Houses have energy that interact with ghosts #18
3 changed files with 56 additions and 10 deletions
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@ -3,7 +3,7 @@ mod grid;
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mod player;
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mod player;
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mod room;
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mod room;
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use comfy::{main_camera_mut, random_i32, vec2, EngineContext};
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use comfy::{main_camera_mut, random_i32, vec2, EngineContext, RandomRange as _};
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use grid::Grid;
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use grid::Grid;
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use log::error;
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use log::error;
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use player::Player;
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use player::Player;
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@ -36,6 +36,7 @@ impl HouseState {
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}
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}
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let player = Player::new(rooms.first().unwrap());
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let player = Player::new(rooms.first().unwrap());
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let max_charge = f32::gen_range(2_000.0, 5_000.0);
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HouseState {
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HouseState {
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current_room_id: 0,
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current_room_id: 0,
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room_count,
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room_count,
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@ -43,8 +44,8 @@ impl HouseState {
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player,
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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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// TODO this should be lower depending on the time elapsed
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charge: 1000.0,
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charge: max_charge,
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max_charge: 1000.0
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max_charge
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}
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}
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}
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}
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}
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}
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@ -1,4 +1,8 @@
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use crate::{activities::Activity, game::ZLayer, State};
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use crate::{
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activities::Activity,
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game::{ZLayer, GHOST_DISCHARGE_RATE, GHOST_DISCHARGE_RATE_MOVEMENT},
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State
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};
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use comfy::{
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use comfy::{
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delta, draw_circle, draw_rect_outline, draw_sprite, error, info, is_key_down,
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delta, draw_circle, draw_rect_outline, draw_sprite, error, info, is_key_down,
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main_camera_mut, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE
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main_camera_mut, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE
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@ -177,9 +181,9 @@ pub fn update(state: &mut State, ctx: &mut EngineContext<'_>) {
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// energie lost
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// energie lost
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{
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{
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let ghost = &mut state.ghost;
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let ghost = &mut state.ghost;
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ghost.charge -= 70.0 * ctx.delta;
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ghost.charge -= GHOST_DISCHARGE_RATE * ctx.delta;
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if ghost.overworld_movement_pending != Vec2::ZERO {
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if ghost.overworld_movement_pending != Vec2::ZERO {
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ghost.charge -= 70.0 * ctx.delta;
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ghost.charge -= GHOST_DISCHARGE_RATE_MOVEMENT * ctx.delta;
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}
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}
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}
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}
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49
src/game.rs
49
src/game.rs
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@ -107,12 +107,53 @@ pub fn setup(_state: &mut State, ctx: &mut EngineContext<'_>) {
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//house::setup(state, ctx);
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//house::setup(state, ctx);
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}
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}
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pub fn update(state: &mut State, engine: &mut EngineContext<'_>) {
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/// The amount of energy a ghost consumes idle.
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state.score += engine.delta * 10.0;
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pub const GHOST_DISCHARGE_RATE: f32 = 70.0;
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/// The amount of energy additionally consumed by a moving ghost.
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pub const GHOST_DISCHARGE_RATE_MOVEMENT: f32 = 70.0;
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/// The amount of energy a house consumes idle.
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pub const HOUSE_DISCHARGE_RATE: f32 = 30.0;
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/// The amount of energy a ghost can charge when inside a house.
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pub const GHOST_CHARGE_RATE: f32 = 200.0;
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pub fn update(state: &mut State, ctx: &mut EngineContext<'_>) {
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// Update the score. It's based on time.
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state.score += ctx.delta * 10.0;
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// Update the currently active activity.
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match state.activity {
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match state.activity {
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Activity::House(_) => house::update(state, engine),
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Activity::House(_) => house::update(state, ctx),
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Activity::Overworld => overworld::update(state, engine)
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Activity::Overworld => overworld::update(state, ctx)
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}
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}
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// We update the charge of houses here - the charge will always decrease, even if the
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// house is not the current activity.
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for (house_pos, house) in &mut state.houses {
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house.charge -= ctx.delta * HOUSE_DISCHARGE_RATE;
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match state.activity {
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Activity::House(pos) if *house_pos == pos => {
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// The ghost is currently inside the house. Increase its discarge rate.
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house.charge -= ctx.delta * GHOST_DISCHARGE_RATE;
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if house.charge < 0.0 {
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state.ghost.charge += house.charge;
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house.charge = 0.0;
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}
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// And possibly also charge the ghost when inside a house.
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if state.ghost.charge < state.ghost.max_charge {
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let charge_transfer = (ctx.delta * GHOST_CHARGE_RATE)
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.min(state.ghost.max_charge - state.ghost.charge)
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.min(house.charge);
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state.ghost.charge += charge_transfer;
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house.charge -= charge_transfer;
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}
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},
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_ => {}
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}
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}
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// Make sure the ghost's charge never drops below 0.
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state.ghost.charge = state.ghost.charge.max(0.0);
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state.ghost.charge = state.ghost.charge.max(0.0);
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}
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}
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