cabel-movement #3
3 changed files with 103 additions and 85 deletions
69
src/activities/house/grid.rs
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69
src/activities/house/grid.rs
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@ -0,0 +1,69 @@
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use comfy::*;
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#[derive(Debug)]
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pub struct Grid {
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pub nodes: Vec<Vec2>,
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pub connections: Vec<(usize, usize)>,
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}
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impl Default for Grid {
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fn default() -> Self {
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Grid::load() //Just for testing purposes
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}
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}
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impl Grid {
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fn load() -> Self {
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let mut grid = Self {
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nodes: vec![
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vec2(10.0, 0.0),
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vec2(0.0, 0.0),
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vec2(0.0, 10.0),
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vec2(-10.0, 0.0),
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vec2(10.0, 10.0),
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],
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connections: vec![(0, 1), (1, 2), (1, 3), (0, 4), (0, 5), (5, 1), (6, 7)],
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};
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grid.sanitize();
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grid
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}
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fn sanitize(&mut self) {
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let mut len = self.nodes.len();
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let connections = self
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.connections
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.iter()
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.filter(|(conn_i1, conn_i2)| {
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if conn_i1 >= &mut len || conn_i2 >= &mut len {
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error!("Connection in grid not possible {:?}", (conn_i1, conn_i2));
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false
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} else {
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true
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}
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})
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.map(|(conn_i1, conn_i2)| (*conn_i1, *conn_i2))
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.collect();
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self.connections = connections;
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}
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pub fn draw(&self) {
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//Draw Grid
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for node in &self.nodes {
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draw_circle(*node, 0.25, BLUE, 0);
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}
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for (conn_i1, conn_i2) in &self.connections {
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let node_1 = self.nodes.get(*conn_i1);
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let node_2 = self.nodes.get(*conn_i2);
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if node_1.is_none() || node_2.is_none() {
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error!("Connection in grid not available {:?}", (conn_i1, conn_i2));
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continue;
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}
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draw_line(*node_1.unwrap(), *node_2.unwrap(), 0.1, BLUE, 0);
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}
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}
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}
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23
src/activities/house/mod.rs
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23
src/activities/house/mod.rs
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@ -0,0 +1,23 @@
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mod grid;
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mod player;
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use grid::Grid;
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use player::Player;
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#[derive(Debug, Default)]
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pub struct HouseState {
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grid: Grid,
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player: Player,
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}
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pub fn draw(state: &crate::State, _engine: &comfy::EngineContext) {
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//Draw Grid
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state.house.grid.draw();
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//Draw Player
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state.house.player.draw();
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}
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pub fn update(state: &mut crate::State, _engine: &mut comfy::EngineContext) {
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state.house.player.update(&state.house.grid);
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}
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@ -1,69 +1,15 @@
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use comfy::*;
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#[derive(Debug, Default)]
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pub struct HouseState {
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grid: Grid,
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player: Player,
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}
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use super::Grid;
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#[derive(Debug)]
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struct Grid {
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nodes: Vec<Vec2>,
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connections: Vec<(usize, usize)>,
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}
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#[derive(Debug)]
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struct Player {
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pub struct Player {
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position: Vec2,
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speed: f32,
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connection: usize,
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next_connections: Vec<usize>,
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}
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impl Default for Grid {
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fn default() -> Self {
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Grid::load() //Just for testing purposes
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}
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}
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impl Grid {
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fn load() -> Self {
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let mut grid = Self {
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nodes: vec![
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vec2(10.0, 0.0),
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vec2(0.0, 0.0),
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vec2(0.0, 10.0),
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vec2(-10.0, 0.0),
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vec2(10.0, 10.0),
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],
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connections: vec![(0, 1), (1, 2), (1, 3), (0, 4), (0, 5), (5, 1), (6, 7)],
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};
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grid.sanitize();
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grid
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}
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fn sanitize(&mut self) {
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let mut len = self.nodes.len();
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let connections = self
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.connections
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.iter()
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.filter(|(conn_i1, conn_i2)| {
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if conn_i1 >= &mut len || conn_i2 >= &mut len {
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error!("Connection in grid not possible {:?}", (conn_i1, conn_i2));
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false
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} else {
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true
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}
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})
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.map(|(conn_i1, conn_i2)| (*conn_i1, *conn_i2))
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.collect();
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self.connections = connections;
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}
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}
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impl Default for Player {
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fn default() -> Self {
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Self {
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@ -74,38 +20,18 @@ impl Default for Player {
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}
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}
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}
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pub fn draw(state: &crate::State, _engine: &comfy::EngineContext) {
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//Draw Grid
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for node in &state.house.grid.nodes {
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draw_circle(*node, 0.25, BLUE, 0);
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impl Player {
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pub fn draw(&self) {
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draw_circle(self.position, 0.5, RED, 0);
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}
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for (conn_i1, conn_i2) in &state.house.grid.connections {
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let node_1 = state.house.grid.nodes.get(*conn_i1);
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let node_2 = state.house.grid.nodes.get(*conn_i2);
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pub fn update(&mut self, grid: &Grid) {
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let allowed_movement = get_allowed_movement(self, grid);
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if node_1.is_none() || node_2.is_none() {
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error!("Connection in grid not available {:?}", (conn_i1, conn_i2));
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continue;
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move_player(self, allowed_movement);
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if !on_current_connection(self, grid) && !update_connections(self, grid) {
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snap_to_closest_node(self, grid);
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}
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draw_line(*node_1.unwrap(), *node_2.unwrap(), 0.1, BLUE, 0);
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}
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//Draw Player
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draw_circle(state.house.player.position, 0.5, RED, 0);
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}
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pub fn update(state: &mut crate::State, _engine: &mut comfy::EngineContext) {
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let player = &mut state.house.player;
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let grid = &state.house.grid;
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let allowed_movement = get_allowed_movement(player, grid);
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move_player(player, allowed_movement);
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if !on_current_connection(player, grid) && !update_connections(player, grid) {
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snap_to_closest_node(player, grid);
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}
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}
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