add gameover #20
2 changed files with 36 additions and 38 deletions
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@ -1,11 +1,10 @@
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use super::{furniture::Furniture, grid::Grid};
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use crate::game::{self, ZLayer};
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use comfy::{
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draw_rect, draw_rect_outline, draw_sprite, error, random_i32, vec2, EngineContext,
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HashSet, RandomRange as _, Vec2, GREEN, PURPLE, RED, WHITE,
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draw_rect, draw_rect_outline, draw_sprite, error, random_i32, texture_id, vec2,
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EngineContext, HashSet, RandomRange as _, Vec2, GREEN, PURPLE, RED, WHITE
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};
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use indexmap::IndexSet;
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use comfy::texture_id;
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pub const SCALE: f32 = 4.0;
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69
src/game.rs
69
src/game.rs
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@ -76,7 +76,7 @@ pub enum ZLayer {
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Human = 0,
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Ghost = 1,
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UI = 100,
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GameOver = 1000,
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GameOver = 1000
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}
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impl From<ZLayer> for i32 {
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@ -135,44 +135,43 @@ pub const HOUSE_DISCHARGE_RATE: f32 = 30.0;
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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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if state.ghost.charge > 0.0 {
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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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Activity::House(_) => house::update(state, ctx),
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Activity::Overworld => overworld::update(state, ctx)
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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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// 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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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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Activity::House(_) => house::update(state, ctx),
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Activity::Overworld => overworld::update(state, ctx)
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}
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}}
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else {
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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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} else {
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crate::game_over::update(state, ctx);
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}
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