Houses have energy that interact with ghosts #18
3 changed files with 63 additions and 32 deletions
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@ -18,7 +18,12 @@ pub struct HouseState {
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rooms: Vec<Room>,
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//grid: Grid,
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player: Player,
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human_layer: bool //Human, magnetic, electric
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human_layer: bool, //Human, magnetic, electric
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/// The energy level remaining in the house. Should decrease by itself, and much
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/// faster when inhabited by the ghost.
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pub charge: f32,
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pub max_charge: f32
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}
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impl HouseState {
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@ -36,7 +41,10 @@ impl HouseState {
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room_count,
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rooms,
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player,
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human_layer: false
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human_layer: false,
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// TODO this should be lower depending on the time elapsed
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charge: 1000.0,
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max_charge: 1000.0
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}
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}
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}
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@ -1,7 +1,8 @@
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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, HashSet, Index, RandomRange as _, Vec2, GREEN, PURPLE, RED, WHITE
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draw_rect, draw_rect_outline, draw_sprite, error, random_i32, vec2, EngineContext,
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HashSet, Index, RandomRange as _, Vec2, GREEN, PURPLE, RED, WHITE
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};
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use indexmap::IndexSet;
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@ -88,14 +89,17 @@ impl Room {
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empty_spots.swap_remove_index(random_idx)
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}
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fn random_empty_spot_size(empty_spots: &mut IndexSet<u8>, size: u8) -> Option<u8> {
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fn random_empty_spot_size(
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empty_spots: &mut IndexSet<u8>,
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size: u8
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) -> Option<u8> {
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let mut empty_spots_size = IndexSet::<u8>::new();
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for &index in empty_spots.iter() {
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let mut is_valid = true;
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for offset in 0..size{
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if !empty_spots.contains(&(index + offset)){
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for offset in 0 .. size {
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if !empty_spots.contains(&(index + offset)) {
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is_valid = false;
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break;
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}
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@ -109,7 +113,7 @@ impl Room {
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return None;
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}
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let random_idx = usize::gen_range(0, empty_spots_size.len());
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for offset in (0..size).rev() {
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for offset in (0 .. size).rev() {
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empty_spots.swap_remove_index(random_idx + offset as usize);
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}
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Some(random_idx as u8)
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@ -293,10 +297,9 @@ impl Room {
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pos: vec2(pos as f32, 0.0),
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size: vec2(3.0, 1.0),
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f: Furniture::new("bedroom", "couch", ctx),
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z:0
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z: 0
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});
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}
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}
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if let Some(pos) = random_empty_spot(&mut empty_spots) {
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@ -304,7 +307,7 @@ impl Room {
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pos: vec2(pos as f32, 0.0),
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size: vec2(1.0, 2.0),
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f: Furniture::new("bedroom", "bookshelf", ctx),
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z:0
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z: 0
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});
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}
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@ -313,10 +316,9 @@ impl Room {
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pos: vec2(pos as f32, 0.0),
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size: vec2(0.5, 0.9),
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f: Furniture::new("bedroom", "mini_ac", ctx),
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z:0
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z: 0
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});
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}
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},
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_ => {}
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61
src/ui.rs
61
src/ui.rs
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@ -1,41 +1,61 @@
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use crate::{game::ZLayer, State};
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use comfy::{
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draw_rect, draw_rect_outline, egui, screen_height, screen_to_world, screen_width,
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EngineContext, Vec2, BLACK, BLUE, RED, WHITE
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vec2, Color, EngineContext, Vec2, BLACK, BLUE, PURPLE, RED, WHITE
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};
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use egui::widget_text::RichText;
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pub fn draw_batterie(state: &State, _engine: &EngineContext<'_>) {
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// seperate fill state into smaller section for better readability
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let section_count = 5;
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let mut start_positon = screen_to_world(Vec2::new(screen_width(), screen_height()));
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// seperate fill state into smaller section for better readability
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const BATTERY_SECTION_COUNT: u8 = 5;
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const BATTERY_SECTION_WIDTH: f32 = 1.0;
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const BATTERY_SECTION_HEIGHT: f32 = 0.5;
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fn draw_battery(mut start_position: Vec2, charge: f32, max_charge: f32, color: Color) {
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// section size in world codinates
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let section_size = Vec2::new(0.5, 0.25);
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start_positon.x -= 0.5 * section_size.x + 0.5 * section_size.y;
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start_positon.y += 0.5 * section_size.y + 0.5 * section_size.y;
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let section_size = vec2(BATTERY_SECTION_WIDTH, BATTERY_SECTION_HEIGHT);
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start_position.x -= 0.5 * section_size.x + 0.5 * section_size.y;
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start_position.y += 0.5 * section_size.y + 0.5 * section_size.y;
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// draw fill level
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{
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let ghost = &state.ghost;
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let percent = ghost.charge / ghost.max_charge;
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let percent = charge / max_charge;
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let mut size = section_size;
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size.y = section_size.y * section_count as f32;
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let mut position = start_positon;
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size.y = section_size.y * BATTERY_SECTION_COUNT as f32;
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let mut position = start_position;
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position.y += 0.5 * -section_size.y + 0.5 * size.y;
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draw_rect(position, size, BLACK, ZLayer::UI.into());
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size.y *= percent;
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let mut position = start_positon;
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let mut position = start_position;
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position.y += 0.5 * -section_size.y + 0.5 * size.y;
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draw_rect(position, size, BLUE, ZLayer::UI + 1);
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}
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// draw sections
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for i in 0 .. section_count {
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let mut position = start_positon;
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for i in 0 .. BATTERY_SECTION_COUNT {
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let mut position = start_position;
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position.y += i as f32 * section_size.y;
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draw_rect_outline(position, section_size, 0.1, RED, ZLayer::UI + 2);
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draw_rect_outline(position, section_size, 0.1, color, ZLayer::UI + 2);
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}
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}
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pub fn draw_highscore(state: &State, _engine: &EngineContext<'_>) {
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pub fn draw_ghost_battery(state: &State) {
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let start_position = screen_to_world(Vec2::new(screen_width(), screen_height()));
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draw_battery(
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start_position,
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state.ghost.charge,
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state.ghost.max_charge,
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RED
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);
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}
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pub fn draw_house_battery(state: &State) {
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let Some(house) = state.house() else {
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return;
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};
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let mut start_position = screen_to_world(Vec2::new(screen_width(), screen_height()));
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start_position.x -= 2.0 * BATTERY_SECTION_WIDTH;
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draw_battery(start_position, house.charge, house.max_charge, PURPLE)
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}
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pub fn draw_highscore(state: &State) {
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egui::Area::new("score")
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.anchor(egui::Align2::RIGHT_TOP, egui::vec2(0.0, 0.0))
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.show(egui(), |ui| {
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@ -49,7 +69,8 @@ pub fn draw_highscore(state: &State, _engine: &EngineContext<'_>) {
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});
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}
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pub fn draw(state: &State, engine: &EngineContext<'_>) {
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draw_batterie(state, engine);
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draw_highscore(state, engine);
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pub fn draw(state: &State, _ctx: &EngineContext<'_>) {
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draw_ghost_battery(state);
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draw_house_battery(state);
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draw_highscore(state);
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}
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