attack-human #21
3 changed files with 128 additions and 17 deletions
|
@ -3,40 +3,60 @@ mod grid;
|
||||||
mod player;
|
mod player;
|
||||||
mod room;
|
mod room;
|
||||||
|
|
||||||
use comfy::{random_i32, EngineContext};
|
use comfy::{delta, random_i32, vec2, EngineContext, RandomRange};
|
||||||
use grid::Grid;
|
use grid::Grid;
|
||||||
|
use indexmap::IndexSet;
|
||||||
use log::error;
|
use log::error;
|
||||||
use player::Player;
|
use player::Player;
|
||||||
use room::Room;
|
use room::Room;
|
||||||
|
|
||||||
|
use super::Activity;
|
||||||
|
|
||||||
const MAX_ROOMS: i32 = 6;
|
const MAX_ROOMS: i32 = 6;
|
||||||
|
|
||||||
#[derive(Debug)]
|
#[derive(Debug)]
|
||||||
pub struct HouseState {
|
pub struct HouseState {
|
||||||
current_room_id: usize,
|
current_room_id: usize,
|
||||||
room_count: usize,
|
room_count: usize,
|
||||||
|
human_count: usize,
|
||||||
rooms: Vec<Room>,
|
rooms: Vec<Room>,
|
||||||
|
human_rooms: Vec<usize>,
|
||||||
//grid: Grid,
|
//grid: Grid,
|
||||||
player: Player,
|
player: Player,
|
||||||
human_layer: bool //Human, magnetic, electric
|
human_layer: bool, //Human, magnetic, electric
|
||||||
|
exit_time: f32,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl HouseState {
|
impl HouseState {
|
||||||
pub fn generate_new_house(ctx: &mut EngineContext<'_>) -> Self {
|
pub fn generate_new_house(ctx: &mut EngineContext<'_>) -> Self {
|
||||||
let room_count = random_i32(2, MAX_ROOMS) as usize;
|
let room_count = random_i32(2, MAX_ROOMS) as usize;
|
||||||
|
let human_count = random_i32(1, room_count as i32) as usize;
|
||||||
|
|
||||||
|
let mut possible_rooms : IndexSet::<usize> = (0..room_count).collect();
|
||||||
|
let mut human_rooms = Vec::new();
|
||||||
|
for _ in 0..human_count {
|
||||||
|
if !possible_rooms.is_empty() {
|
||||||
|
let random_idx = usize::gen_range(0, possible_rooms.len());
|
||||||
|
|
||||||
|
human_rooms.push(possible_rooms.swap_remove_index(random_idx).unwrap());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
let mut rooms = Vec::new();
|
let mut rooms = Vec::new();
|
||||||
for _ in 0 .. room_count {
|
for i in 0 .. room_count {
|
||||||
rooms.push(Room::new(ctx));
|
rooms.push(Room::new(ctx, human_rooms.contains(&i)));
|
||||||
}
|
}
|
||||||
|
|
||||||
let player = Player::new(rooms.first().unwrap());
|
let player = Player::new(rooms.first().unwrap());
|
||||||
HouseState {
|
HouseState {
|
||||||
current_room_id: 0,
|
current_room_id: 0,
|
||||||
room_count,
|
room_count,
|
||||||
|
human_count,
|
||||||
rooms,
|
rooms,
|
||||||
|
human_rooms,
|
||||||
player,
|
player,
|
||||||
human_layer: false
|
human_layer: false,
|
||||||
|
exit_time: 0.0,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -64,7 +84,7 @@ pub fn draw(state: &crate::State, _ctx: &comfy::EngineContext<'_>) {
|
||||||
pub fn update(state: &mut crate::State, ctx: &mut comfy::EngineContext<'_>) {
|
pub fn update(state: &mut crate::State, ctx: &mut comfy::EngineContext<'_>) {
|
||||||
let house = state.house_mut(ctx);
|
let house = state.house_mut(ctx);
|
||||||
let current_room = house.rooms.get(house.current_room_id).unwrap();
|
let current_room = house.rooms.get(house.current_room_id).unwrap();
|
||||||
house.player.update(¤t_room.grid);
|
house.player.update(¤t_room);
|
||||||
|
|
||||||
if house.player.is_moving_to_right_room(current_room) {
|
if house.player.is_moving_to_right_room(current_room) {
|
||||||
if house.current_room_id < (house.room_count - 1) {
|
if house.current_room_id < (house.room_count - 1) {
|
||||||
|
@ -85,4 +105,19 @@ pub fn update(state: &mut crate::State, ctx: &mut comfy::EngineContext<'_>) {
|
||||||
house.player.reset_on_room(current_room, true);
|
house.player.reset_on_room(current_room, true);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if house.player.successfull_attack {
|
||||||
|
house.human_layer = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if house.human_layer {
|
||||||
|
house.exit_time += delta();
|
||||||
|
}
|
||||||
|
|
||||||
|
if house.exit_time >= 2.0 {
|
||||||
|
state.ghost.overworld_pos -= vec2(0.0, 1.0);
|
||||||
|
state.activity = Activity::Overworld;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -2,7 +2,8 @@ use super::{
|
||||||
room::{Room, SCALE},
|
room::{Room, SCALE},
|
||||||
Grid
|
Grid
|
||||||
};
|
};
|
||||||
use comfy::{delta, draw_circle, is_key_down, vec2, KeyCode, Vec2, RED};
|
use comfy::{delta, draw_circle, is_key_down, is_key_pressed, main_camera_mut, vec2, KeyCode, Vec2, RED};
|
||||||
|
use log::error;
|
||||||
use std::collections::HashSet;
|
use std::collections::HashSet;
|
||||||
|
|
||||||
#[derive(Debug)]
|
#[derive(Debug)]
|
||||||
|
@ -13,7 +14,8 @@ pub struct Player {
|
||||||
current_acceleration: f32,
|
current_acceleration: f32,
|
||||||
movement_time: f32,
|
movement_time: f32,
|
||||||
connection: usize,
|
connection: usize,
|
||||||
next_connections: Vec<usize>
|
next_connections: Vec<usize>,
|
||||||
|
pub successfull_attack: bool
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Player {
|
impl Player {
|
||||||
|
@ -28,7 +30,8 @@ impl Player {
|
||||||
current_acceleration: 0.0,
|
current_acceleration: 0.0,
|
||||||
movement_time: 0.0,
|
movement_time: 0.0,
|
||||||
connection: 0,
|
connection: 0,
|
||||||
next_connections: vec![1]
|
next_connections: vec![1],
|
||||||
|
successfull_attack: false
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -36,7 +39,8 @@ impl Player {
|
||||||
draw_circle(self.position, 0.5, RED, 0);
|
draw_circle(self.position, 0.5, RED, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn update(&mut self, grid: &Grid) {
|
pub fn update(&mut self, room: &Room) {
|
||||||
|
let grid = &room.grid;
|
||||||
let allowed_movement = get_allowed_movement(self, grid);
|
let allowed_movement = get_allowed_movement(self, grid);
|
||||||
|
|
||||||
move_player(self, allowed_movement);
|
move_player(self, allowed_movement);
|
||||||
|
@ -44,6 +48,8 @@ impl Player {
|
||||||
if !on_current_connection(self, grid) && !update_connections(self, grid) {
|
if !on_current_connection(self, grid) && !update_connections(self, grid) {
|
||||||
snap_to_closest_node(self, grid);
|
snap_to_closest_node(self, grid);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
attack_human_routine(self, room);
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn is_moving_to_right_room(&self, room: &Room) -> bool {
|
pub fn is_moving_to_right_room(&self, room: &Room) -> bool {
|
||||||
|
@ -353,3 +359,38 @@ fn snap_to_closest_node(player: &mut Player, grid: &Grid) {
|
||||||
|
|
||||||
player.position = *closest_node;
|
player.position = *closest_node;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
fn attack_human_routine(player: &mut Player, room: &Room) {
|
||||||
|
let range = 0.5;
|
||||||
|
|
||||||
|
if is_key_pressed(KeyCode::Space) {
|
||||||
|
//In some node range?
|
||||||
|
let mut in_range = false;
|
||||||
|
for node in &room.grid.nodes {
|
||||||
|
if in_node_range(&player.position, node, range) {
|
||||||
|
in_range = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if in_range {
|
||||||
|
let (human_pos, human_nodes) = room.get_human_information();
|
||||||
|
|
||||||
|
let mut human_attacked = false;
|
||||||
|
|
||||||
|
if human_pos.is_some() {
|
||||||
|
for node_index in human_nodes {
|
||||||
|
if in_node_range(&player.position, room.grid.nodes.get(*node_index).unwrap(), range) {
|
||||||
|
human_attacked = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if human_attacked {
|
||||||
|
player.successfull_attack = true;
|
||||||
|
} else {
|
||||||
|
main_camera_mut().shake(1.0, 1.0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -1,8 +1,7 @@
|
||||||
use super::{furniture::Furniture, grid::Grid};
|
use super::{furniture::Furniture, grid::Grid};
|
||||||
use crate::game;
|
use crate::game::{self, ZLayer};
|
||||||
use comfy::{
|
use comfy::{
|
||||||
draw_rect, draw_rect_outline, draw_sprite, error, random_i32, vec2, EngineContext,
|
draw_circle, draw_rect, draw_rect_outline, draw_sprite, error, random_i32, vec2, EngineContext, HashSet, RandomRange as _, Vec2, GOLD, GREEN, PURPLE, RED, WHITE
|
||||||
HashSet, RandomRange as _, Vec2, GREEN, PURPLE, RED, WHITE
|
|
||||||
};
|
};
|
||||||
use indexmap::IndexSet;
|
use indexmap::IndexSet;
|
||||||
|
|
||||||
|
@ -30,7 +29,9 @@ pub struct Room {
|
||||||
_room_type: RoomType,
|
_room_type: RoomType,
|
||||||
pub size: (u8, u8), //(width, height)
|
pub size: (u8, u8), //(width, height)
|
||||||
pub grid: Grid,
|
pub grid: Grid,
|
||||||
furnitures: Vec<Tile>
|
furnitures: Vec<Tile>,
|
||||||
|
human_pos: Option<Vec2>,
|
||||||
|
human_nodes: Vec<usize>
|
||||||
}
|
}
|
||||||
|
|
||||||
impl RoomType {
|
impl RoomType {
|
||||||
|
@ -47,20 +48,41 @@ impl RoomType {
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Room {
|
impl Room {
|
||||||
pub fn new(ctx: &mut EngineContext<'_>) -> Self {
|
pub fn new(ctx: &mut EngineContext<'_>, with_human: bool) -> Self {
|
||||||
let room_type = RoomType::random();
|
let room_type = RoomType::random();
|
||||||
let size = Self::random_size(&room_type);
|
let size = Self::random_size(&room_type);
|
||||||
|
|
||||||
let furnitures = Self::random_room_furniture(&room_type, size, ctx);
|
let furnitures = Self::random_room_furniture(&room_type, size, ctx);
|
||||||
|
|
||||||
|
let grid = Self::create_grid(size.0, size.1);
|
||||||
|
|
||||||
|
let (human_pos, human_nodes) = if with_human {
|
||||||
|
let mut human_pos = vec2(random_i32(1, size.0 as i32) as f32 + 0.5, 1.0f32);
|
||||||
|
human_pos -= vec2(size.0 as f32 / 2.0, size.1 as f32 / 2.0);
|
||||||
|
human_pos *= SCALE;
|
||||||
|
|
||||||
|
let node_index_left = grid.nodes.iter().enumerate().filter(|(_i, &node)| node.y <= size.1 as f32 / 6.0).filter(|(_i, &node)| node.x <= (human_pos.x - 0.5*SCALE)).max_by_key(|(_i, &node)| node.x as i32).map(|(i, _)| i).unwrap();
|
||||||
|
let node_index_right = grid.nodes.iter().enumerate().filter(|(_i, &node)| node.y <= size.1 as f32 / 6.0).filter(|(_i, &node)| node.x >= (human_pos.x + 0.5*SCALE)).min_by_key(|(_i, &node)| node.x as i32).map(|(i, _)| i).unwrap();
|
||||||
|
|
||||||
|
(Some(human_pos), (node_index_left..=node_index_right).collect())
|
||||||
|
} else {
|
||||||
|
(None, Vec::new())
|
||||||
|
};
|
||||||
|
|
||||||
Room {
|
Room {
|
||||||
_room_type: room_type,
|
_room_type: room_type,
|
||||||
size,
|
size,
|
||||||
grid: Self::create_grid(size.0, size.1),
|
grid,
|
||||||
furnitures
|
furnitures,
|
||||||
|
human_pos,
|
||||||
|
human_nodes
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub fn get_human_information(&self) -> (Option<Vec2>, &Vec<usize>) {
|
||||||
|
(self.human_pos, &self.human_nodes)
|
||||||
|
}
|
||||||
|
|
||||||
fn random_size(room_type: &RoomType) -> (u8, u8) {
|
fn random_size(room_type: &RoomType) -> (u8, u8) {
|
||||||
//Kitchen + Living Room 5-8
|
//Kitchen + Living Room 5-8
|
||||||
//Bath + sleepingroom 4-6
|
//Bath + sleepingroom 4-6
|
||||||
|
@ -376,6 +398,19 @@ impl Room {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if let Some(human_pos) = self.human_pos {
|
||||||
|
|
||||||
|
draw_circle(human_pos, 0.5, RED, 20);
|
||||||
|
draw_rect(human_pos , vec2(1.0, 2.0) * SCALE, GOLD, ZLayer::Human.into());
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
for node_index in &self.human_nodes {
|
||||||
|
draw_circle(*self.grid.nodes.get(*node_index).unwrap(), 0.5, GREEN, ZLayer::Human.into());
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
self.grid.draw();
|
self.grid.draw();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue