1,4 @@
use comfy::*; use comfy::{draw_circle, draw_line, error, vec2, Vec2, BLUE};
#[derive(Debug)] #[derive(Debug)]
pub struct Grid { pub struct Grid {

View file

@ -13,7 +13,7 @@ pub struct HouseState {
player: Player player: Player
} }
pub fn draw(state: &crate::State, _engine: &comfy::EngineContext) { pub fn draw(state: &crate::State, _engine: &comfy::EngineContext<'_>) {
//Draw House //Draw House
state.house.room.draw(); state.house.room.draw();
@ -24,6 +24,6 @@ pub fn draw(state: &crate::State, _engine: &comfy::EngineContext) {
state.house.player.draw(); state.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.room.grid); state.house.player.update(&state.house.room.grid);
} }

View file

@ -1,6 +1,6 @@
use comfy::*;
use super::Grid; use super::Grid;
use comfy::{delta, draw_circle, is_key_down, vec2, KeyCode, Vec2, RED};
use std::collections::HashSet;
#[derive(Debug)] #[derive(Debug)]
pub struct Player { pub struct Player {

View file

@ -3,8 +3,8 @@ pub mod overworld;
#[derive(Debug, Default)] #[derive(Debug, Default)]
pub enum Activity { pub enum Activity {
#[default]
House,
#[allow(dead_code)] #[allow(dead_code)]
House,
#[default]
Overworld Overworld
} }

View file

@ -1,7 +0,0 @@
use comfy::*;
pub fn draw(_state: &crate::State, _engine: &comfy::EngineContext) {
draw_circle(vec2(0.0, 0.0), 0.5, GREEN, 0);
}
pub fn update(_state: &mut crate::State, _engine: &mut comfy::EngineContext) {}

View file

@ -0,0 +1,31 @@
use comfy::{
draw_rect_outline, draw_sprite, main_camera_mut, EngineContext, IVec2, Vec2, RED,
WHITE
};
use crate::game::ZLayer;
pub mod worldgen;
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;
draw_sprite(
*texture,
coords.as_vec2(),
WHITE,
ZLayer::MapMax - i,
Vec2::ONE
);
draw_rect_outline(coords.as_vec2(), Vec2::ONE, 0.1, RED, 10);
}
}
}
pub fn update(state: &mut crate::State, _engine: &mut EngineContext<'_>) {
let mut camera = main_camera_mut();
camera.center = Vec2::ZERO;
camera.zoom = 30.0;
state.overworld.get_or_generate_tile(IVec2::ZERO);
}

View file

@ -0,0 +1,453 @@
// TODO remove this
#![allow(dead_code)]
use crate::assets::ASSETS;
use comfy::{IVec2, TextureHandle, UVec2};
use log::info;
use std::collections::HashMap;
pub enum MovementCost {
/// No movement possible - cost infinitely high.
Infinite,
/// There is a path for this movement - movement is cheap.
Path,
/// There is no path and no obstacle.
Default,
/// There is an obstacle (i.e. fence) - movement is expensive.
Obstacle
}
#[derive(Clone, Copy, Debug)]
pub enum Tile {
Grass,
Path {
left: bool,
right: bool,
top: bool,
bottom: bool
},
Fence {
left: bool,
right: bool,
top: bool,
bottom: bool
},
House {
texture: TextureHandle,
door: bool
}
}
impl Tile {
pub fn textures(&self) -> Vec<TextureHandle> {
match self {
Self::Grass => vec![ASSETS.overworld.grass],
Self::Path {
left,
right,
top,
bottom
} => {
let path_texture = match (left, right, top, bottom) {
(true, true, false, false) => ASSETS.overworld.path_horiz,
(false, false, true, true) => ASSETS.overworld.path_vert,
(true, false, true, false) => ASSETS.overworld.path_top_left,
(true, false, false, true) => ASSETS.overworld.path_bottom_left,
(false, true, true, false) => ASSETS.overworld.path_top_right,
(false, true, false, true) => ASSETS.overworld.path_bottom_right,
(true, true, true, false) => ASSETS.overworld.path_top_left_right,
(true, true, false, true) => ASSETS.overworld.path_bottom_left_right,
(true, false, true, true) => ASSETS.overworld.path_top_left_bottom,
(false, true, true, true) => ASSETS.overworld.path_top_right_bottom,
(true, true, true, true) => ASSETS.overworld.path_crossing,
(true, false, false, false)
| (false, true, false, false)
| (false, false, true, false)
| (false, false, false, true) => panic!("We don't have no dead ends"),
(false, false, false, false) => panic!("I think you meant grass?!?")
};
vec![ASSETS.overworld.grass, path_texture]
},
Self::Fence {
left,
right,
top,
bottom
} => {
let path_texture = match (left, right, top, bottom) {
(true, true, false, false) => ASSETS.overworld.fence_horiz,
(false, false, true, true) => ASSETS.overworld.fence_vert,
(true, false, true, false) => ASSETS.overworld.fence_top_left,
(true, false, false, true) => ASSETS.overworld.fence_bottom_left,
(false, true, true, false) => ASSETS.overworld.fence_top_right,
(false, true, false, true) => ASSETS.overworld.fence_bottom_right,
(true, true, true, false)
| (true, true, false, true)
| (true, false, true, true)
| (false, true, true, true) => unimplemented!(),
(true, true, true, true) => unimplemented!(),
(true, false, false, false)
| (false, true, false, false)
| (false, false, true, false)
| (false, false, false, true) => panic!("We don't have no dead ends"),
(false, false, false, false) => panic!("I think you meant grass?!?")
};
vec![ASSETS.overworld.grass, path_texture]
},
Self::House { texture, .. } => {
vec![ASSETS.overworld.grass, *texture]
}
}
}
pub fn can_stand_inside(&self) -> bool {
unimplemented!()
}
pub fn movement_cost_left(&self) -> MovementCost {
unimplemented!()
}
pub fn movement_cost_right(&self) -> MovementCost {
unimplemented!()
}
pub fn movement_cost_up(&self) -> MovementCost {
unimplemented!()
}
pub fn movement_cost_down(&self) -> MovementCost {
unimplemented!()
}
pub fn can_enter_house(&self) -> bool {
unimplemented!()
}
}
/// 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;
/// Chunks
#[derive(Debug)]
#[allow(dead_code)]
pub struct Chunk {
/// All tiles within this chunk.
tiles: [Tile; (CHUNK_SIZE * CHUNK_SIZE) as usize],
/// All paths that leave this chunk on the left hand side.
paths_left: Vec<u32>,
/// All paths that leave this chunk on the right hand side.
paths_right: Vec<u32>,
/// All paths that leave this chunk on the bottom side.
paths_bottom: Vec<u32>,
/// All paths that leave this chunk on the top side.
paths_top: Vec<u32>
}
impl Chunk {
pub fn generate_chunk() -> Self {
info!("gen chunk");
// TODO real worldgen
// for the time being we just copy this pre-made house block into the chunk
fn house(texture: TextureHandle) -> Tile {
Tile::House {
texture,
door: false
}
}
let path_horiz = Tile::Path {
left: true,
right: true,
top: false,
bottom: false
};
let path_vert = Tile::Path {
left: false,
right: false,
top: true,
bottom: true
};
let path_crossing = Tile::Path {
left: true,
right: true,
top: true,
bottom: true
};
let fence_horiz = Tile::Fence {
left: true,
right: true,
top: false,
bottom: false
};
let fence_vert = Tile::Fence {
left: false,
right: false,
top: true,
bottom: true
};
let grass = Tile::Grass;
let block = [
[
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_crossing
],
[
Tile::Fence {
left: false,
right: true,
top: false,
bottom: true
},
fence_horiz,
fence_horiz,
fence_horiz,
fence_horiz,
fence_horiz,
fence_horiz,
fence_horiz,
fence_horiz,
fence_horiz,
Tile::Fence {
left: true,
right: false,
top: false,
bottom: true
},
path_vert
],
[
fence_vert,
grass,
grass,
grass,
house(ASSETS.overworld.house_roof_top),
grass,
grass,
grass,
grass,
grass,
fence_vert,
path_vert
],
[
fence_vert,
grass,
grass,
house(ASSETS.overworld.house_roof_mid_left),
house(ASSETS.overworld.house_mid_window),
house(ASSETS.overworld.house_roof_mid_right),
grass,
grass,
grass,
grass,
fence_vert,
path_vert
],
[
fence_vert,
grass,
house(ASSETS.overworld.house_roof_left),
house(ASSETS.overworld.house_mid_window),
house(ASSETS.overworld.house_mid),
house(ASSETS.overworld.house_mid_window),
house(ASSETS.overworld.house_roof_right),
grass,
grass,
grass,
fence_vert,
path_vert
],
[
fence_vert,
grass,
house(ASSETS.overworld.house_bottom_left),
house(ASSETS.overworld.house_bottom_door),
house(ASSETS.overworld.house_bottom_window),
house(ASSETS.overworld.house_bottom_window),
house(ASSETS.overworld.house_bottom_right),
grass,
grass,
grass,
fence_vert,
path_vert
],
[
fence_vert,
grass,
grass,
Tile::Path {
left: false,
right: true,
top: true,
bottom: false
},
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
path_horiz,
fence_vert,
Tile::Path {
left: true,
right: false,
top: true,
bottom: true
}
],
[
fence_vert, grass, grass, grass, grass, grass, grass, grass, grass,
grass, fence_vert, path_vert
],
[
fence_vert, grass, grass, grass, grass, grass, grass, grass, grass,
grass, fence_vert, path_vert
],
[
Tile::Fence {
left: false,
right: true,
top: true,
bottom: false
},
fence_horiz,
fence_horiz,
fence_horiz,
fence_horiz,
fence_horiz,
fence_horiz,
fence_horiz,
fence_horiz,
fence_horiz,
Tile::Fence {
left: true,
right: false,
top: true,
bottom: false
},
path_vert
]
];
// and then we copy this pre-made block into our chunk
let mut tiles = [Tile::Grass; (CHUNK_SIZE * CHUNK_SIZE) as usize];
for y in 0 .. CHUNK_SIZE {
for x in 0 .. CHUNK_SIZE {
let row = block[y as usize % block.len()];
tiles[(y * CHUNK_SIZE + x) as usize] = row[x as usize % row.len()];
}
}
Self {
tiles,
paths_left: vec![],
paths_right: vec![],
paths_bottom: vec![],
paths_top: vec![]
}
}
pub fn get_tile(&self, local_chunk_coords: UVec2) -> Option<&Tile> {
self.tiles
.get((local_chunk_coords.y * CHUNK_SIZE + local_chunk_coords.x) as usize)
}
/// iterate over all tiles and its local chunk coords
pub fn iter_tiles(&self) -> impl Iterator<Item = (UVec2, &Tile)> {
self.tiles.iter().enumerate().map(|(i, tile)| {
let i = i as u32;
(UVec2::new(i % CHUNK_SIZE, i / CHUNK_SIZE), tile)
})
}
}
#[derive(Debug, Default)]
pub struct Overworld {
chunks: HashMap<IVec2, Chunk>
}
fn world_to_chunk_and_local_coords(world_coords: IVec2) -> (IVec2, UVec2) {
let chunk_coords = IVec2 {
x: world_coords.x.div_euclid(CHUNK_SIZE as _),
y: world_coords.y.div_euclid(CHUNK_SIZE as _)
};
let local_chunk_coords = UVec2 {
x: world_coords.x.rem_euclid(CHUNK_SIZE as _) as _,
y: world_coords.y.rem_euclid(CHUNK_SIZE as _) as _
};
(chunk_coords, local_chunk_coords)
}
impl Overworld {
fn get_tile(&self, world_coords: IVec2) -> Option<&Tile> {
let (chunk_coords, local_chunk_coords) =
world_to_chunk_and_local_coords(world_coords);
let chunk = self.chunks.get(&chunk_coords)?;
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.
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)
}
fn get_or_generate_tiles_private(&mut self, world_coords: IVec2) -> &Tile {
let (chunk_coords, local_chunk_coords) =
world_to_chunk_and_local_coords(world_coords);
let chunk = self
.chunks
.entry(chunk_coords)
.or_insert_with(Chunk::generate_chunk);
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.
pub fn iter_tiles(&self) -> impl Iterator<Item = (IVec2, &Tile)> {
self.iter_tilese_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)> {
self.chunks.iter().flat_map(|(chunk_coords, chunk)| {
chunk.iter_tiles().map(|(local_coords, tile)| {
// never fail because chunksize fits alswas into i32
let local_coords: IVec2 = local_coords.try_into().unwrap();
(local_coords + (*chunk_coords * CHUNK_SIZE as i32), tile)
})
})
}
}

View file

@ -1,20 +1,59 @@
use comfy::*;
use crate::{ use crate::{
activities::{house, overworld, Activity}, activities::{house, overworld, Activity},
State State
}; };
use comfy::EngineContext;
use std::ops::Sub;
pub fn update(state: &mut State, engine: &mut EngineContext) { #[derive(Debug)]
pub struct Ghost {
/// current electric charge of the Ghost
pub charge: f32,
/// max electric charge of the Ghost
pub max_charge: f32
}
impl Default for Ghost {
fn default() -> Self {
Self {
charge: 1000.0,
max_charge: 1000.0
}
}
}
#[repr(i32)]
pub enum ZLayer {
MapMax = -1,
Human = 0,
Ghost = 1
}
impl From<ZLayer> for i32 {
fn from(value: ZLayer) -> Self {
// safe because #[repr(i32)]
value as i32
}
}
impl Sub<i32> for ZLayer {
type Output = i32;
fn sub(self, other: i32) -> Self::Output {
i32::from(self) - other
}
}
pub fn update(state: &mut State, engine: &mut EngineContext<'_>) {
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);
} }

View file

@ -1,14 +1,33 @@
#![warn(rust_2018_idioms)]
#![deny(clippy::wildcard_imports)]
#![forbid(elided_lifetimes_in_paths, unsafe_code)]
mod assets {
include!(env!("ASSETS_RS"));
}
mod activities; mod activities;
mod game; mod game;
mod ui;
use activities::{house::HouseState, Activity}; use self::{
use comfy::*; activities::{house::HouseState, overworld::worldgen::Overworld, Activity},
assets::Assets,
game::Ghost
};
use comfy::{
init_game_config, pollster, run_comfy_main_async, EngineContext, EngineState,
GameConfig, GameLoop
};
const GAME_NAME: &str = "Powercreep"; const GAME_NAME: &str = "Powercreep";
#[derive(Debug, Default)] #[derive(Debug, Default)]
struct State { struct State {
setup_called: bool,
activity: Activity, activity: Activity,
ghost: Ghost,
overworld: Overworld,
house: HouseState house: HouseState
} }
@ -17,7 +36,12 @@ impl GameLoop for State {
Self::default() Self::default()
} }
fn update(&mut self, engine: &mut EngineContext) { fn update(&mut self, engine: &mut EngineContext<'_>) {
if !self.setup_called {
setup(engine);
self.setup_called = true;
}
game::update(self, engine); game::update(self, engine);
game::draw(self, engine); game::draw(self, engine);
} }
@ -27,6 +51,10 @@ fn config(config: GameConfig) -> GameConfig {
config config
} }
fn setup(ctx: &mut EngineContext<'_>) {
Assets::load(ctx);
}
async fn run() { async fn run() {
init_game_config(GAME_NAME.to_string(), env!("CARGO_PKG_VERSION"), config); init_game_config(GAME_NAME.to_string(), env!("CARGO_PKG_VERSION"), config);
let mut engine = EngineState::new(); let mut engine = EngineState::new();

31
src/ui.rs Normal file
View file

@ -0,0 +1,31 @@
use crate::State;
use comfy::{
draw_rect, draw_rect_outline, screen_height, screen_to_world, screen_width,
EngineContext, Vec2, BLUE, RED
};
pub fn draw(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()));
// section size in world codinates
let section_size = Vec2::new(0.5, 0.25);
start_positon.x -= 0.5 * section_size.x + 0.5 * section_size.y;
start_positon.y += 0.5 * section_size.y + 0.5 * section_size.y;
// draw fill level
{
let ghost = &state.ghost;
let percent = ghost.charge / ghost.max_charge;
let mut size = section_size;
size.y = section_size.y * section_count as f32 * percent;
let mut position = start_positon;
position.y += 0.5 * -section_size.y + 0.5 * size.y;
draw_rect(position, size, BLUE, 100);
}
// draw sections
for i in 0 .. section_count {
let mut position = start_positon;
position.y += i as f32 * section_size.y;
draw_rect_outline(position, section_size, 0.1, RED, 100);
}
}