room-creation #15

Merged
Glaeder merged 18 commits from room-creation into main 2024-07-07 14:13:52 +00:00
5 changed files with 67 additions and 20 deletions
Showing only changes of commit 0a7e741207 - Show all commits

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@ -14,7 +14,10 @@ impl Default for Grid {
impl Grid { impl Grid {
pub fn new(nodes: Vec<Vec2>, connections: Vec<(usize, usize)>) -> Self { pub fn new(nodes: Vec<Vec2>, connections: Vec<(usize, usize)>) -> Self {
Grid { nodes, connections } let mut grid = Grid { nodes, connections };
grid.sanitize();
grid
} }
fn load() -> Self { fn load() -> Self {

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@ -6,13 +6,21 @@ use grid::Grid;
use player::Player; use player::Player;
use room::Room; use room::Room;
#[derive(Debug, Default)] #[derive(Debug)]
pub struct HouseState { pub struct HouseState {
room: Room, room: Room,
//grid: Grid, //grid: Grid,
player: Player player: Player
} }
impl Default for HouseState {
fn default() -> Self {
let room = Room::default();
let player = Player::new(&room);
Self { room, 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();
@ -26,4 +34,12 @@ pub fn draw(state: &crate::State, _engine: &comfy::EngineContext<'_>) {
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);
if state.house.player.is_moving_to_right_room(&state.house.room) {
state.house.room = Room::default();
state.house.player.reset_on_room(&state.house.room, true);
} else if state.house.player.is_moving_to_left_room(&state.house.room) {
state.house.room = Room::default();
state.house.player.reset_on_room(&state.house.room, false);
}
} }

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@ -1,4 +1,4 @@
use super::Grid; use super::{room::Room, Grid};
use comfy::{delta, draw_circle, is_key_down, vec2, KeyCode, Vec2, RED}; use comfy::{delta, draw_circle, is_key_down, vec2, KeyCode, Vec2, RED};
use std::collections::HashSet; use std::collections::HashSet;
@ -10,20 +10,21 @@ pub struct Player {
next_connections: Vec<usize> next_connections: Vec<usize>
} }
impl Default for Player { impl Player {
fn default() -> Self { pub fn new(room: &Room) -> Self {
Self { let scale = 4.0;
position: Default::default(), Player {
position: vec2(((0.25) - room.size.0 as f32 / 2.0) * scale, room.grid.nodes.get(0).unwrap().y),
speed: 10.0, speed: 10.0,
connection: 0, connection: 0,
next_connections: vec![1, 2, 3] next_connections: vec![1],
} }
} }
}
impl Player {
pub fn draw(&self) { pub fn draw(&self) {
draw_circle(self.position, 0.5, RED, 0); draw_circle(self.position, 0.5, RED, 0);
} }
pub fn update(&mut self, grid: &Grid) { pub fn update(&mut self, grid: &Grid) {
let allowed_movement = get_allowed_movement(self, grid); let allowed_movement = get_allowed_movement(self, grid);
@ -33,6 +34,32 @@ impl Player {
snap_to_closest_node(self, grid); snap_to_closest_node(self, grid);
} }
} }
pub fn is_moving_to_right_room(&self, room: &Room) -> bool {
let scale = 4.0;
self.position.x > (room.size.0 as f32 / 2.0) * scale
}
pub fn is_moving_to_left_room(&self, room: &Room) -> bool {
let scale = 4.0;
self.position.x < -(room.size.0 as f32 / 2.0) * scale
}
pub fn reset_on_room(&mut self, room: &Room, place_left: bool) {
let scale = 4.0;
let offset = 0.1;
let x = if place_left {
(offset - room.size.0 as f32 / 2.0) * scale
} else {
(room.size.0 as f32 / 2.0 - offset) * scale
};
self.position = vec2(x, room.grid.nodes.get(0).unwrap().y);
self.connection = 0;
self.next_connections = vec![1];
}
} }
fn move_player(player: &mut Player, allowed_movement: (bool, bool, bool, bool)) { fn move_player(player: &mut Player, allowed_movement: (bool, bool, bool, bool)) {

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@ -14,7 +14,7 @@ enum RoomType {
#[derive(Debug)] #[derive(Debug)]
pub struct Room { pub struct Room {
room_type: RoomType, room_type: RoomType,
size: (u8, u8), //(width, height) pub size: (u8, u8), //(width, height)
pub grid: Grid pub grid: Grid
} }
@ -42,8 +42,6 @@ impl Room {
let room_type = RoomType::random(); let room_type = RoomType::random();
let size = Self::random_size(&room_type); let size = Self::random_size(&room_type);
Room { room_type, size, grid: Self::create_grid(size.0, size.1)} Room { room_type, size, grid: Self::create_grid(size.0, size.1)}
} }
@ -56,12 +54,13 @@ impl Room {
(random_i32(4, 6) as u8, 3) (random_i32(4, 6) as u8, 3)
} }
RoomType::Toilett => { RoomType::Toilett => {
(random_i32(1, 3) as u8, 3) (random_i32(2, 3) as u8, 3)
} }
} }
} }
fn create_grid(width: u8, height: u8) -> Grid{ fn create_grid(width: u8, height: u8) -> Grid{
error!("START GRID CREATION!");
let left_border = width as f32 / 2.0; let left_border = width as f32 / 2.0;
let lower_border = height as f32 / 2.0; let lower_border = height as f32 / 2.0;
let scale = 4.0; let scale = 4.0;
@ -71,9 +70,11 @@ impl Room {
let mut current_x = -0.5; let mut current_x = -0.5;
let mut nodes = Vec::new(); let mut nodes = Vec::new();
let max_offset = ((width / 2) as i32).max(1);
while current_x < width as f32 { while current_x < width as f32 {
nodes.push(vec2((current_x - left_border) * scale, (lower_cable_y - lower_border) * scale)); nodes.push(vec2((current_x - left_border) * scale, (lower_cable_y - lower_border) * scale));
current_x += random_i32(1, (width / 2) as i32) as f32; current_x += random_i32(1, max_offset) as f32;
} }
current_x = width as f32 + 0.5; current_x = width as f32 + 0.5;
nodes.push(vec2((current_x - left_border) * scale, (lower_cable_y - lower_border) * scale)); nodes.push(vec2((current_x - left_border) * scale, (lower_cable_y - lower_border) * scale));

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