add gameover #20
4 changed files with 81 additions and 20 deletions
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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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11
src/game.rs
11
src/game.rs
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@ -75,7 +75,8 @@ pub enum ZLayer {
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MapMax = -1,
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Human = 0,
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Ghost = 1,
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UI = 100
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UI = 100,
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GameOver = 1000
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}
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impl From<ZLayer> for i32 {
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@ -108,11 +109,16 @@ pub fn setup(_state: &mut State, ctx: &mut EngineContext<'_>) {
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}
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pub fn update(state: &mut State, engine: &mut EngineContext<'_>) {
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if state.ghost.charge > 0.0 {
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state.score += engine.delta * 10.0;
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match state.activity {
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Activity::House(_) => house::update(state, engine),
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Activity::Overworld => overworld::update(state, engine)
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}
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}
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{
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crate::game_over::update(state, engine);
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}
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state.ghost.charge = state.ghost.charge.max(0.0);
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}
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@ -122,4 +128,7 @@ pub fn draw(state: &State, engine: &EngineContext<'_>) {
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Activity::Overworld => overworld::draw(state, engine)
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}
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crate::ui::draw(state, engine);
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if state.ghost.charge <= 0.0 {
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crate::game_over::draw(state, engine);
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}
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}
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52
src/game_over.rs
Normal file
52
src/game_over.rs
Normal file
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@ -0,0 +1,52 @@
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use std::mem::take;
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use crate::{game::ZLayer, State};
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use comfy::{
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draw_rect, egui,
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egui::{Align, Layout},
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is_key_pressed, main_camera, Color, EngineContext, WHITE
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};
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use egui::{Align2, RichText};
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use log::info;
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pub fn update(state: &mut State, _engine: &mut EngineContext<'_>) {
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if is_key_pressed(comfy::KeyCode::Return) {
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info!("Restart game");
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take(state); //reset to default
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}
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}
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pub fn draw(state: &State, _engine: &EngineContext<'_>) {
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let cam = main_camera();
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draw_rect(
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cam.center,
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cam.world_viewport() * 1.2,
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Color::new(0.0, 0.0, 0.0, 0.5),
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ZLayer::GameOver.into()
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);
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egui::Area::new("game_over")
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.anchor(Align2::CENTER_CENTER, egui::vec2(0.0, 0.0))
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.show(egui(), |ui| {
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ui.with_layout(Layout::top_down_justified(Align::Center), |ui| {
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ui.heading(
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RichText::new(
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"The poor spirit lost all their energy and starve to death"
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)
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.color(WHITE)
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.strong()
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.size(50.0)
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);
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ui.label(
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RichText::new(format!("\nYour Score:\n{:.0}", state.score))
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.color(WHITE)
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.size(30.0)
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);
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ui.label(
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RichText::new("\n\n\npress enter for restart")
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.color(WHITE)
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.size(30.0)
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);
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})
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});
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}
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@ -5,9 +5,9 @@
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mod assets {
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include!(env!("ASSETS_RS"));
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}
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mod activities;
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mod game;
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mod game_over;
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mod ui;
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use std::env::var;
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@ -68,14 +68,12 @@ impl State {
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impl GameLoop for State {
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fn new(_c: &mut EngineState) -> Self {
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Self {
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dev: dev_from_env(),
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..Default::default()
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}
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Default::default()
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}
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fn update(&mut self, ctx: &mut EngineContext<'_>) {
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if !self.setup_called {
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self.dev = dev_from_env();
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game::setup(self, ctx);
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game::setup(self, ctx);
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self.setup_called = true;
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