Room Creating: Place Kitchen Furniture #11
1
Cargo.lock
generated
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@ -2129,6 +2129,7 @@ version = "0.1.0"
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dependencies = [
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"comfy",
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"heck",
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"indexmap",
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"resvg",
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]
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@ -16,6 +16,7 @@ opt-level = 3
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[dependencies]
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comfy = { version = "0.4.0", features = ["wayland"] }
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indexmap = "2"
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[build-dependencies]
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heck = "0.5"
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BIN
assets/furniture/blender.png
Normal file
After Width: | Height: | Size: 6.4 KiB |
BIN
assets/furniture/cupboard.png
Normal file
After Width: | Height: | Size: 338 KiB |
BIN
assets/furniture/dishwasher.png
Normal file
After Width: | Height: | Size: 5.9 KiB |
BIN
assets/furniture/drawer.png
Normal file
After Width: | Height: | Size: 338 KiB |
BIN
assets/furniture/drawer_cupboard.png
Normal file
After Width: | Height: | Size: 6.3 KiB |
BIN
assets/furniture/dryer.png
Normal file
After Width: | Height: | Size: 13 KiB |
BIN
assets/furniture/elec/blender.png
Normal file
After Width: | Height: | Size: 4.6 KiB |
BIN
assets/furniture/elec/dishwasher.png
Normal file
After Width: | Height: | Size: 5.3 KiB |
BIN
assets/furniture/elec/dryer.png
Normal file
After Width: | Height: | Size: 7.4 KiB |
BIN
assets/furniture/elec/fridge.png
Normal file
After Width: | Height: | Size: 5.5 KiB |
BIN
assets/furniture/elec/kettle.png
Normal file
After Width: | Height: | Size: 4.7 KiB |
BIN
assets/furniture/elec/minifridge.png
Normal file
After Width: | Height: | Size: 5.1 KiB |
BIN
assets/furniture/elec/oven.png
Normal file
After Width: | Height: | Size: 5 KiB |
BIN
assets/furniture/elec/stove.png
Normal file
After Width: | Height: | Size: 4.4 KiB |
BIN
assets/furniture/elec/toaster.png
Normal file
After Width: | Height: | Size: 126 KiB |
BIN
assets/furniture/elec/washing_machine.png
Normal file
After Width: | Height: | Size: 6.8 KiB |
BIN
assets/furniture/fridge.png
Normal file
After Width: | Height: | Size: 14 KiB |
BIN
assets/furniture/hanging_cupboard.png
Normal file
After Width: | Height: | Size: 298 KiB |
BIN
assets/furniture/kettle.png
Normal file
After Width: | Height: | Size: 7.6 KiB |
BIN
assets/furniture/metal/blender.png
Normal file
After Width: | Height: | Size: 4.6 KiB |
BIN
assets/furniture/metal/cupboard.png
Normal file
After Width: | Height: | Size: 5.2 KiB |
BIN
assets/furniture/metal/dishwasher.png
Normal file
After Width: | Height: | Size: 5.3 KiB |
BIN
assets/furniture/metal/drawer.png
Normal file
After Width: | Height: | Size: 338 KiB |
BIN
assets/furniture/metal/drawer_cupboard.png
Normal file
After Width: | Height: | Size: 5.8 KiB |
BIN
assets/furniture/metal/dryer.png
Normal file
After Width: | Height: | Size: 10 KiB |
BIN
assets/furniture/metal/fridge.png
Normal file
After Width: | Height: | Size: 11 KiB |
BIN
assets/furniture/metal/hanging_cupboard.png
Normal file
After Width: | Height: | Size: 298 KiB |
BIN
assets/furniture/metal/kettle.png
Normal file
After Width: | Height: | Size: 4.6 KiB |
BIN
assets/furniture/metal/minifridge.png
Normal file
After Width: | Height: | Size: 7 KiB |
BIN
assets/furniture/metal/oven.png
Normal file
After Width: | Height: | Size: 5.3 KiB |
BIN
assets/furniture/metal/sink.png
Normal file
After Width: | Height: | Size: 5.4 KiB |
BIN
assets/furniture/metal/stove.png
Normal file
After Width: | Height: | Size: 4.4 KiB |
BIN
assets/furniture/metal/toaster.png
Normal file
After Width: | Height: | Size: 126 KiB |
BIN
assets/furniture/metal/washing_machine.png
Normal file
After Width: | Height: | Size: 8.6 KiB |
BIN
assets/furniture/minifridge.png
Normal file
After Width: | Height: | Size: 5.3 KiB |
BIN
assets/furniture/oven.png
Normal file
After Width: | Height: | Size: 9.6 KiB |
BIN
assets/furniture/sideboard_1.png
Normal file
After Width: | Height: | Size: 4.7 KiB |
BIN
assets/furniture/sideboard_2.png
Normal file
After Width: | Height: | Size: 4.9 KiB |
BIN
assets/furniture/sideboard_3.png
Normal file
After Width: | Height: | Size: 298 KiB |
BIN
assets/furniture/sideboard_3.png.png
Normal file
After Width: | Height: | Size: 4.9 KiB |
BIN
assets/furniture/sink.png
Normal file
After Width: | Height: | Size: 5.7 KiB |
BIN
assets/furniture/stove.png
Normal file
After Width: | Height: | Size: 4.4 KiB |
BIN
assets/furniture/toaster.png
Normal file
After Width: | Height: | Size: 126 KiB |
BIN
assets/furniture/washing_machine.png
Normal file
After Width: | Height: | Size: 16 KiB |
113
src/activities/house/furniture.rs
Normal file
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@ -0,0 +1,113 @@
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use comfy::{error, texture_id, EngineContext, HashSet, Lazy, Mutex, TextureHandle};
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use std::{fmt::Debug, fs, io, sync::Arc};
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static ASSETS_LOADED: Lazy<Arc<Mutex<HashSet<String>>>> =
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Lazy::new(|| Arc::new(Mutex::new(HashSet::new())));
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#[derive(Debug)]
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struct FurnitureAsset {
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folder: String,
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name: String
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}
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#[derive(Debug)]
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struct FurnitureTextureHandles {
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human: Option<TextureHandle>,
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magnet: Option<TextureHandle>,
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elec: Option<TextureHandle>
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}
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impl FurnitureAsset {
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fn asset_path(&self) -> String {
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format!("{}/{}.png", self.folder, self.name)
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}
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fn asset_path_magnet(&self) -> String {
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format!("{}/magnet/{}.png", self.folder, self.name)
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}
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fn asset_path_elec(&self) -> String {
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format!("{}/elec/{}.png", self.folder, self.name)
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}
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fn load_asset_path(
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&self,
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path: String,
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ctx: &mut EngineContext<'_>
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) -> Option<TextureHandle> {
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let mut loaded = ASSETS_LOADED.lock();
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if loaded.contains(&path) {
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return Some(texture_id(&path));
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}
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let bytes = match fs::read(format!(
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"{}/assets/furniture/{path}",
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env!("CARGO_MANIFEST_DIR")
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)) {
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Ok(bytes) => bytes,
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Err(err) if err.kind() == io::ErrorKind::NotFound => return None,
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Err(err) => {
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error!("Failed to load asset {path:?}: {err}");
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return None;
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}
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};
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ctx.load_texture_from_bytes(&path, &bytes);
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let handle = texture_id(&path);
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loaded.insert(path);
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Some(handle)
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}
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/// Attempt to load the assets. Silently ignore missing assets.
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fn load_assets(&self, ctx: &mut EngineContext<'_>) -> FurnitureTextureHandles {
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FurnitureTextureHandles {
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human: self.load_asset_path(self.asset_path(), ctx),
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magnet: self.load_asset_path(self.asset_path_magnet(), ctx),
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elec: self.load_asset_path(self.asset_path_elec(), ctx)
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}
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}
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}
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pub struct Furniture {
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asset: FurnitureAsset,
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handles: FurnitureTextureHandles,
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on: Box<dyn Fn() -> bool>
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}
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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")
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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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impl Furniture {
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pub fn new<F: Into<String>, N: Into<String>>(
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folder: F,
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name: N,
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ctx: &mut EngineContext<'_>
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) -> Self {
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let asset = FurnitureAsset {
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folder: folder.into(),
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name: name.into()
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};
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let handles = asset.load_assets(ctx);
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Self {
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asset,
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handles,
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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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@ -13,6 +13,13 @@ impl Default for Grid {
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}
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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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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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let mut grid = Self {
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nodes: vec![
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@ -1,26 +1,52 @@
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mod furniture;
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mod grid;
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mod player;
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mod room;
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use grid::Grid;
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use player::Player;
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use self::{grid::Grid, player::Player, room::Room};
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use crate::State;
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use comfy::{error, EngineContext};
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#[derive(Debug, Default)]
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#[derive(Debug)]
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pub struct HouseState {
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grid: Grid,
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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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pub fn draw(state: &crate::State, _engine: &comfy::EngineContext<'_>) {
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if let Some(house) = state.house() {
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//Draw Grid
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house.grid.draw();
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//Draw Player
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house.player.draw();
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impl HouseState {
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pub fn generate_new_house(ctx: &mut EngineContext<'_>) -> Self {
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let room = Room::new(ctx);
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let player = Player::new(&room);
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HouseState { room, player }
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}
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}
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pub fn update(state: &mut crate::State, _engine: &mut comfy::EngineContext<'_>) {
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let house = state.house_mut();
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house.player.update(&house.grid);
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pub fn draw(state: &State, _ctx: &comfy::EngineContext<'_>) {
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let Some(house) = state.house() else {
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error!("How can I render a house when I'm not in one?!?");
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return;
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};
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//Draw House
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house.room.draw();
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//Draw Grid
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//state.house.grid.draw();
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//Draw Player
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house.player.draw();
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}
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pub fn update(state: &mut State, ctx: &mut comfy::EngineContext<'_>) {
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let house = state.house_mut(ctx);
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house.player.update(&house.room.grid);
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if house.player.is_moving_to_right_room(&house.room) {
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house.room = Room::new(ctx);
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house.player.reset_on_room(&house.room, true);
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} else if house.player.is_moving_to_left_room(&house.room) {
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house.room = Room::new(ctx);
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house.player.reset_on_room(&house.room, false);
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}
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}
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@ -1,4 +1,7 @@
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use super::Grid;
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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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@ -10,20 +13,23 @@ 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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impl Player {
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pub fn new(room: &Room) -> Self {
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Player {
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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, 2, 3]
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next_connections: vec![1]
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}
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}
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}
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impl Player {
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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 +39,27 @@ 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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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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} 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.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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}
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fn move_player(player: &mut Player, allowed_movement: (bool, bool, bool, bool)) {
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355
src/activities/house/room.rs
Normal file
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@ -0,0 +1,355 @@
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use super::{furniture::Furniture, grid::Grid};
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use crate::game;
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use comfy::{
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draw_rect, draw_rect_outline, draw_sprite, error, random_i32, vec2, EngineContext,
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HashSet, RandomRange as _, Vec2, GREEN, PURPLE, RED, WHITE
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};
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use indexmap::IndexSet;
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pub const SCALE: f32 = 4.0;
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#[derive(Debug, PartialEq)]
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enum RoomType {
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Kitchen,
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Bath,
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Toilett,
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LivingRoom,
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SleepingRoom
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}
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#[derive(Debug)]
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struct Tile {
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pos: Vec2,
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size: Vec2,
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f: Furniture,
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z: i32
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}
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#[derive(Debug)]
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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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furnitures: Vec<Tile>
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}
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|
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impl RoomType {
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pub fn random() -> Self {
|
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match random_i32(0, 4) {
|
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0 => RoomType::Kitchen,
|
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1 => RoomType::Bath,
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2 => RoomType::Toilett,
|
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3 => RoomType::LivingRoom,
|
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4 => RoomType::SleepingRoom,
|
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_ => panic!("Somehow you where unlucky and got a random number out of range")
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Room {
|
||||
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);
|
||||
|
||||
let furnitures = Self::random_room_furniture(&room_type, size, ctx);
|
||||
|
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Room {
|
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_room_type: room_type,
|
||||
size,
|
||||
grid: Self::create_grid(size.0, size.1),
|
||||
furnitures
|
||||
}
|
||||
}
|
||||
|
||||
fn random_size(room_type: &RoomType) -> (u8, u8) {
|
||||
//Kitchen + Living Room 5-8
|
||||
//Bath + sleepingroom 4-6
|
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//Toilet 2-3
|
||||
match room_type {
|
||||
RoomType::Kitchen | RoomType::LivingRoom => (random_i32(5, 8) as u8, 3),
|
||||
RoomType::Bath | RoomType::SleepingRoom => (random_i32(4, 6) as u8, 3),
|
||||
RoomType::Toilett => (random_i32(2, 3) as u8, 3)
|
||||
}
|
||||
}
|
||||
|
||||
fn random_room_furniture(
|
||||
room_type: &RoomType,
|
||||
(width, _height): (u8, u8),
|
||||
ctx: &mut EngineContext<'_>
|
||||
) -> Vec<Tile> {
|
||||
let mut furnitures = Vec::new();
|
||||
|
||||
let mut empty_spots: IndexSet<u8> = (0 .. width).collect();
|
||||
|
||||
fn random_empty_spot<T>(empty_spots: &mut IndexSet<T>) -> Option<T> {
|
||||
if empty_spots.is_empty() {
|
||||
return None;
|
||||
}
|
||||
let random_idx = usize::gen_range(0, empty_spots.len());
|
||||
empty_spots.swap_remove_index(random_idx)
|
||||
}
|
||||
fn random_appliance<T>(empty_spots: &mut Vec<T>) -> Option<T> {
|
||||
if empty_spots.is_empty() {
|
||||
return None;
|
||||
}
|
||||
let random_idx = usize::gen_range(0, empty_spots.len());
|
||||
Some(empty_spots.swap_remove(random_idx))
|
||||
}
|
||||
|
||||
const SIDEBOARD_HEIGHT: f32 = 0.1;
|
||||
const STOVE_HEIGHT: f32 = 0.025;
|
||||
const SINK_HEIGHT: f32 = 0.5;
|
||||
|
||||
#[allow(clippy::single_match)] // we'll add more stuff later
|
||||
match room_type {
|
||||
RoomType::Kitchen => {
|
||||
// in a kitchen, we always add a fridge
|
||||
let fridge_pos = u8::gen_range(0, 2) * (width - 1);
|
||||
empty_spots.swap_remove(&fridge_pos);
|
||||
furnitures.push(Tile {
|
||||
pos: vec2(fridge_pos as f32, 0.0),
|
||||
size: vec2(1.0, 2.0),
|
||||
f: Furniture::new("kitchen", "fridge", ctx),
|
||||
z: 0
|
||||
});
|
||||
|
||||
// and we always add an oven
|
||||
let Some(oven_pos) = random_empty_spot(&mut empty_spots) else {
|
||||
error!("How can I not fit an oven in a kitchen?!?");
|
||||
return furnitures;
|
||||
};
|
||||
furnitures.push(Tile {
|
||||
pos: vec2(oven_pos as f32, 0.0),
|
||||
size: vec2(1.0, 1.0),
|
||||
f: Furniture::new("kitchen", "oven", ctx),
|
||||
z: 0
|
||||
});
|
||||
|
||||
// there's always sideboard above the oven with a stove
|
||||
furnitures.push(Tile {
|
||||
pos: vec2(oven_pos as f32, 1.0),
|
||||
size: vec2(1.0, SIDEBOARD_HEIGHT),
|
||||
f: Furniture::new("kitchen", "sideboard_1", ctx),
|
||||
z: 1
|
||||
});
|
||||
furnitures.push(Tile {
|
||||
pos: vec2(oven_pos as f32, 1.0 + SIDEBOARD_HEIGHT),
|
||||
size: vec2(1.0, STOVE_HEIGHT),
|
||||
f: Furniture::new("kitchen", "stove", ctx),
|
||||
z: 0
|
||||
});
|
||||
|
||||
// and we always add a drawer that houses a sink
|
||||
let Some(sink_pos) = random_empty_spot(&mut empty_spots) else {
|
||||
error!("How can I not fit a sink in a kitchen?!?");
|
||||
return furnitures;
|
||||
};
|
||||
furnitures.push(Tile {
|
||||
pos: vec2(sink_pos as f32, 0.0),
|
||||
size: vec2(1.0, 1.0),
|
||||
f: Furniture::new("kitchen", "drawer_cupboard", ctx),
|
||||
z: 0
|
||||
});
|
||||
|
||||
// there's always sideboard above that drawer with a sink **behind** it
|
||||
furnitures.push(Tile {
|
||||
pos: vec2(sink_pos as f32, 1.0),
|
||||
size: vec2(1.0, SINK_HEIGHT),
|
||||
f: Furniture::new("kitchen", "sink", ctx),
|
||||
z: 0
|
||||
});
|
||||
furnitures.push(Tile {
|
||||
pos: vec2(sink_pos as f32, 1.0),
|
||||
size: vec2(1.0, SIDEBOARD_HEIGHT),
|
||||
f: Furniture::new("kitchen", "sideboard_1", ctx),
|
||||
z: 1
|
||||
});
|
||||
|
||||
// the current list of empty spots is the same list we can use to place
|
||||
// on-the-counter appliances later
|
||||
let mut empty_spots_clone = empty_spots.clone();
|
||||
|
||||
// build a list of the remaining kitchen appliances. we only want them
|
||||
// included once, most kitchens don't contain two washing machines etc
|
||||
let mut remaining_appliances: IndexSet<&'static str> =
|
||||
["dishwasher", "dryer", "minifridge", "washing_machine"]
|
||||
.into_iter()
|
||||
.collect();
|
||||
|
||||
// let's add at most half of the remaining positions as big appliances
|
||||
for _ in 0 .. empty_spots.len() / 2 {
|
||||
let Some(asset) = random_empty_spot(&mut remaining_appliances) else {
|
||||
break;
|
||||
};
|
||||
let Some(spot) = random_empty_spot(&mut empty_spots) else {
|
||||
error!("WTF I shouldn't've used more than half of the available spots");
|
||||
return furnitures;
|
||||
};
|
||||
furnitures.push(Tile {
|
||||
pos: vec2(spot as f32, 0.0),
|
||||
size: vec2(1.0, 1.0),
|
||||
f: Furniture::new("kitchen", asset, ctx),
|
||||
z: 0
|
||||
});
|
||||
furnitures.push(Tile {
|
||||
pos: vec2(spot as f32, 1.0),
|
||||
size: vec2(1.0, SIDEBOARD_HEIGHT),
|
||||
f: Furniture::new("kitchen", "sideboard_1", ctx),
|
||||
z: 1
|
||||
});
|
||||
}
|
||||
|
||||
// and fill the remainder with drawers
|
||||
while !empty_spots.is_empty() {
|
||||
let asset = match u8::gen_range(0, 2) {
|
||||
0 => "drawer",
|
||||
1 => "drawer_cupboard",
|
||||
_ => unreachable!()
|
||||
};
|
||||
let Some(spot) = random_empty_spot(&mut empty_spots) else {
|
||||
error!("WTF I should still have spots available");
|
||||
return furnitures;
|
||||
};
|
||||
furnitures.push(Tile {
|
||||
pos: vec2(spot as f32, 0.0),
|
||||
size: vec2(1.0, 1.0),
|
||||
f: Furniture::new("kitchen", asset, ctx),
|
||||
z: 0
|
||||
});
|
||||
furnitures.push(Tile {
|
||||
pos: vec2(spot as f32, 1.0),
|
||||
size: vec2(1.0, SIDEBOARD_HEIGHT),
|
||||
f: Furniture::new("kitchen", "sideboard_1", ctx),
|
||||
z: 1
|
||||
});
|
||||
}
|
||||
|
||||
// build a list of on-the-counter kitchen appliances. we only want them
|
||||
// included once, most kitchens don't contain two toasters etc
|
||||
let mut remaining_appliances: Vec<(&'static str, f32, f32)> = [
|
||||
("blender", 0.3, 0.45),
|
||||
("kettle", 0.3, 0.4),
|
||||
("toaster", 0.5, 0.25)
|
||||
]
|
||||
.into_iter()
|
||||
.collect();
|
||||
|
||||
// and then we fill like half the counter with appliances
|
||||
for _ in 0 .. empty_spots_clone.len() / 2 {
|
||||
let Some((asset, asset_w, asset_h)) =
|
||||
random_appliance(&mut remaining_appliances)
|
||||
else {
|
||||
break;
|
||||
};
|
||||
let Some(spot) = random_empty_spot(&mut empty_spots_clone) else {
|
||||
error!("WTF I shouldn't've used more than half of the available spots");
|
||||
return furnitures;
|
||||
};
|
||||
furnitures.push(Tile {
|
||||
pos: vec2(spot as f32 + 0.5, 1.0 + SIDEBOARD_HEIGHT),
|
||||
size: vec2(asset_w, asset_h),
|
||||
f: Furniture::new("kitchen", asset, ctx),
|
||||
z: 0
|
||||
});
|
||||
}
|
||||
},
|
||||
|
||||
_ => {}
|
||||
}
|
||||
|
||||
furnitures
|
||||
}
|
||||
|
||||
fn create_grid(width: u8, height: u8) -> Grid {
|
||||
error!("START GRID CREATION!");
|
||||
let left_border = width as f32 / 2.0;
|
||||
let lower_border = height as f32 / 2.0;
|
||||
|
||||
//Lower Cable
|
||||
let lower_cable_y = height as f32 / 6.0;
|
||||
let mut current_x = -0.5;
|
||||
|
||||
let mut nodes = Vec::new();
|
||||
let max_offset = ((width / 2) as i32).max(1);
|
||||
|
||||
while current_x < width as f32 {
|
||||
nodes.push(vec2(
|
||||
(current_x - left_border) * SCALE,
|
||||
(lower_cable_y - lower_border) * SCALE
|
||||
));
|
||||
current_x += random_i32(1, max_offset) as f32;
|
||||
}
|
||||
current_x = width as f32 + 0.5;
|
||||
nodes.push(vec2(
|
||||
(current_x - left_border) * SCALE,
|
||||
(lower_cable_y - lower_border) * SCALE
|
||||
));
|
||||
|
||||
let mut connections = Vec::new();
|
||||
for i in 1 .. nodes.len() {
|
||||
connections.push((i - 1, i));
|
||||
}
|
||||
|
||||
//Lamps
|
||||
let upper_cable_y = height as f32 - 0.25;
|
||||
let max_lamps = (width as f32 / 2.5).round() as i32;
|
||||
let lamp_amount = random_i32(1, max_lamps + 1);
|
||||
let node_indices: HashSet<usize> = (0 .. lamp_amount)
|
||||
.map(|_| random_i32(1, nodes.len() as i32 - 1) as usize)
|
||||
.collect();
|
||||
|
||||
let last_lower_node_index = nodes.len();
|
||||
for (i, index) in node_indices.iter().enumerate() {
|
||||
nodes.push(vec2(
|
||||
nodes.get(*index).unwrap().x,
|
||||
(upper_cable_y - lower_border) * SCALE
|
||||
));
|
||||
connections.push((*index, last_lower_node_index + i));
|
||||
}
|
||||
|
||||
Grid::new(nodes, connections)
|
||||
}
|
||||
|
||||
pub fn draw(&self) {
|
||||
let (width, height) = self.size;
|
||||
|
||||
draw_rect(
|
||||
vec2(0.0, 0.0),
|
||||
vec2(width as f32 * SCALE, height as f32 * SCALE),
|
||||
PURPLE,
|
||||
game::ZLayer::MapMax as i32 - 2
|
||||
);
|
||||
draw_rect_outline(
|
||||
vec2(0.0, 0.0),
|
||||
vec2(width as f32 * SCALE, height as f32 * SCALE),
|
||||
0.3,
|
||||
RED,
|
||||
game::ZLayer::MapMax as i32 - 1
|
||||
);
|
||||
|
||||
for tile in &self.furnitures {
|
||||
let mut pos = tile.pos - vec2(width as f32 / 2.0, height as f32 / 2.0);
|
||||
pos += tile.size * 0.5;
|
||||
|
||||
if let Some(texture) = tile.f.get_human_texture_handle() {
|
||||
draw_sprite(
|
||||
texture,
|
||||
pos * SCALE,
|
||||
WHITE,
|
||||
game::ZLayer::MapMax as i32 + tile.z,
|
||||
tile.size * SCALE
|
||||
);
|
||||
} else {
|
||||
draw_rect_outline(
|
||||
pos * SCALE,
|
||||
tile.size * SCALE,
|
||||
0.3,
|
||||
GREEN,
|
||||
game::ZLayer::MapMax as i32 + tile.z
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
self.grid.draw();
|
||||
}
|
||||
}
|
|
@ -1,11 +1,4 @@
|
|||
use crate::{
|
||||
activities::{
|
||||
house::{self, HouseState},
|
||||
Activity
|
||||
},
|
||||
game::ZLayer,
|
||||
State
|
||||
};
|
||||
use crate::{activities::Activity, game::ZLayer, State};
|
||||
use comfy::{
|
||||
draw_circle, draw_rect_outline, draw_sprite, error, info, is_key_down,
|
||||
main_camera_mut, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE
|
||||
|
@ -32,7 +25,7 @@ pub fn draw(state: &crate::State, _engine: &comfy::EngineContext<'_>) {
|
|||
draw_circle(state.ghost.overworld_pos, 0.5, RED, ZLayer::Ghost.into());
|
||||
}
|
||||
|
||||
fn update_move_player(state: &mut State) {
|
||||
fn update_move_player(state: &mut State, ctx: &mut EngineContext<'_>) {
|
||||
let now = Instant::now();
|
||||
|
||||
// Are there any pending position updates? If so, we ignore all user input and execute
|
||||
|
@ -160,18 +153,18 @@ fn update_move_player(state: &mut State) {
|
|||
if current_tile.can_enter_house() {
|
||||
info!("enter house at {tile_pos}");
|
||||
state.activity = Activity::House(tile_pos);
|
||||
state.house_mut(); // gen new house
|
||||
state.house_mut(ctx); // gen new house
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update(state: &mut State, _ctx: &mut EngineContext<'_>) {
|
||||
pub fn update(state: &mut State, ctx: &mut EngineContext<'_>) {
|
||||
let mut camera = main_camera_mut();
|
||||
camera.center = Vec2::ZERO;
|
||||
camera.zoom = 30.0;
|
||||
|
||||
// move player
|
||||
update_move_player(state);
|
||||
update_move_player(state, ctx);
|
||||
|
||||
// generate more chunks if needed
|
||||
{
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
use crate::{
|
||||
activities::{house, overworld, Activity},
|
||||
assets::Assets,
|
||||
State
|
||||
};
|
||||
use comfy::{EngineContext, Vec2};
|
||||
|
@ -85,6 +86,10 @@ impl Sub<i32> for ZLayer {
|
|||
}
|
||||
}
|
||||
|
||||
pub fn setup(_state: &mut State, ctx: &mut EngineContext<'_>) {
|
||||
Assets::load(ctx);
|
||||
}
|
||||
|
||||
pub fn update(state: &mut State, engine: &mut EngineContext<'_>) {
|
||||
state.score += engine.delta * 10.0;
|
||||
match state.activity {
|
||||
|
|
19
src/main.rs
|
@ -12,7 +12,6 @@ mod ui;
|
|||
|
||||
use self::{
|
||||
activities::{house::HouseState, overworld::worldgen::Overworld, Activity},
|
||||
assets::Assets,
|
||||
game::Ghost
|
||||
};
|
||||
use comfy::{
|
||||
|
@ -41,13 +40,13 @@ impl State {
|
|||
}
|
||||
|
||||
fn house(&self) -> Option<&HouseState> {
|
||||
self.houses.get(&self.get_house_pos().unwrap())
|
||||
self.houses.get(&self.get_house_pos()?)
|
||||
}
|
||||
|
||||
fn house_mut(&mut self) -> &mut HouseState {
|
||||
fn house_mut(&mut self, ctx: &mut EngineContext<'_>) -> &mut HouseState {
|
||||
self.houses
|
||||
.entry(self.get_house_pos().unwrap())
|
||||
.or_insert_with(HouseState::default)
|
||||
.or_insert_with(|| HouseState::generate_new_house(ctx))
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -56,14 +55,14 @@ impl GameLoop for State {
|
|||
Self::default()
|
||||
}
|
||||
|
||||
fn update(&mut self, engine: &mut EngineContext<'_>) {
|
||||
fn update(&mut self, ctx: &mut EngineContext<'_>) {
|
||||
if !self.setup_called {
|
||||
setup(engine);
|
||||
game::setup(self, ctx);
|
||||
self.setup_called = true;
|
||||
}
|
||||
|
||||
game::update(self, engine);
|
||||
game::draw(self, engine);
|
||||
game::update(self, ctx);
|
||||
game::draw(self, ctx);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -71,10 +70,6 @@ fn config(config: GameConfig) -> GameConfig {
|
|||
config
|
||||
}
|
||||
|
||||
fn setup(ctx: &mut EngineContext<'_>) {
|
||||
Assets::load(ctx);
|
||||
}
|
||||
|
||||
async fn run() {
|
||||
init_game_config(GAME_NAME.to_string(), env!("CARGO_PKG_VERSION"), config);
|
||||
let mut engine = EngineState::new();
|
||||
|
|