Houses have energy that interact with ghosts #18

Merged
msrd0 merged 2 commits from house-energy into main 2024-07-07 15:18:32 +00:00
3 changed files with 56 additions and 10 deletions
Showing only changes of commit c4309c7a69 - Show all commits

View file

@ -3,7 +3,7 @@ mod grid;
mod player; mod player;
mod room; mod room;
use comfy::{main_camera_mut, random_i32, vec2, EngineContext}; use comfy::{main_camera_mut, random_i32, vec2, EngineContext, RandomRange as _};
use grid::Grid; use grid::Grid;
use log::error; use log::error;
use player::Player; use player::Player;
@ -36,6 +36,7 @@ impl HouseState {
} }
let player = Player::new(rooms.first().unwrap()); let player = Player::new(rooms.first().unwrap());
let max_charge = f32::gen_range(2_000.0, 5_000.0);
HouseState { HouseState {
current_room_id: 0, current_room_id: 0,
room_count, room_count,
@ -43,8 +44,8 @@ impl HouseState {
player, player,
human_layer: false, human_layer: false,
// TODO this should be lower depending on the time elapsed // TODO this should be lower depending on the time elapsed
charge: 1000.0, charge: max_charge,
max_charge: 1000.0 max_charge
} }
} }
} }

View file

@ -1,4 +1,8 @@
use crate::{activities::Activity, game::ZLayer, State}; use crate::{
activities::Activity,
game::{ZLayer, GHOST_DISCHARGE_RATE, GHOST_DISCHARGE_RATE_MOVEMENT},
State
};
use comfy::{ use comfy::{
delta, draw_circle, draw_rect_outline, draw_sprite, error, info, is_key_down, delta, draw_circle, draw_rect_outline, draw_sprite, error, info, is_key_down,
main_camera_mut, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE main_camera_mut, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE
@ -177,9 +181,9 @@ pub fn update(state: &mut State, ctx: &mut EngineContext<'_>) {
// energie lost // energie lost
{ {
let ghost = &mut state.ghost; let ghost = &mut state.ghost;
ghost.charge -= 70.0 * ctx.delta; ghost.charge -= GHOST_DISCHARGE_RATE * ctx.delta;
if ghost.overworld_movement_pending != Vec2::ZERO { if ghost.overworld_movement_pending != Vec2::ZERO {
ghost.charge -= 70.0 * ctx.delta; ghost.charge -= GHOST_DISCHARGE_RATE_MOVEMENT * ctx.delta;
} }
} }

View file

@ -107,12 +107,53 @@ pub fn setup(_state: &mut State, ctx: &mut EngineContext<'_>) {
//house::setup(state, ctx); //house::setup(state, ctx);
} }
pub fn update(state: &mut State, engine: &mut EngineContext<'_>) { /// The amount of energy a ghost consumes idle.
state.score += engine.delta * 10.0; pub const GHOST_DISCHARGE_RATE: f32 = 70.0;
/// The amount of energy additionally consumed by a moving ghost.
pub const GHOST_DISCHARGE_RATE_MOVEMENT: f32 = 70.0;
/// The amount of energy a house consumes idle.
pub const HOUSE_DISCHARGE_RATE: f32 = 30.0;
/// The amount of energy a ghost can charge when inside a house.
pub const GHOST_CHARGE_RATE: f32 = 200.0;
pub fn update(state: &mut State, ctx: &mut EngineContext<'_>) {
// Update the score. It's based on time.
state.score += ctx.delta * 10.0;
// Update the currently active activity.
match state.activity { match state.activity {
Activity::House(_) => house::update(state, engine), Activity::House(_) => house::update(state, ctx),
Activity::Overworld => overworld::update(state, engine) Activity::Overworld => overworld::update(state, ctx)
} }
// We update the charge of houses here - the charge will always decrease, even if the
// house is not the current activity.
for (house_pos, house) in &mut state.houses {
house.charge -= ctx.delta * HOUSE_DISCHARGE_RATE;
match state.activity {
Activity::House(pos) if *house_pos == pos => {
// The ghost is currently inside the house. Increase its discarge rate.
house.charge -= ctx.delta * GHOST_DISCHARGE_RATE;
if house.charge < 0.0 {
state.ghost.charge += house.charge;
house.charge = 0.0;
}
// And possibly also charge the ghost when inside a house.
if state.ghost.charge < state.ghost.max_charge {
let charge_transfer = (ctx.delta * GHOST_CHARGE_RATE)
.min(state.ghost.max_charge - state.ghost.charge)
.min(house.charge);
state.ghost.charge += charge_transfer;
house.charge -= charge_transfer;
}
},
_ => {}
}
}
// Make sure the ghost's charge never drops below 0.
state.ghost.charge = state.ghost.charge.max(0.0); state.ghost.charge = state.ghost.charge.max(0.0);
} }