attack-human #21
11 changed files with 242 additions and 46 deletions
|
@ -59,10 +59,11 @@ jobs:
|
|||
target
|
||||
key: "${{runner.os}} Rust ${{steps.rust-toolchain.outputs.cachekey}}"
|
||||
- run: mkdir .ci-destdir
|
||||
- run: cargo install --path . --locked --root .ci-destdir
|
||||
- run: cargo install --path . --locked --root .
|
||||
- run: find .ci-destdir
|
||||
- uses: forgejo/upload-artifact@v3
|
||||
with:
|
||||
name: Powercreep
|
||||
path:
|
||||
.ci-destdir/*
|
||||
path: |
|
||||
bin
|
||||
assets
|
||||
|
|
BIN
assets/entities/human.png
Normal file
BIN
assets/entities/human.png
Normal file
Binary file not shown.
Before Width: | Height: | Size: 28 KiB After Width: | Height: | Size: 28 KiB |
BIN
assets/entities/human_captured.png
Normal file
BIN
assets/entities/human_captured.png
Normal file
Binary file not shown.
Before Width: | Height: | Size: 30 KiB After Width: | Height: | Size: 30 KiB |
BIN
assets/entities/human_overworld.png
Normal file
BIN
assets/entities/human_overworld.png
Normal file
Binary file not shown.
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
6
build.rs
6
build.rs
|
@ -122,16 +122,16 @@ impl AssetsWriter {
|
|||
writeln!(file, "{indent}impl Assets {{")?;
|
||||
writeln!(
|
||||
file,
|
||||
"{indent}\tpub fn load(c: &mut comfy::EngineContext<'_>) {{"
|
||||
"{indent}\tpub fn load(_ctx: &mut comfy::EngineContext<'_>) {{"
|
||||
)?;
|
||||
for asset_const_name in root.assets.values() {
|
||||
writeln!(file, "{indent}\t\tc.load_texture_from_bytes({asset_const_name:?}, {asset_const_name});")?;
|
||||
writeln!(file, "{indent}\t\t_ctx.load_texture_from_bytes({asset_const_name:?}, {asset_const_name});")?;
|
||||
}
|
||||
for asset_const_name in root.sound_assets.values() {
|
||||
writeln!(file, "{indent}\t\tcomfy::load_sound_from_bytes({asset_const_name:?}, {asset_const_name}, Default::default());")?;
|
||||
}
|
||||
for group_name in root.groups.keys() {
|
||||
writeln!(file, "{indent}\t\t{group_name}::Assets::load(c);")?;
|
||||
writeln!(file, "{indent}\t\t{group_name}::Assets::load(_ctx);")?;
|
||||
}
|
||||
writeln!(file, "{indent}\t}}")?;
|
||||
writeln!(file, "{indent}}}")?;
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
use comfy::{error, texture_id, EngineContext, HashSet, Lazy, Mutex, TextureHandle};
|
||||
use std::{fmt::Debug, fs, io, sync::Arc};
|
||||
use std::{fmt::Debug, fs, io, path::PathBuf, sync::Arc};
|
||||
|
||||
static ASSETS_LOADED: Lazy<Arc<Mutex<HashSet<String>>>> =
|
||||
Lazy::new(|| Arc::new(Mutex::new(HashSet::new())));
|
||||
|
@ -39,10 +39,13 @@ impl FurnitureAsset {
|
|||
if loaded.contains(&path) {
|
||||
return Some(texture_id(&path));
|
||||
}
|
||||
let bytes = match fs::read(format!(
|
||||
"{}/assets/furniture/{path}",
|
||||
env!("CARGO_MANIFEST_DIR")
|
||||
)) {
|
||||
|
||||
let mut asset_path = PathBuf::from(format!("assets/furniture/{path}"));
|
||||
if !asset_path.exists() {
|
||||
asset_path = PathBuf::from(env!("CARGO_MANIFEST_DIR")).join(asset_path);
|
||||
}
|
||||
|
||||
let bytes = match fs::read(asset_path) {
|
||||
Ok(bytes) => bytes,
|
||||
Err(err) if err.kind() == io::ErrorKind::NotFound => return None,
|
||||
Err(err) => {
|
||||
|
|
|
@ -3,7 +3,7 @@ mod grid;
|
|||
mod player;
|
||||
mod room;
|
||||
|
||||
use comfy::{delta, random_i32, vec2, EngineContext, RandomRange};
|
||||
use comfy::{delta, main_camera_mut, random_i32, vec2, EngineContext, RandomRange as _};
|
||||
use grid::Grid;
|
||||
use indexmap::IndexSet;
|
||||
use log::error;
|
||||
|
@ -25,6 +25,11 @@ pub struct HouseState {
|
|||
player: Player,
|
||||
human_layer: bool, //Human, magnetic, electric
|
||||
exit_time: f32,
|
||||
|
||||
/// 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
|
||||
}
|
||||
|
||||
impl HouseState {
|
||||
|
@ -48,6 +53,7 @@ impl HouseState {
|
|||
}
|
||||
|
||||
let player = Player::new(rooms.first().unwrap());
|
||||
let max_charge = f32::gen_range(2_000.0, 5_000.0);
|
||||
HouseState {
|
||||
current_room_id: 0,
|
||||
room_count,
|
||||
|
@ -57,6 +63,9 @@ impl HouseState {
|
|||
player,
|
||||
human_layer: false,
|
||||
exit_time: 0.0,
|
||||
// TODO this should be lower depending on the time elapsed
|
||||
charge: max_charge,
|
||||
max_charge
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -82,6 +91,10 @@ pub fn draw(state: &crate::State, _ctx: &comfy::EngineContext<'_>) {
|
|||
}
|
||||
|
||||
pub fn update(state: &mut crate::State, ctx: &mut comfy::EngineContext<'_>) {
|
||||
let mut camera = main_camera_mut();
|
||||
camera.center = vec2(0.0, 0.0);
|
||||
drop(camera);
|
||||
|
||||
let house = state.house_mut(ctx);
|
||||
let current_room = house.rooms.get(house.current_room_id).unwrap();
|
||||
house.player.update(¤t_room);
|
||||
|
|
|
@ -110,6 +110,37 @@ impl Room {
|
|||
let random_idx = usize::gen_range(0, empty_spots.len());
|
||||
empty_spots.swap_remove_index(random_idx)
|
||||
}
|
||||
|
||||
fn random_empty_spot_size(
|
||||
empty_spots: &mut IndexSet<u8>,
|
||||
size: u8
|
||||
) -> Option<u8> {
|
||||
let mut empty_spots_size = IndexSet::<u8>::new();
|
||||
|
||||
for &index in empty_spots.iter() {
|
||||
let mut is_valid = true;
|
||||
|
||||
for offset in 0 .. size {
|
||||
if !empty_spots.contains(&(index + offset)) {
|
||||
is_valid = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if is_valid {
|
||||
empty_spots_size.insert(index);
|
||||
}
|
||||
}
|
||||
|
||||
if empty_spots_size.is_empty() {
|
||||
return None;
|
||||
}
|
||||
let random_idx = usize::gen_range(0, empty_spots_size.len());
|
||||
for offset in (0 .. size).rev() {
|
||||
empty_spots.swap_remove_index(random_idx + offset as usize);
|
||||
}
|
||||
Some(random_idx as u8)
|
||||
}
|
||||
|
||||
fn random_appliance<T>(empty_spots: &mut Vec<T>) -> Option<T> {
|
||||
if empty_spots.is_empty() {
|
||||
return None;
|
||||
|
@ -276,6 +307,42 @@ impl Room {
|
|||
}
|
||||
},
|
||||
|
||||
RoomType::LivingRoom => {
|
||||
let has_couch = match u8::gen_range(0, 2) {
|
||||
0 => false,
|
||||
1 => true,
|
||||
_ => unreachable!()
|
||||
};
|
||||
if has_couch {
|
||||
if let Some(pos) = random_empty_spot_size(&mut empty_spots, 3) {
|
||||
furnitures.push(Tile {
|
||||
pos: vec2(pos as f32, 0.0),
|
||||
size: vec2(3.0, 1.0),
|
||||
f: Furniture::new("bedroom", "couch", ctx),
|
||||
z: 0
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(pos) = random_empty_spot(&mut empty_spots) {
|
||||
furnitures.push(Tile {
|
||||
pos: vec2(pos as f32, 0.0),
|
||||
size: vec2(1.0, 2.0),
|
||||
f: Furniture::new("bedroom", "bookshelf", ctx),
|
||||
z: 0
|
||||
});
|
||||
}
|
||||
|
||||
if let Some(pos) = random_empty_spot(&mut empty_spots) {
|
||||
furnitures.push(Tile {
|
||||
pos: vec2(pos as f32, 0.0),
|
||||
size: vec2(0.5, 0.9),
|
||||
f: Furniture::new("bedroom", "mini_ac", ctx),
|
||||
z: 0
|
||||
});
|
||||
}
|
||||
},
|
||||
|
||||
_ => {}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,14 +1,28 @@
|
|||
use crate::{activities::Activity, game::ZLayer, State};
|
||||
use crate::{
|
||||
activities::Activity,
|
||||
game::{ZLayer, GHOST_DISCHARGE_RATE, GHOST_DISCHARGE_RATE_MOVEMENT},
|
||||
State
|
||||
};
|
||||
use comfy::{
|
||||
draw_circle, draw_rect_outline, draw_sprite, error, info, is_key_down,
|
||||
main_camera_mut, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE
|
||||
draw_rect_outline, draw_sprite, error, info, is_key_down, main_camera_mut,
|
||||
texture_id, vec2, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE
|
||||
};
|
||||
use std::time::Instant;
|
||||
use worldgen::MovementCost;
|
||||
|
||||
pub mod worldgen;
|
||||
|
||||
pub fn draw(state: &crate::State, _engine: &comfy::EngineContext<'_>) {
|
||||
pub fn setup(_state: &State, ctx: &EngineContext<'_>) {
|
||||
ctx.load_texture_from_bytes(
|
||||
"human_overworld",
|
||||
include_bytes!(concat!(
|
||||
env!("CARGO_MANIFEST_DIR"),
|
||||
"/assets/entities/human_overworld.png"
|
||||
))
|
||||
);
|
||||
}
|
||||
|
||||
pub fn draw(state: &State, _ctx: &EngineContext<'_>) {
|
||||
for (coords, tile) in state.overworld.iter_tiles() {
|
||||
for (i, texture) in tile.textures().iter().rev().enumerate() {
|
||||
let i = i as i32;
|
||||
|
@ -24,10 +38,19 @@ pub fn draw(state: &crate::State, _engine: &comfy::EngineContext<'_>) {
|
|||
}
|
||||
}
|
||||
}
|
||||
draw_circle(state.ghost.overworld_pos, 0.5, RED, ZLayer::Ghost.into());
|
||||
|
||||
let mut ghost_pos = state.ghost.overworld_pos;
|
||||
ghost_pos.y += 0.5;
|
||||
draw_sprite(
|
||||
texture_id("human_overworld"),
|
||||
ghost_pos,
|
||||
WHITE,
|
||||
ZLayer::Ghost.into(),
|
||||
vec2(1.0, 1.25)
|
||||
);
|
||||
}
|
||||
|
||||
fn update_move_player(state: &mut State, ctx: &mut EngineContext<'_>) {
|
||||
fn update_move_player(state: &mut State, _ctx: &mut EngineContext<'_>) {
|
||||
let now = Instant::now();
|
||||
|
||||
// Are there any pending position updates? If so, we ignore all user input and execute
|
||||
|
@ -174,6 +197,15 @@ pub fn update(state: &mut State, ctx: &mut EngineContext<'_>) {
|
|||
}
|
||||
}
|
||||
|
||||
// energie lost
|
||||
{
|
||||
let ghost = &mut state.ghost;
|
||||
ghost.charge -= GHOST_DISCHARGE_RATE * ctx.delta;
|
||||
if ghost.overworld_movement_pending != Vec2::ZERO {
|
||||
ghost.charge -= GHOST_DISCHARGE_RATE_MOVEMENT * ctx.delta;
|
||||
}
|
||||
}
|
||||
|
||||
// generate more chunks if needed
|
||||
{
|
||||
let half_viewport = (camera.world_viewport() * 0.5 + 3.0).as_ivec2();
|
||||
|
|
67
src/game.rs
67
src/game.rs
|
@ -4,7 +4,10 @@ use crate::{
|
|||
State
|
||||
};
|
||||
use comfy::{EngineContext, Vec2};
|
||||
use std::{ops::Sub, time::Instant};
|
||||
use std::{
|
||||
ops::{Add, Sub},
|
||||
time::Instant
|
||||
};
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct Ghost {
|
||||
|
@ -71,7 +74,8 @@ pub enum ZLayer {
|
|||
ElectricLayer = -2,
|
||||
MapMax = -1,
|
||||
Human = 0,
|
||||
Ghost = 1
|
||||
Ghost = 1,
|
||||
UI = 100
|
||||
}
|
||||
|
||||
impl From<ZLayer> for i32 {
|
||||
|
@ -89,9 +93,18 @@ impl Sub<i32> for ZLayer {
|
|||
}
|
||||
}
|
||||
|
||||
impl Add<i32> for ZLayer {
|
||||
type Output = i32;
|
||||
|
||||
fn add(self, other: i32) -> Self::Output {
|
||||
i32::from(self) + other
|
||||
}
|
||||
}
|
||||
|
||||
pub fn setup(state: &mut State, ctx: &mut EngineContext<'_>) {
|
||||
Assets::load(ctx);
|
||||
|
||||
overworld::setup(state, ctx);
|
||||
//house::setup(state, ctx);
|
||||
|
||||
ctx.load_texture_from_bytes(
|
||||
|
@ -103,12 +116,54 @@ pub fn setup(state: &mut State, ctx: &mut EngineContext<'_>) {
|
|||
);
|
||||
}
|
||||
|
||||
pub fn update(state: &mut State, engine: &mut EngineContext<'_>) {
|
||||
state.score += engine.delta * 10.0;
|
||||
/// The amount of energy a ghost consumes idle.
|
||||
pub const GHOST_DISCHARGE_RATE: f32 = 70.0;
|
||||
/// The amount of energy additionally consumed by a moving ghost.
|
||||
pub const GHOST_DISCHARGE_RATE_MOVEMENT: f32 = 70.0;
|
||||
/// The amount of energy a house consumes idle.
|
||||
pub const HOUSE_DISCHARGE_RATE: f32 = 30.0;
|
||||
/// The amount of energy a ghost can charge when inside a house.
|
||||
pub const GHOST_CHARGE_RATE: f32 = 200.0;
|
||||
|
||||
pub fn update(state: &mut State, ctx: &mut EngineContext<'_>) {
|
||||
// Update the score. It's based on time.
|
||||
state.score += ctx.delta * 10.0;
|
||||
|
||||
// Update the currently active activity.
|
||||
match state.activity {
|
||||
Activity::House(_) => house::update(state, engine),
|
||||
Activity::Overworld => overworld::update(state, engine)
|
||||
Activity::House(_) => house::update(state, ctx),
|
||||
Activity::Overworld => overworld::update(state, ctx)
|
||||
}
|
||||
|
||||
// We update the charge of houses here - the charge will always decrease, even if the
|
||||
// house is not the current activity.
|
||||
for (house_pos, house) in &mut state.houses {
|
||||
house.charge -= ctx.delta * HOUSE_DISCHARGE_RATE;
|
||||
|
||||
match state.activity {
|
||||
Activity::House(pos) if *house_pos == pos => {
|
||||
// The ghost is currently inside the house. Increase its discarge rate.
|
||||
house.charge -= ctx.delta * GHOST_DISCHARGE_RATE;
|
||||
if house.charge < 0.0 {
|
||||
state.ghost.charge += house.charge;
|
||||
house.charge = 0.0;
|
||||
}
|
||||
|
||||
// And possibly also charge the ghost when inside a house.
|
||||
if state.ghost.charge < state.ghost.max_charge {
|
||||
let charge_transfer = (ctx.delta * GHOST_CHARGE_RATE)
|
||||
.min(state.ghost.max_charge - state.ghost.charge)
|
||||
.min(house.charge);
|
||||
state.ghost.charge += charge_transfer;
|
||||
house.charge -= charge_transfer;
|
||||
}
|
||||
},
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
// Make sure the ghost's charge never drops below 0.
|
||||
state.ghost.charge = state.ghost.charge.max(0.0);
|
||||
}
|
||||
|
||||
pub fn draw(state: &State, engine: &EngineContext<'_>) {
|
||||
|
|
65
src/ui.rs
65
src/ui.rs
|
@ -1,37 +1,61 @@
|
|||
use crate::State;
|
||||
use crate::{game::ZLayer, State};
|
||||
use comfy::{
|
||||
draw_rect, draw_rect_outline, egui, screen_height, screen_to_world, screen_width,
|
||||
EngineContext, Vec2, BLUE, RED, WHITE
|
||||
vec2, Color, EngineContext, Vec2, BLACK, BLUE, PURPLE, RED, WHITE
|
||||
};
|
||||
use egui::widget_text::RichText;
|
||||
|
||||
pub fn draw_batterie(state: &State, _engine: &EngineContext<'_>) {
|
||||
// seperate fill state into smaller section for better readability
|
||||
let section_count = 5;
|
||||
let mut start_positon = screen_to_world(Vec2::new(screen_width(), screen_height()));
|
||||
const BATTERY_SECTION_COUNT: u8 = 5;
|
||||
const BATTERY_SECTION_WIDTH: f32 = 1.0;
|
||||
const BATTERY_SECTION_HEIGHT: f32 = 0.5;
|
||||
|
||||
fn draw_battery(mut start_position: Vec2, charge: f32, max_charge: f32, color: Color) {
|
||||
// section size in world codinates
|
||||
let section_size = Vec2::new(0.5, 0.25);
|
||||
start_positon.x -= 0.5 * section_size.x + 0.5 * section_size.y;
|
||||
start_positon.y += 0.5 * section_size.y + 0.5 * section_size.y;
|
||||
let section_size = vec2(BATTERY_SECTION_WIDTH, BATTERY_SECTION_HEIGHT);
|
||||
start_position.x -= 0.5 * section_size.x + 0.5 * section_size.y;
|
||||
start_position.y += 0.5 * section_size.y + 0.5 * section_size.y;
|
||||
// draw fill level
|
||||
{
|
||||
let ghost = &state.ghost;
|
||||
let percent = ghost.charge / ghost.max_charge;
|
||||
let percent = charge / max_charge;
|
||||
let mut size = section_size;
|
||||
size.y = section_size.y * section_count as f32 * percent;
|
||||
let mut position = start_positon;
|
||||
size.y = section_size.y * BATTERY_SECTION_COUNT as f32;
|
||||
let mut position = start_position;
|
||||
position.y += 0.5 * -section_size.y + 0.5 * size.y;
|
||||
draw_rect(position, size, BLUE, 100);
|
||||
draw_rect(position, size, BLACK, ZLayer::UI.into());
|
||||
size.y *= percent;
|
||||
let mut position = start_position;
|
||||
position.y += 0.5 * -section_size.y + 0.5 * size.y;
|
||||
draw_rect(position, size, BLUE, ZLayer::UI + 1);
|
||||
}
|
||||
// draw sections
|
||||
for i in 0 .. section_count {
|
||||
let mut position = start_positon;
|
||||
for i in 0 .. BATTERY_SECTION_COUNT {
|
||||
let mut position = start_position;
|
||||
position.y += i as f32 * section_size.y;
|
||||
draw_rect_outline(position, section_size, 0.1, RED, 100);
|
||||
draw_rect_outline(position, section_size, 0.1, color, ZLayer::UI + 2);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn draw_highscore(state: &State, _engine: &EngineContext<'_>) {
|
||||
pub fn draw_ghost_battery(state: &State) {
|
||||
let start_position = screen_to_world(Vec2::new(screen_width(), screen_height()));
|
||||
draw_battery(
|
||||
start_position,
|
||||
state.ghost.charge,
|
||||
state.ghost.max_charge,
|
||||
RED
|
||||
);
|
||||
}
|
||||
|
||||
pub fn draw_house_battery(state: &State) {
|
||||
let Some(house) = state.house() else {
|
||||
return;
|
||||
};
|
||||
let mut start_position = screen_to_world(Vec2::new(screen_width(), screen_height()));
|
||||
start_position.x -= 2.0 * BATTERY_SECTION_WIDTH;
|
||||
draw_battery(start_position, house.charge, house.max_charge, PURPLE)
|
||||
}
|
||||
|
||||
pub fn draw_highscore(state: &State) {
|
||||
egui::Area::new("score")
|
||||
.anchor(egui::Align2::RIGHT_TOP, egui::vec2(0.0, 0.0))
|
||||
.show(egui(), |ui| {
|
||||
|
@ -45,7 +69,8 @@ pub fn draw_highscore(state: &State, _engine: &EngineContext<'_>) {
|
|||
});
|
||||
}
|
||||
|
||||
pub fn draw(state: &State, engine: &EngineContext<'_>) {
|
||||
draw_batterie(state, engine);
|
||||
draw_highscore(state, engine);
|
||||
pub fn draw(state: &State, _ctx: &EngineContext<'_>) {
|
||||
draw_ghost_battery(state);
|
||||
draw_house_battery(state);
|
||||
draw_highscore(state);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue