Play background sound #19
5 changed files with 54 additions and 15 deletions
|
@ -3,7 +3,11 @@ mod grid;
|
|||
mod player;
|
||||
mod room;
|
||||
|
||||
use comfy::{main_camera_mut, random_i32, vec2, EngineContext, RandomRange as _};
|
||||
use crate::assets::ASSETS;
|
||||
use comfy::{
|
||||
main_camera_mut, play_sound_id, random_i32, stop_sound_id, vec2, EngineContext,
|
||||
RandomRange as _
|
||||
};
|
||||
use grid::Grid;
|
||||
use log::error;
|
||||
use player::Player;
|
||||
|
@ -23,7 +27,9 @@ pub struct HouseState {
|
|||
/// The energy level remaining in the house. Should decrease by itself, and much
|
||||
/// faster when inhabited by the ghost.
|
||||
pub charge: f32,
|
||||
pub max_charge: f32
|
||||
pub max_charge: f32,
|
||||
|
||||
pub sound_playing: bool
|
||||
}
|
||||
|
||||
impl HouseState {
|
||||
|
@ -43,14 +49,17 @@ impl HouseState {
|
|||
rooms,
|
||||
player,
|
||||
human_layer: false,
|
||||
|
||||
// TODO this should be lower depending on the time elapsed
|
||||
charge: max_charge,
|
||||
max_charge
|
||||
max_charge,
|
||||
|
||||
sound_playing: false
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn draw(state: &crate::State, _ctx: &comfy::EngineContext<'_>) {
|
||||
pub fn draw(state: &crate::State, _ctx: &EngineContext<'_>) {
|
||||
let Some(house) = state.house() else {
|
||||
error!("How can I render a house when I'm not in one?!?");
|
||||
return;
|
||||
|
@ -70,14 +79,27 @@ pub fn draw(state: &crate::State, _ctx: &comfy::EngineContext<'_>) {
|
|||
house.player.draw();
|
||||
}
|
||||
|
||||
pub fn update(state: &mut crate::State, ctx: &mut comfy::EngineContext<'_>) {
|
||||
pub fn update(state: &mut crate::State, ctx: &mut EngineContext<'_>) {
|
||||
if state.overworld.sound_playing {
|
||||
stop_sound_id(ASSETS.music.galactic_rap_speedup);
|
||||
state.overworld.sound_playing = false;
|
||||
}
|
||||
|
||||
let mut camera = main_camera_mut();
|
||||
camera.center = vec2(0.0, 0.0);
|
||||
|
||||
let house = state.house_mut(ctx);
|
||||
let Some(house) = state.house_mut(ctx) else {
|
||||
error!("WTF I cannot update a house without a house");
|
||||
return;
|
||||
};
|
||||
let current_room = house.rooms.get(house.current_room_id).unwrap();
|
||||
house.player.update(¤t_room.grid);
|
||||
|
||||
if !house.sound_playing {
|
||||
play_sound_id(ASSETS.music.mesmerizing_galaxy_loop);
|
||||
house.sound_playing = true;
|
||||
}
|
||||
|
||||
if house.player.is_moving_to_right_room(current_room) {
|
||||
if house.current_room_id < (house.room_count - 1) {
|
||||
house.current_room_id += 1;
|
||||
|
|
|
@ -1,11 +1,13 @@
|
|||
use crate::{
|
||||
activities::Activity,
|
||||
assets::ASSETS,
|
||||
game::{ZLayer, GHOST_DISCHARGE_RATE, GHOST_DISCHARGE_RATE_MOVEMENT},
|
||||
State
|
||||
};
|
||||
use comfy::{
|
||||
draw_rect_outline, draw_sprite, error, info, is_key_down, main_camera_mut,
|
||||
texture_id, vec2, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE
|
||||
play_sound_id, stop_sound_id, texture_id, vec2, EngineContext, IVec2, KeyCode, Vec2,
|
||||
RED, WHITE
|
||||
};
|
||||
use std::time::Instant;
|
||||
use worldgen::MovementCost;
|
||||
|
@ -50,9 +52,20 @@ pub fn draw(state: &State, _ctx: &EngineContext<'_>) {
|
|||
);
|
||||
}
|
||||
|
||||
fn update_move_player(state: &mut State, _ctx: &mut EngineContext<'_>) {
|
||||
fn update_move_player(state: &mut State, ctx: &mut EngineContext<'_>) {
|
||||
let now = Instant::now();
|
||||
|
||||
if !state.overworld.sound_playing {
|
||||
if let Some(house) = state.house_mut(ctx) {
|
||||
if house.sound_playing {
|
||||
stop_sound_id(ASSETS.music.mesmerizing_galaxy_loop);
|
||||
house.sound_playing = false;
|
||||
}
|
||||
}
|
||||
play_sound_id(ASSETS.music.galactic_rap_speedup);
|
||||
state.overworld.sound_playing = true;
|
||||
}
|
||||
|
||||
// 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 {
|
||||
|
|
|
@ -422,7 +422,9 @@ impl Chunk {
|
|||
|
||||
#[derive(Debug, Default)]
|
||||
pub struct Overworld {
|
||||
chunks: HashMap<IVec2, Chunk>
|
||||
chunks: HashMap<IVec2, Chunk>,
|
||||
|
||||
pub sound_playing: bool
|
||||
}
|
||||
|
||||
fn world_to_chunk_and_local_coords(world_coords: IVec2) -> (IVec2, UVec2) {
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
use crate::{
|
||||
activities::{house, overworld, Activity},
|
||||
assets::Assets,
|
||||
assets::{Assets, ASSETS},
|
||||
State
|
||||
};
|
||||
use comfy::{EngineContext, Vec2};
|
||||
use comfy::{play_sound, play_sound_id, EngineContext, Vec2};
|
||||
use std::{
|
||||
ops::{Add, Sub},
|
||||
time::Instant
|
||||
|
|
10
src/main.rs
10
src/main.rs
|
@ -59,10 +59,12 @@ impl State {
|
|||
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))
|
||||
fn house_mut(&mut self, ctx: &mut EngineContext<'_>) -> Option<&mut HouseState> {
|
||||
Some(
|
||||
self.houses
|
||||
.entry(self.get_house_pos()?)
|
||||
.or_insert_with(|| HouseState::generate_new_house(ctx))
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue