room-creation #15

Merged
Glaeder merged 18 commits from room-creation into main 2024-07-07 14:13:52 +00:00
74 changed files with 576 additions and 122 deletions
Showing only changes of commit 23a1be52db - Show all commits

36
Cargo.lock generated
View file

@ -242,7 +242,7 @@ dependencies = [
"regex",
"rustc-hash",
"shlex",
"syn 2.0.68",
"syn 2.0.69",
]
[[package]]
@ -326,7 +326,7 @@ checksum = "1ee891b04274a59bd38b412188e24b849617b2e45a0fd8d057deb63e7403761b"
dependencies = [
"proc-macro2",
"quote",
"syn 2.0.68",
"syn 2.0.69",
]
[[package]]
@ -369,9 +369,9 @@ dependencies = [
[[package]]
name = "cc"
version = "1.0.104"
version = "1.0.105"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "74b6a57f98764a267ff415d50a25e6e166f3831a5071af4995296ea97d210490"
checksum = "5208975e568d83b6b05cc0a063c8e7e9acc2b43bee6da15616a5b73e109d7437"
dependencies = [
"jobserver",
"libc",
@ -1111,7 +1111,7 @@ checksum = "1a5c6c585bc94aaf2c7b51dd4c2ba22680844aba4c687be581871a6f518c5742"
dependencies = [
"proc-macro2",
"quote",
"syn 2.0.68",
"syn 2.0.69",
]
[[package]]
@ -1897,7 +1897,7 @@ checksum = "ed3955f1a9c7c0c15e092f9c887db08b1fc683305fdf6eb6684f22555355e202"
dependencies = [
"proc-macro2",
"quote",
"syn 2.0.68",
"syn 2.0.69",
]
[[package]]
@ -1927,7 +1927,7 @@ dependencies = [
"proc-macro-crate",
"proc-macro2",
"quote",
"syn 2.0.68",
"syn 2.0.69",
]
[[package]]
@ -2428,22 +2428,22 @@ checksum = "cd0b0ec5f1c1ca621c432a25813d8d60c88abe6d3e08a3eb9cf37d97a0fe3d73"
[[package]]
name = "serde"
version = "1.0.203"
version = "1.0.204"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "7253ab4de971e72fb7be983802300c30b5a7f0c2e56fab8abfc6a214307c0094"
checksum = "bc76f558e0cbb2a839d37354c575f1dc3fdc6546b5be373ba43d95f231bf7c12"
dependencies = [
"serde_derive",
]
[[package]]
name = "serde_derive"
version = "1.0.203"
version = "1.0.204"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "500cbc0ebeb6f46627f50f3f5811ccf6bf00643be300b4c3eabc0ef55dc5b5ba"
checksum = "e0cd7e117be63d3c3678776753929474f3b04a43a080c744d6b0ae2a8c28e222"
dependencies = [
"proc-macro2",
"quote",
"syn 2.0.68",
"syn 2.0.69",
]
[[package]]
@ -2703,9 +2703,9 @@ dependencies = [
[[package]]
name = "syn"
version = "2.0.68"
version = "2.0.69"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "901fa70d88b9d6c98022e23b4136f9f3e54e4662c3bc1bd1d84a42a9a0f0c1e9"
checksum = "201fcda3845c23e8212cd466bfebf0bd20694490fc0356ae8e428e0824a915a6"
dependencies = [
"proc-macro2",
"quote",
@ -2738,7 +2738,7 @@ checksum = "46c3384250002a6d5af4d114f2845d37b57521033f30d5c3f46c4d70e1197533"
dependencies = [
"proc-macro2",
"quote",
"syn 2.0.68",
"syn 2.0.69",
]
[[package]]
@ -2978,7 +2978,7 @@ dependencies = [
"once_cell",
"proc-macro2",
"quote",
"syn 2.0.68",
"syn 2.0.69",
"wasm-bindgen-shared",
]
@ -3012,7 +3012,7 @@ checksum = "e94f17b526d0a461a191c78ea52bbce64071ed5c04c9ffe424dcb38f74171bb7"
dependencies = [
"proc-macro2",
"quote",
"syn 2.0.68",
"syn 2.0.69",
"wasm-bindgen-backend",
"wasm-bindgen-shared",
]
@ -3696,7 +3696,7 @@ checksum = "fa4f8080344d4671fb4e831a13ad1e68092748387dfc4f55e356242fae12ce3e"
dependencies = [
"proc-macro2",
"quote",
"syn 2.0.68",
"syn 2.0.69",
]
[[package]]

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@ -17,6 +17,9 @@ struct Assets {
/// of the constant storing their png.
assets: BTreeMap<String, String>,
/// Sound assets.
sound_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>>
@ -37,15 +40,19 @@ impl AssetsWriter {
}
}
fn add_png<P: AsRef<Path>>(
fn asset_name<P: AsRef<Path>>(canonical_path: P) -> String {
let mut hasher = DefaultHasher::new();
canonical_path.as_ref().hash(&mut hasher);
let hash = hasher.finish();
format!("ASSET_{hash:X}")
}
fn add_png<P: AsRef<Path> + Copy>(
&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 const_name = Self::asset_name(canonical_path);
let out_dir = env::var_os("OUT_DIR").unwrap();
let out_dir: PathBuf = out_dir.into();
@ -62,6 +69,18 @@ impl AssetsWriter {
const_name
}
fn add_ogg<P: AsRef<Path> + Copy>(&mut self, canonical_path: P) -> String {
let const_name = Self::asset_name(canonical_path);
writeln!(self.file, "// {}", canonical_path.as_ref().display()).unwrap();
writeln!(
self.file,
"const {const_name}: &[u8] = include_bytes!(\"{}\");",
canonical_path.as_ref().display()
)
.unwrap();
const_name
}
fn finish(mut self) {
fn write_assets_struct(
file: &mut File,
@ -85,6 +104,13 @@ impl AssetsWriter {
asset_name.to_snake_case()
)?;
}
for asset_name in root.sound_assets.keys() {
writeln!(
file,
"{indent}\tpub {}: comfy::Sound,",
asset_name.to_snake_case()
)?;
}
for group_name in root.groups.keys() {
writeln!(
file,
@ -101,6 +127,9 @@ impl AssetsWriter {
for asset_const_name in root.assets.values() {
writeln!(file, "{indent}\t\tc.load_texture_from_bytes({asset_const_name:?}, {asset_const_name});")?;
}
for asset_const_name in root.sound_assets.values() {
writeln!(file, "{indent}\t\tcomfy::load_sound_from_bytes({asset_const_name:?}, {asset_const_name}, Default::default());")?;
}
for group_name in root.groups.keys() {
writeln!(file, "{indent}\t\t{group_name}::Assets::load(c);")?;
}
@ -118,6 +147,13 @@ impl AssetsWriter {
asset_name.to_snake_case()
)?;
}
for (asset_name, asset_const_name) in &root.sound_assets {
writeln!(
file,
"{indent}\t{}: comfy::sound_id({asset_const_name:?}),",
asset_name.to_snake_case()
)?;
}
for group_name in root.groups.keys() {
writeln!(
file,
@ -170,6 +206,8 @@ fn process_dir<P: AsRef<Path> + Copy>(
groups.pop();
} else if path.extension().map(|ext| ext == "svg").unwrap_or(false) {
process_svg(&path, dir, writer, groups);
} else if path.extension().map(|ext| ext == "ogg").unwrap_or(false) {
process_ogg(&path, dir, writer, groups);
}
}
}
@ -196,7 +234,8 @@ fn process_svg<P: AsRef<Path> + Copy, Q: AsRef<Path>>(
resvg::render(&tree, transform, &mut pixmap.as_mut());
let const_name = writer.add_png(
file.as_ref()
&file
.as_ref()
.canonicalize()
.expect("Failed to canonicalize"),
pixmap
@ -218,3 +257,33 @@ fn process_svg<P: AsRef<Path> + Copy, Q: AsRef<Path>>(
const_name
);
}
fn process_ogg<P: AsRef<Path> + Copy, Q: AsRef<Path>>(
file: P,
dir: Q,
writer: &mut AssetsWriter,
groups: &[String]
) {
let const_name = writer.add_ogg(
&file
.as_ref()
.canonicalize()
.expect("Failed to canonicalize")
);
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.sound_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

@ -21,63 +21,68 @@ pub struct HouseState {
human_layer: bool //Human, magnetic, electric
}
pub fn setup(state: &mut crate::State, ctx: &mut EngineContext<'_>) {
let house = {
impl HouseState {
pub fn generate_new_house(ctx: &mut EngineContext<'_>) -> Self {
let room_count = random_i32(2, MAX_ROOMS) as usize;
let mut rooms = Vec::new();
for _ in 0..room_count {
for _ in 0 .. room_count {
rooms.push(Room::new(ctx));
}
let player = Player::new(rooms.first().unwrap());
HouseState { current_room_id: 0, room_count,
HouseState {
current_room_id: 0,
room_count,
rooms,
player,
human_layer: false
}
};
state.house = Some(house);
}
}
pub fn draw(state: &crate::State, _ctx: &comfy::EngineContext<'_>) {
if let Some(house) = &state.house {
//Draw House
house
.rooms.get(house.current_room_id).unwrap().draw(house.human_layer, house.player.can_see_metal(0.1));
let Some(house) = state.house() else {
error!("How can I render a house when I'm not in one?!?");
return;
};
//Draw Grid
//state.house.grid.draw();
//Draw House
house
.rooms
.get(house.current_room_id)
.unwrap()
.draw(house.human_layer, house.player.can_see_metal(0.1));
//Draw Player
house.player.draw();
}
//Draw Grid
//state.house.grid.draw();
//Draw Player
house.player.draw();
}
pub fn update(state: &mut crate::State, ctx: &mut comfy::EngineContext<'_>) {
if let Some(house) = &mut state.house {
let current_room = house.rooms.get(house.current_room_id).unwrap();
house.player.update(&current_room.grid);
let house = state.house_mut(ctx);
let current_room = house.rooms.get(house.current_room_id).unwrap();
house.player.update(&current_room.grid);
if house.player.is_moving_to_right_room(current_room) {
if house.current_room_id < (house.room_count - 1) {
house.current_room_id +=1;
if house.player.is_moving_to_right_room(current_room) {
if house.current_room_id < (house.room_count - 1) {
house.current_room_id += 1;
let current_room = house.rooms.get(house.current_room_id).unwrap();
house.player.reset_on_room(current_room, true);
} else {
house.player.reset_on_room(current_room, false);
}
} else if house.player.is_moving_to_left_room(current_room) {
if house.current_room_id > 0 {
house.current_room_id -=1;
let current_room = house.rooms.get(house.current_room_id).unwrap();
house.player.reset_on_room(current_room, true);
} else {
house.player.reset_on_room(current_room, false);
}
} else if house.player.is_moving_to_left_room(current_room) {
if house.current_room_id > 0 {
house.current_room_id -= 1;
let current_room = house.rooms.get(house.current_room_id).unwrap();
house.player.reset_on_room(current_room, false);
} else {
house.player.reset_on_room(current_room, true);
}
let current_room = house.rooms.get(house.current_room_id).unwrap();
house.player.reset_on_room(current_room, false);
} else {
house.player.reset_on_room(current_room, true);
}
}
}

View file

@ -70,12 +70,23 @@ impl Player {
} else {
let mut current_index = 0;
for (i, node_pos) in room.grid.nodes.iter().enumerate().rev() {
if in_node_range(&vec2((room.size.0 as f32 / 2.0 + 0.5) * SCALE, self.position.y), node_pos, 1.0) {
if in_node_range(
&vec2((room.size.0 as f32 / 2.0 + 0.5) * SCALE, self.position.y),
node_pos,
1.0
) {
current_index = i;
}
}
let connction_index = room.grid.connections.iter().enumerate().find(|(_i, (_node_1, node_2))| *node_2 == current_index).map(|(i, _)| i).unwrap();
let connction_index = room
.grid
.connections
.iter()
.enumerate()
.find(|(_i, (_node_1, node_2))| *node_2 == current_index)
.map(|(i, _)| i)
.unwrap();
self.connection = connction_index;
self.next_connections = vec![connction_index - 1];

View file

@ -27,7 +27,7 @@ struct Tile {
#[derive(Debug)]
pub struct Room {
room_type: RoomType,
_room_type: RoomType,
pub size: (u8, u8), //(width, height)
pub grid: Grid,
furnitures: Vec<Tile>
@ -54,7 +54,7 @@ impl Room {
let furnitures = Self::random_room_furniture(&room_type, size, ctx);
Room {
room_type,
_room_type: room_type,
size,
grid: Self::create_grid(size.0, size.1),
furnitures
@ -80,23 +80,29 @@ impl Room {
let mut furnitures = Vec::new();
let mut empty_spots: IndexSet<u8> = (0 .. width).collect();
let mut assets_used: HashSet<&'static str> = HashSet::new();
fn random_empty_spot(empty_spots: &mut IndexSet<u8>) -> Option<u8> {
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, unreachable_patterns)] // we'll add more stuff later
#[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);
@ -159,12 +165,21 @@ impl Room {
z: 1
});
// let's add half of the remaining positions as drawers
// 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 asset = match u8::gen_range(0, 2) {
0 => "drawer",
1 => "drawer_cupboard",
_ => unreachable!()
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");
@ -183,6 +198,60 @@ impl Room {
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
});
}
},
_ => {}
@ -241,7 +310,6 @@ impl Room {
Grid::new(nodes, connections)
}
//Human, magnetic, electric
pub fn draw(&self, human_layer: bool, magnet_layer: bool) {
let (width, height) = self.size;

View file

@ -1,10 +1,11 @@
use comfy::IVec2;
pub mod house;
pub mod overworld;
#[derive(Debug, Default)]
pub enum Activity {
House(IVec2),
#[default]
House,
#[allow(dead_code)]
Overworld
}

View file

@ -1,9 +1,10 @@
use crate::{activities::Activity, game::ZLayer, State};
use comfy::{
draw_rect_outline, draw_sprite, main_camera_mut, EngineContext, IVec2, Vec2, RED,
WHITE
draw_circle, draw_rect_outline, draw_sprite, error, info, is_key_down,
main_camera_mut, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE
};
use crate::game::ZLayer;
use std::time::Instant;
use worldgen::MovementCost;
pub mod worldgen;
@ -21,11 +22,172 @@ 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<'_>) {
let mut camera = main_camera_mut();
camera.center = Vec2::ZERO;
camera.zoom = 30.0;
state.overworld.get_or_generate_tile(IVec2::ZERO);
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
// 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;
}
pub fn update(state: &mut State, ctx: &mut EngineContext<'_>) {
let mut camera = main_camera_mut();
camera.center = state.ghost.overworld_pos;
camera.zoom = 30.0;
// move player
update_move_player(state, ctx);
//move into house if player stepp at door
{
let tile_pos = IVec2 {
x: state.ghost.overworld_pos.x.round() as _,
y: state.ghost.overworld_pos.y.round() as _
};
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(ctx); // gen new house
}
}
// 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)
);
}
}

View file

@ -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)
})

View file

@ -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()
}
}
}
@ -50,19 +92,20 @@ impl Sub<i32> for ZLayer {
pub fn setup(state: &mut State, ctx: &mut EngineContext<'_>) {
Assets::load(ctx);
house::setup(state, ctx);
//house::setup(state, ctx);
}
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

@ -15,8 +15,8 @@ use self::{
game::Ghost
};
use comfy::{
init_game_config, pollster, run_comfy_main_async, EngineContext, EngineState,
GameConfig, GameLoop
etagere::euclid::default, init_game_config, pollster, run_comfy_main_async,
DevConfig, EngineContext, EngineState, 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()?)
}
fn house_mut(&mut self, ctx: &mut EngineContext<'_>) -> &mut HouseState {
self.houses
.entry(self.get_house_pos().unwrap())
.or_insert_with(|| HouseState::generate_new_house(ctx))
}
}
impl GameLoop for State {
@ -37,17 +57,29 @@ impl GameLoop for State {
fn update(&mut self, ctx: &mut EngineContext<'_>) {
if !self.setup_called {
game::setup(self, ctx);
game::setup(self, ctx);
self.setup_called = true;
}
game::update(self, ctx);
game::draw(self, ctx);
game::update(self, ctx);
game::draw(self, ctx);
}
}
fn config(config: GameConfig) -> GameConfig {
config
let dev = DevConfig {
#[cfg(debug_assertions)]
show_fps: true,
..Default::default()
};
GameConfig {
tonemapping_enabled: true,
dev,
..Default::default()
}
}
async fn run() {

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);
}