123 lines
2.8 KiB
Rust
123 lines
2.8 KiB
Rust
mod furniture;
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mod grid;
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mod player;
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mod room;
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use comfy::{delta, random_i32, vec2, EngineContext, RandomRange};
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use grid::Grid;
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use indexmap::IndexSet;
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use log::error;
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use player::Player;
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use room::Room;
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use super::Activity;
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const MAX_ROOMS: i32 = 6;
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#[derive(Debug)]
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pub struct HouseState {
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current_room_id: usize,
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room_count: usize,
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human_count: usize,
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rooms: Vec<Room>,
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human_rooms: Vec<usize>,
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//grid: Grid,
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player: Player,
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human_layer: bool, //Human, magnetic, electric
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exit_time: f32,
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}
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impl HouseState {
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pub fn generate_new_house(ctx: &mut EngineContext<'_>) -> Self {
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let room_count = random_i32(2, MAX_ROOMS) as usize;
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let human_count = random_i32(1, room_count as i32) as usize;
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let mut possible_rooms : IndexSet::<usize> = (0..room_count).collect();
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let mut human_rooms = Vec::new();
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for _ in 0..human_count {
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if !possible_rooms.is_empty() {
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let random_idx = usize::gen_range(0, possible_rooms.len());
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human_rooms.push(possible_rooms.swap_remove_index(random_idx).unwrap());
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}
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}
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let mut rooms = Vec::new();
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for i in 0 .. room_count {
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rooms.push(Room::new(ctx, human_rooms.contains(&i)));
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}
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let player = Player::new(rooms.first().unwrap());
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HouseState {
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current_room_id: 0,
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room_count,
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human_count,
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rooms,
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human_rooms,
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player,
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human_layer: false,
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exit_time: 0.0,
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}
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}
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}
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pub fn draw(state: &crate::State, _ctx: &comfy::EngineContext<'_>) {
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let Some(house) = state.house() else {
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error!("How can I render a house when I'm not in one?!?");
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return;
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};
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//Draw House
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house
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.rooms
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.get(house.current_room_id)
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.unwrap()
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.draw(house.human_layer, house.player.can_see_metal(0.1));
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//Draw Grid
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//state.house.grid.draw();
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//Draw Player
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house.player.draw();
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}
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pub fn update(state: &mut crate::State, ctx: &mut comfy::EngineContext<'_>) {
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let house = state.house_mut(ctx);
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let current_room = house.rooms.get(house.current_room_id).unwrap();
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house.player.update(¤t_room);
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if house.player.is_moving_to_right_room(current_room) {
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if house.current_room_id < (house.room_count - 1) {
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house.current_room_id += 1;
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let current_room = house.rooms.get(house.current_room_id).unwrap();
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house.player.reset_on_room(current_room, true);
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} else {
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house.player.reset_on_room(current_room, false);
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}
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} else if house.player.is_moving_to_left_room(current_room) {
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if house.current_room_id > 0 {
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house.current_room_id -= 1;
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let current_room = house.rooms.get(house.current_room_id).unwrap();
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house.player.reset_on_room(current_room, false);
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} else {
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house.player.reset_on_room(current_room, true);
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}
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}
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if house.player.successfull_attack {
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house.human_layer = true;
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}
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if house.human_layer {
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house.exit_time += delta();
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}
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if house.exit_time >= 2.0 {
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state.ghost.overworld_pos -= vec2(0.0, 1.0);
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state.activity = Activity::Overworld;
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}
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}
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