Merge branch 'master' into assets

This commit is contained in:
rsninja722 2021-04-26 13:59:55 -04:00
commit 53a746c551
25 changed files with 337 additions and 330 deletions

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@ -13,9 +13,4 @@ serialstudio = "0.1.0"
serde = "1.0.125"
serde_json = "1.0.64"
failure = "0.1.8"
parry2d = "0.4.0"
log = "0.4.14"
env_logger = "0.8.3"
nalgebra = "0.26.1"
rand = "0.8.3"
tiled = "0.9.4"

View File

@ -29,5 +29,16 @@
"y": 100
}
}
]
],
"whirlpool": [
{
"position" : {
"x": 250,
"y": 250
},
"should_remove": false,
"rotation": 0
}
]
}

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@ -28,7 +28,7 @@ impl EnemyBase for JellyFish {
fn render(
&mut self,
context_2d: &mut raylib::prelude::RaylibMode2D<raylib::prelude::RaylibDrawHandle>,
player: &mut Player,
_player: &mut Player,
resources: &mut GlobalResources,
dt: f64,
) {
@ -77,7 +77,7 @@ impl EnemyBase for JellyFish {
&& !is_jelly_stunned;
}
fn handle_logic(&mut self, player: &mut Player, dt: f64) {
fn handle_logic(&mut self, player: &mut Player, _dt: f64) {
// Handle stunning the player
if self.do_stun_player {
if self.position.distance_to(player.position).abs() <= JELLYFISH_STUN_REACH {
@ -86,7 +86,7 @@ impl EnemyBase for JellyFish {
}
}
fn handle_getting_attacked(&mut self, stun_duration: f64, current_time: f64) {
fn handle_getting_attacked(&mut self, stun_duration: f64, _current_time: f64) {
self.stunned_timer = stun_duration;
self.max_stunned_time = stun_duration;
}

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@ -1,3 +1,4 @@
pub mod base;
pub mod jellyfish;
pub mod octopus;
pub mod octopus;
pub mod whirlpool;

View File

@ -1,11 +1,11 @@
use crate::{
lib::utils::calculate_linear_slide,
pallette::{TRANSLUCENT_RED_64, TRANSLUCENT_WHITE_128, TRANSLUCENT_WHITE_64},
pallette::{TRANSLUCENT_RED_64, TRANSLUCENT_WHITE_128},
player::Player,
};
use super::base::EnemyBase;
use rand::{prelude::ThreadRng, Rng};
use rand::Rng;
use raylib::prelude::*;
use serde::{Deserialize, Serialize};
@ -13,7 +13,6 @@ const OCTOPUS_SUCK_AIR_DELAY: f64 = 3.5;
const OCTOPUS_SUCK_AIR_RANGE: f32 = 70.0;
const OCTOPUS_SUCK_AIR_DURATION: f64 = 1.0;
const OCTOPUS_SUCK_AIR_AMOUNT: f32 = 0.1;
// const RNG: ThreadRng = rand::thread_rng();
#[derive(Debug, Serialize, Deserialize, Default, Clone)]
struct OctopusAirBubble {
@ -124,7 +123,7 @@ impl EnemyBase for Octopus {
}
}
fn handle_logic(&mut self, player: &mut crate::player::Player, dt: f64) {
fn handle_logic(&mut self, player: &mut crate::player::Player, _dt: f64) {
if self.suck_air_time_remaining > 0.0 && !self.has_taken_air_from_player {
if player.position.distance_to(self.current_position).abs() <= OCTOPUS_SUCK_AIR_RANGE {
// Take air from the player
@ -136,7 +135,7 @@ impl EnemyBase for Octopus {
}
}
fn handle_getting_attacked(&mut self, stun_duration: f64, current_time: f64) {
fn handle_getting_attacked(&mut self, stun_duration: f64, _current_time: f64) {
self.stunned_timer = stun_duration;
self.max_stunned_time = stun_duration;
}

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@ -0,0 +1,52 @@
use raylib::prelude::*;
use super::base::EnemyBase;
use serde::{Deserialize, Serialize};
#[derive(Debug, Serialize, Deserialize, Default, Clone)]
pub struct Whirlpool{
pub position: Vector2,
// Track if it needs removing
pub should_remove: bool,
// variable for tracking rotation
pub rotation: f32,
}
impl Whirlpool{
// hook to see if item needs removing
pub fn should_remove(&self) -> bool{
return self.should_remove;
}
}
impl EnemyBase for Whirlpool{
fn render(
&mut self,
context_2d: &mut RaylibMode2D<RaylibDrawHandle>,
player: &mut crate::player::Player,
resources: &mut crate::resources::GlobalResources,
dt: f64,
) {
resources.whirlpool.draw(context_2d, Vector2{x: self.position.x, y: self.position.y}, self.rotation);
self.rotation += 1.0;
}
fn handle_logic(&mut self, player: &mut crate::player::Player, dt: f64) {
}
// Whirlpool removed if shoot
fn handle_getting_attacked(&mut self, stun_duration: f64, current_time: f64) {
self.should_remove = true;
}
}

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@ -1,18 +1,7 @@
use rand::{prelude::ThreadRng, Rng};
use raylib::prelude::*;
use crate::{
gamecore::{self, GameCore},
lib::utils::triangles::rotate_vector,
player::Player,
resources::GlobalResources,
world::World,
};
const FISH_FOLLOW_PLAYER_DISTANCE: f32 = 30.0;
const FISH_FOLLOW_PLAYER_SPEED: f32 = 1.8;
const FISH_FOLLOW_PLAYER_SPEED_FAST: f32 = FISH_FOLLOW_PLAYER_SPEED * 3.0;
const FISH_ATTACH_RADIUS: f32 = 20.0;
use crate::{player::Player, resources::GlobalResources};
const FISH_VISION: f32 = 25.0;
const FISH_MAX_SPEED: f32 = 2.0;
@ -63,7 +52,12 @@ impl FishEntity {
return output;
}
pub fn handle_follow_player(&mut self, player: &Player, dt: f64, other_fish: &Vec<FishEntity>) {
pub fn handle_follow_player(
&mut self,
player: &Player,
_dt: f64,
other_fish: &Vec<FishEntity>,
) {
let mut acceleration: Vector2 = Vector2::zero();
let mut steer: Vector2 = Vector2::zero();
@ -140,11 +134,7 @@ impl FishEntity {
self.position += self.velocity;
}
pub fn handle_free_movement(&mut self, player: &mut Player, dt: f64) {
// Distance and direction to player
let dist_to_player = player.position - self.position;
let dist_to_player_lin = self.position.distance_to(player.position);
pub fn handle_free_movement(&mut self, player: &mut Player, _dt: f64) {
// Handle player picking up fish
if player.position.distance_to(self.position).abs() <= player.size.y * 2.2 {
self.following_player = true;

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@ -5,15 +5,13 @@ use std::{fmt, fs::File, io::BufReader};
use raylib::{
camera::Camera2D, math::Vector2, prelude::RaylibDrawHandle, RaylibHandle, RaylibThread,
};
use failure::Error;
use crate::{
player::{Player, PlayerInventory},
resources::GlobalResources,
world::World,
};
use failure::Error;
use log::debug;
use serde::{Deserialize, Serialize};
/// Overall states for the game
@ -26,7 +24,7 @@ pub enum GameState {
InGame,
GameEnd,
InShop,
WinGame
WinGame,
}
impl fmt::Display for GameState {
@ -80,7 +78,6 @@ impl GameProgress {
}
pub fn update(&mut self, new_progress: &GameProgress) {
// Bring in new data
self.coins = new_progress.coins;
self.inventory = new_progress.inventory.clone();
@ -92,7 +89,6 @@ impl GameProgress {
if result.is_err() {
println!("Could not save game state. Holding in RAM");
}
}
}
@ -152,8 +148,6 @@ impl GameCore {
}
pub fn switch_state(&mut self, new_state: GameState, draw_handle: Option<&RaylibDrawHandle>) {
debug!("Switching global state to: {}", new_state);
self.last_state = self.state;
self.state = new_state;

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@ -2,7 +2,6 @@ use raylib::{
color::Color,
math::{Rectangle, Vector2},
prelude::{RaylibDraw, RaylibDrawHandle},
texture::Texture2D,
};
use serde::{Deserialize, Serialize};

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@ -1,32 +0,0 @@
use std::usize;
use raylib::prelude::*;
pub struct FrameRange {
pub min: usize,
pub max: usize,
}
pub struct ComplexAnimationTool {
sprite_sheet: Texture2D,
frames_per_second: f32,
frame_size: Vector2,
sprite_sheet_size_frames: Vector2
}
impl ComplexAnimationTool {
pub fn render_loop(&self, context_2d: &mut RaylibMode2D<RaylibDrawHandle>, bounds: Rectangle, rotation: f32, range: &FrameRange) {
}
pub fn render_frame(&self, context_2d: &mut RaylibMode2D<RaylibDrawHandle>, bounds: Rectangle, rotation: f32, id: usize) {
// Convert the ID to an xy
let col_id = id % self.sprite_sheet_size_frames.x as usize;
let row_id = id / self.sprite_sheet_size_frames.y as usize;
}
}

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@ -1,3 +1,2 @@
pub mod audio;
pub mod animation;
pub mod complexanimation;
pub mod animation;

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@ -22,7 +22,7 @@ impl Screen for GameEndScreen {
&mut self,
draw_handle: &mut RaylibDrawHandle,
_thread: &RaylibThread,
audio_system: &mut AudioPlayer,
_audio_system: &mut AudioPlayer,
game_core: &mut GameCore,
) -> Option<GameState> {
draw_handle.clear_background(Color::GRAY);
@ -75,7 +75,7 @@ impl Screen for GameEndScreen {
String::from("Return to shop"),
Rectangle {
x: (((win_width / 2) - ((SCREEN_PANEL_SIZE.x as i32 + 6) / 2) + 5)
+ (0.15 * SCREEN_PANEL_SIZE.x) as i32) as f32,
+ (0.15 * SCREEN_PANEL_SIZE.x) as i32) as f32,
y: (((win_height / 2) - (SCREEN_PANEL_SIZE.y as i32 / 2) + 90) as f32) + 100.0,
width: 210.0,
height: 50.0,
@ -87,78 +87,15 @@ impl Screen for GameEndScreen {
true,
);
// render button
// render button
go_to_menu_button.render(draw_handle);
// If the player clicks on the button send them to shop
if go_to_menu_button.is_hovered(draw_handle) && draw_handle.is_mouse_button_pressed(MouseButton::MOUSE_LEFT_BUTTON){
game_core.switch_state(GameState::InShop, Some(draw_handle));
}
// TODO: Save game progress
// // Close and quit buttons
// let bottom_left_button_dimensions = Rectangle {
// x: (win_width as f32 / 2.0) - (SCREEN_PANEL_SIZE.x / 2.0) + 5.0,
// y: (win_height as f32 / 2.0) + (SCREEN_PANEL_SIZE.y / 2.0) - 50.0,
// width: (SCREEN_PANEL_SIZE.x / 2.0) - 15.0,
// height: 40.0,
// };
// let bottom_right_button_dimensions = Rectangle {
// x: (win_width as f32 / 2.0) + 5.0,
// y: bottom_left_button_dimensions.y,
// width: bottom_left_button_dimensions.width,
// height: bottom_left_button_dimensions.height,
// };
// // Check if the mouse is over either button
// let mouse_over_bottom_left_button =
// bottom_left_button_dimensions.check_collision_point_rec(mouse_position);
// let mouse_over_bottom_right_button =
// bottom_right_button_dimensions.check_collision_point_rec(mouse_position);
// // Render buttons
// draw_handle.draw_rectangle_lines_ex(
// bottom_left_button_dimensions,
// 3,
// match mouse_over_bottom_left_button {
// true => Color::GRAY,
// false => Color::BLACK,
// },
// );
// draw_handle.draw_text(
// "Quit",
// bottom_left_button_dimensions.x as i32 + 15,
// bottom_left_button_dimensions.y as i32 + 5,
// 30,
// Color::BLACK,
// );
// draw_handle.draw_rectangle_lines_ex(
// bottom_right_button_dimensions,
// 3,
// match mouse_over_bottom_right_button {
// true => Color::GRAY,
// false => Color::BLACK,
// },
// );
// draw_handle.draw_text(
// "Close",
// bottom_right_button_dimensions.x as i32 + 15,
// bottom_right_button_dimensions.y as i32 + 5,
// 30,
// Color::BLACK,
// );
// // Handle click actions on the buttons
// if draw_handle.is_mouse_button_pressed(MouseButton::MOUSE_LEFT_BUTTON) {
// if mouse_over_bottom_left_button {
// return Some(GameState::GameQuit);
// } else if mouse_over_bottom_right_button {
// return Some(game_core.last_state);
// }
// }
// If the player clicks on the button send them to shop
if go_to_menu_button.is_hovered(draw_handle)
&& draw_handle.is_mouse_button_pressed(MouseButton::MOUSE_LEFT_BUTTON)
{
return Some(GameState::InShop);
}
return None;
}

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@ -3,29 +3,19 @@ mod playerlogic;
use raylib::prelude::*;
use crate::{
entities::enemy::base::EnemyBase,
gamecore::{GameCore, GameState},
lib::wrappers::audio::player::AudioPlayer,
pallette::{SKY, WATER, WATER_DARK},
};
use crate::{entities::enemy::{base::EnemyBase, whirlpool::Whirlpool}, gamecore::{GameCore, GameState}, lib::wrappers::audio::player::AudioPlayer};
use super::screen::Screen;
use crate::entities::fish::FishEntity;
pub enum InGameState {
BUYING,
SWIMMING,
}
pub struct InGameScreen {
current_state: InGameState,
shader_time_var_location: i32,
}
impl InGameScreen {
pub unsafe fn new(game_core: &GameCore) -> Self {
Self {
current_state: InGameState::SWIMMING,
shader_time_var_location: raylib::ffi::GetShaderLocation(
*game_core.resources.pixel_shader,
rstr!("time").as_ptr(),
@ -188,8 +178,8 @@ impl Screen for InGameScreen {
fn render(
&mut self,
draw_handle: &mut RaylibDrawHandle,
thread: &RaylibThread,
audio_system: &mut AudioPlayer,
_thread: &RaylibThread,
_audio_system: &mut AudioPlayer,
game_core: &mut GameCore,
) -> Option<GameState> {
// Calculate DT
@ -207,7 +197,6 @@ impl Screen for InGameScreen {
x: (win_width as f32 / 2.0),
y: (win_height as f32 / 2.0),
};
let camera_window_center = window_center * (1.0 / game_core.master_camera.zoom);
// Update player movement
playerlogic::update_player_movement(draw_handle, game_core, window_center);
@ -249,6 +238,27 @@ impl Screen for InGameScreen {
);
}
// Iterates over whirlpools and runs render and logic funcs
for whirlpool_mob in game_core.world.whirlpool.iter_mut(){
whirlpool_mob.handle_logic(&mut game_core.player, dt);
whirlpool_mob.render(&mut context_2d, &mut game_core.player, &mut game_core.resources, dt);
// Spawns 10 fish on spawn
if whirlpool_mob.should_remove(){
for _ in 0..10{
game_core.world.fish.push(FishEntity::new(whirlpool_mob.position));
}
}
}
// Removes whirlpools set for removal
game_core.world.whirlpool.retain(|x| !x.should_remove());
// Render transponder
game_core.resources.transponder.draw(
&mut context_2d,

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@ -1,13 +1,11 @@
use raylib::prelude::*;
use crate::{
gamecore::GameCore,
pallette::{TRANSLUCENT_WHITE_128, TRANSLUCENT_WHITE_64, TRANSLUCENT_WHITE_96},
};
use crate::gamecore::GameCore;
const NORMAL_PLAYER_SPEED: i32 = 1;
const BOOST_PLAYER_SPEED: i32 = NORMAL_PLAYER_SPEED * 2;
const CAMERA_FOLLOW_SPEED: f32 = 0.7;
const PLAYER_FRICTION: f32 = 1.05;
const WHIRLPOOL_PULL: f32 = 3.0;
const TURN_SPEED: f32 = 0.15;
const BOOST_DECREASE_PER_SECOND: f32 = 0.65;
const BOOST_REGEN_PER_SECOND: f32 = 0.25;
@ -24,7 +22,7 @@ pub fn update_player_movement(
// Handle player movement
let mouse_pose = draw_handle.get_mouse_position();
let mouse_world_pose = draw_handle.get_screen_to_world2D(mouse_pose, game_core.master_camera);
let raw_movement_direction = mouse_world_pose - game_core.player.position;
let mut raw_movement_direction = mouse_world_pose - game_core.player.position;
let mut normalized_movement_direction = raw_movement_direction;
normalized_movement_direction.normalize();
@ -79,7 +77,9 @@ pub fn update_player_movement(
let user_request_action = draw_handle.is_mouse_button_pressed(MouseButton::MOUSE_RIGHT_BUTTON);
if user_request_action {
game_core.player.begin_attack(&mut game_core.world, draw_handle.get_time());
game_core
.player
.begin_attack(&mut game_core.world, draw_handle.get_time());
}
// Move the player in their direction
@ -150,34 +150,98 @@ pub fn update_player_movement(
// Handle the player wearing flippers
if game_core.player.inventory.flippers.is_some() {
player_real_movement *= game_core.player.inventory.flippers.as_ref().unwrap().speed_increase;
player_real_movement *= game_core
.player
.inventory
.flippers
.as_ref()
.unwrap()
.speed_increase;
}
let mut should_apply_friction: bool = true;
// Check each whirlpool for effects
for whirlpool in game_core.world.whirlpool.iter_mut(){
// check if its in range and not to close
if game_core.player.position.distance_to(whirlpool.position) <= 50.0 && game_core.player.position.distance_to(whirlpool.position) >= 10.0{
// Calculates info for formulas
// Deltas between positions
let net_pose = game_core.player.position - whirlpool.position;
// Angle between: UNITS: RADIANS
let angle = net_pose.y.atan2(net_pose.x);
// Calculates force
let force = WHIRLPOOL_PULL / game_core.player.position.distance_to(whirlpool.position);
// Calculates componets of force
let mut force_x = (force as f32 * angle.cos()).clamp(-5.0, 5.0);
let mut force_y = (force as f32 * angle.sin()).clamp(-5.0, 5.0);
// Prevents Nan erros
if force_x.is_nan(){
force_x = 5.0 * net_pose.x;
}
if force_y.is_nan(){
force_y = 5.0 * net_pose.y;
}
// Adds values to drift tracker
game_core.player.additional_vel.x -= force_x;
game_core.player.additional_vel.y -= force_y;
should_apply_friction = false;
}
}
if should_apply_friction {
game_core.player.additional_vel.x /= PLAYER_FRICTION;
game_core.player.additional_vel.y /= PLAYER_FRICTION;
if f32::round(game_core.player.additional_vel.x * 10.0) == 0.0 {
game_core.player.additional_vel.x = 0.0;
}
if f32::round(game_core.player.additional_vel.y * 10.0) == 0.0 {
game_core.player.additional_vel.y = 0.0;
}
}
if !(raw_movement_direction.distance_to(Vector2::zero()) > game_core.player.size.y / 2.0) {
player_real_movement = Vector2::zero();
}
// Handle movement and collisions
if raw_movement_direction.distance_to(Vector2::zero()) > game_core.player.size.y / 2.0
&& !game_core.player.is_stunned()
{
if !game_core.player.is_stunned() {
if game_core.player.is_moving {
// move in x
game_core.player.position.x += player_real_movement.x;
game_core.player.position.x += player_real_movement.x + game_core.player.additional_vel.x;
// Check for any collisions
for collider in game_core.world.colliders.iter() {
if game_core.player.collides_with_rec(collider) {
game_core.player.position.x -= player_real_movement.x;
game_core.player.position.x -= player_real_movement.x + game_core.player.additional_vel.x;
player_real_movement.x = 0.0;
game_core.player.additional_vel.x = 0.0;
break;
}
}
// move in y
game_core.player.position.y += player_real_movement.y;
game_core.player.position.y += player_real_movement.y + game_core.player.additional_vel.y;
// Check for any collisions
for collider in game_core.world.colliders.iter() {
if game_core.player.collides_with_rec(collider) {
game_core.player.position.y -= player_real_movement.y;
game_core.player.position.y -= player_real_movement.y + game_core.player.additional_vel.y;
player_real_movement.y = 0.0;
game_core.player.additional_vel.y = 0.0;
break;
}
}
@ -187,17 +251,20 @@ pub fn update_player_movement(
// Handle updating the stun timer
if player_stunned {
game_core.player.stun_timer -= dt;
}
}
// Move the camera to follow the player
let direction_from_cam_to_player =
(game_core.player.position - window_center) - game_core.master_camera.target;
let player_screen_position =
draw_handle.get_world_to_screen2D(game_core.player.position, game_core.master_camera);
// Camera only moves if you get close to the edge of the screen
if player_screen_position.distance_to(window_center).abs() > 100.0 {
game_core.master_camera.target += player_real_movement;
game_core.master_camera.target += player_real_movement + game_core.player.additional_vel;
}
// If the player is not on screen, snap the camera to them

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@ -1,11 +1,13 @@
use raylib::prelude::*;
use crate::{gamecore::{GameCore, GameState}, lib::{utils::calculate_linear_slide, wrappers::audio::player::AudioPlayer}};
use crate::{
gamecore::{GameCore, GameState},
lib::{utils::calculate_linear_slide, wrappers::audio::player::AudioPlayer},
};
use super::screen::Screen;
const SECONDS_PER_LOGO: f64 = 4.0;
const RUST_ORANGE: Color = Color::new(222, 165, 132, 255);
#[derive(Debug, PartialEq)]
enum LoadingScreenState {
@ -138,7 +140,7 @@ impl Screen for LoadingScreen {
fn render(
&mut self,
draw_handle: &mut RaylibDrawHandle,
thread: &RaylibThread,
_thread: &RaylibThread,
_audio_system: &mut AudioPlayer,
game_core: &mut GameCore,
) -> Option<GameState> {

View File

@ -3,7 +3,6 @@ use raylib::prelude::*;
use crate::{
gamecore::{GameCore, GameState},
lib::wrappers::audio::player::AudioPlayer,
pallette::WATER_DARK,
};
use super::screen::Screen;
@ -20,8 +19,8 @@ impl Screen for MainMenuScreen {
fn render(
&mut self,
draw_handle: &mut RaylibDrawHandle,
thread: &RaylibThread,
audio_system: &mut AudioPlayer,
_thread: &RaylibThread,
_audio_system: &mut AudioPlayer,
game_core: &mut GameCore,
) -> Option<GameState> {
// Window dimensions
@ -35,8 +34,8 @@ impl Screen for MainMenuScreen {
// Render title
draw_handle.draw_text(
"PINK MAN SWIM",
(win_height / 2) - 120,
"ONE BREATH",
(win_height / 2) - 80,
win_width / 8,
80,
Color::BLACK,
@ -55,7 +54,7 @@ impl Screen for MainMenuScreen {
draw_handle.draw_text(
"Play",
(win_height / 2) + 120,
(win_width / 4),
win_width / 4,
60,
match hovering_play_button {
true => Color::BLUE,
@ -96,7 +95,7 @@ impl Screen for MainMenuScreen {
return Some(GameState::InGame);
} else if hovering_shop_button {
return Some(GameState::InShop);
}else if hovering_quit_button {
} else if hovering_quit_button {
return Some(GameState::GameQuit);
}
}

View File

@ -1,10 +1,6 @@
use std::marker::PhantomData;
use raylib::prelude::*;
use crate::{items::ItemBase, player::Player, world::World};
use super::itemui::ShopItemUi;
use crate::{items::ItemBase, player::Player};
use raylib::prelude::*;
pub struct ShopItemWrapper<T: ItemBase + Clone> {
bounds: Rectangle,
@ -17,7 +13,7 @@ impl<T: ItemBase + Clone> ShopItemWrapper<T> {
item: T,
from_inventory: &Option<T>,
first_item_bounds: Rectangle,
index: u8
index: u8,
) -> Self {
// Build new bounds for the UI row
let new_bounds = Rectangle {
@ -47,7 +43,9 @@ impl<T: ItemBase + Clone> ShopItemWrapper<T> {
}
pub fn can_player_afford(&self, player: &Player, players_item: &Option<T>) -> bool {
return player.coins >= self.item.get_cost() && ((players_item.is_some() && players_item.as_ref().unwrap().get_level() < 3) || players_item.is_none());
return player.coins >= self.item.get_cost()
&& ((players_item.is_some() && players_item.as_ref().unwrap().get_level() < 3)
|| players_item.is_none());
}
pub fn purchase(&self, player: &mut Player) -> T {
@ -59,14 +57,26 @@ impl<T: ItemBase + Clone> ShopItemWrapper<T> {
}
pub fn user_clicked_buy(&self, draw_handle: &mut RaylibDrawHandle) -> bool {
return self.ui.buy_button_hovered && draw_handle.is_mouse_button_pressed(MouseButton::MOUSE_LEFT_BUTTON);
return self.ui.buy_button_hovered
&& draw_handle.is_mouse_button_pressed(MouseButton::MOUSE_LEFT_BUTTON);
}
pub fn user_hovering_row(&self, draw_handle: &mut RaylibDrawHandle) -> bool {
return self.bounds.check_collision_point_rec(draw_handle.get_mouse_position());
return self
.bounds
.check_collision_point_rec(draw_handle.get_mouse_position());
}
pub fn render(&mut self, draw_handle: &mut RaylibDrawHandle, player: &Player, players_item: &Option<T>) {
self.ui.render(draw_handle, self.bounds, self.can_player_afford(player, players_item));
pub fn render(
&mut self,
draw_handle: &mut RaylibDrawHandle,
player: &Player,
players_item: &Option<T>,
) {
self.ui.render(
draw_handle,
self.bounds,
self.can_player_afford(player, players_item),
);
}
}

View File

@ -1,22 +1,20 @@
use raylib::prelude::*;
use super::item::ShopItemWrapper;
use crate::{
gamecore::{GameCore, GameState},
items::{AirBag, Flashlight, Flippers, ItemBase, StunGun},
lib::{utils::button::OnScreenButton, wrappers::audio::player::AudioPlayer},
};
use super::{item::ShopItemWrapper, itemui::ShopItemUi};
use raylib::prelude::*;
pub fn render_shop(
draw_handle: &mut RaylibDrawHandle,
_thread: &RaylibThread,
audio_system: &mut AudioPlayer,
_audio_system: &mut AudioPlayer,
game_core: &mut GameCore,
bounds: Rectangle,
) -> Option<GameState> {
// Render background
draw_handle.draw_rectangle_rec(bounds, Color::WHITE);
draw_handle.draw_rectangle_rec(bounds, Color::new(255, 255, 255, 125));
draw_handle.draw_rectangle_lines_ex(bounds, 3, Color::BLACK);
// Title
@ -87,10 +85,26 @@ pub fn render_shop(
);
// Render items
stun_gun_buy_ui.render(draw_handle, &game_core.player, &game_core.player.inventory.stun_gun);
air_bag_buy_ui.render(draw_handle, &game_core.player, &game_core.player.inventory.air_bag);
flashlight_buy_ui.render(draw_handle, &game_core.player, &game_core.player.inventory.flashlight);
flippers_buy_ui.render(draw_handle, &game_core.player, &game_core.player.inventory.flippers);
stun_gun_buy_ui.render(
draw_handle,
&game_core.player,
&game_core.player.inventory.stun_gun,
);
air_bag_buy_ui.render(
draw_handle,
&game_core.player,
&game_core.player.inventory.air_bag,
);
flashlight_buy_ui.render(
draw_handle,
&game_core.player,
&game_core.player.inventory.flashlight,
);
flippers_buy_ui.render(
draw_handle,
&game_core.player,
&game_core.player.inventory.flippers,
);
// Handle buying items
if stun_gun_buy_ui.can_player_afford(&game_core.player, &game_core.player.inventory.stun_gun)
@ -105,7 +119,8 @@ pub fn render_shop(
let item = air_bag_buy_ui.purchase(&mut game_core.player);
game_core.player.inventory.air_bag = Some(item);
}
if flashlight_buy_ui.can_player_afford(&game_core.player, &game_core.player.inventory.flashlight)
if flashlight_buy_ui
.can_player_afford(&game_core.player, &game_core.player.inventory.flashlight)
&& flashlight_buy_ui.user_clicked_buy(draw_handle)
{
let item = flashlight_buy_ui.purchase(&mut game_core.player);
@ -151,8 +166,7 @@ pub fn render_shop(
draw_handle.draw_rectangle_rec(box_bounds, Color::WHITE);
draw_handle.draw_rectangle_lines_ex(box_bounds, 3, Color::BLACK);
hovered_item.get_texture(
hovered_item.get_texture(
draw_handle,
&game_core.resources,
Rectangle {
@ -160,9 +174,8 @@ pub fn render_shop(
y: box_bounds.y + 10.0,
width: (80.0),
height: (80.0),
}
},
);
// Render item description
draw_handle.draw_text(

View File

@ -2,22 +2,16 @@ mod item;
mod itemui;
mod mainui;
use raylib::prelude::*;
use self::mainui::{render_shop, render_stats};
use super::screen::Screen;
use crate::{
gamecore::{GameCore, GameState},
lib::wrappers::audio::player::AudioPlayer,
};
use self::mainui::{render_shop, render_stats};
use super::screen::Screen;
const SCREEN_PANEL_SIZE: Vector2 = Vector2 { x: 300.0, y: 380.0 };
use raylib::prelude::*;
#[derive(Debug, Default)]
pub struct ShopScreen {
// shop_items: Vec<Item>,
}
impl ShopScreen {
@ -36,8 +30,6 @@ impl Screen for ShopScreen {
audio_system: &mut AudioPlayer,
game_core: &mut GameCore,
) -> Option<GameState> {
let mouse_position = draw_handle.get_mouse_position();
// Render the background
draw_handle.draw_texture(&game_core.resources.shop_background, 0, 0, Color::WHITE);

View File

@ -22,8 +22,8 @@ impl Screen for WinScreen {
fn render(
&mut self,
draw_handle: &mut RaylibDrawHandle,
thread: &RaylibThread,
audio_system: &mut AudioPlayer,
_thread: &RaylibThread,
_audio_system: &mut AudioPlayer,
game_core: &mut GameCore,
) -> Option<GameState> {
let win_height = draw_handle.get_screen_height();
@ -57,7 +57,8 @@ impl Screen for WinScreen {
// Render message
draw_handle.draw_text(
"You can use the transponder to \ncontact help!",
((win_width / 2) - ((SCREEN_PANEL_SIZE.x as i32 + 6) / 2)) + (0.15 * SCREEN_PANEL_SIZE.x)as i32,
((win_width / 2) - ((SCREEN_PANEL_SIZE.x as i32 + 6) / 2))
+ (0.15 * SCREEN_PANEL_SIZE.x) as i32,
(win_height / 2) - (SCREEN_PANEL_SIZE.y as i32 / 2) + 80,
15,
Color::BLACK,
@ -87,7 +88,7 @@ impl Screen for WinScreen {
{
game_core.switch_state(GameState::MainMenu, Some(draw_handle));
}
return None;
}
}

View File

@ -10,16 +10,10 @@ mod world;
use gamecore::{GameCore, GameProgress, GameState};
use lib::{utils::profiler::GameProfiler, wrappers::audio::player::AudioPlayer};
use log::info;
use logic::{
gameend::GameEndScreen,
ingame::InGameScreen,
loadingscreen::LoadingScreen,
mainmenu::MainMenuScreen,
pausemenu::PauseMenuScreen,
screen::Screen,
shop::ShopScreen,
winscreen::{self, WinScreen},
gameend::GameEndScreen, ingame::InGameScreen, loadingscreen::LoadingScreen,
mainmenu::MainMenuScreen, pausemenu::PauseMenuScreen, screen::Screen, shop::ShopScreen,
winscreen::WinScreen,
};
use raylib::prelude::*;
use world::{load_world_colliders, World};
@ -33,9 +27,6 @@ const WINDOW_TITLE: &str = r"One Breath";
const MAX_FPS: u32 = 60;
fn main() {
// Configure the logger
env_logger::init();
// Configure a window
let (mut raylib, raylib_thread) = raylib::init()
.size(
@ -149,12 +140,8 @@ fn main() {
.create_statistics(&game_core, draw_handle.get_time());
game_core.progress.update(&new_progress);
// For now, just quit
// This also throws a SEGFAULT.. yay for unsafe code..
info!("User quit game");
unsafe {
raylib::ffi::CloseWindow();
}
// Break the render loop
break;
}
game_core.switch_state(new_state, Some(&draw_handle));

View File

@ -21,27 +21,6 @@ pub const TRANSLUCENT_WHITE_64: Color = Color {
a: 64,
};
pub const SKY: Color = Color {
r: 15,
g: 193,
b: 217,
a: 255
};
pub const WATER: Color = Color {
r: 24,
g: 66,
b: 143,
a: 255
};
pub const WATER_DARK: Color = Color {
r: 8,
g: 24,
b: 54,
a: 255
};
pub const TRANSLUCENT_RED_64: Color = Color {
r: 230,
g: 41,

View File

@ -10,9 +10,6 @@ use crate::{
use raylib::prelude::*;
use serde::{Deserialize, Serialize};
const AOE_RING_MAX_RADIUS: f32 = 60.0;
const STUN_ATTACK_TIME: f64 = 0.75;
#[derive(Debug, Serialize, Deserialize, Default, Clone)]
pub struct PlayerInventory {
pub stun_gun: Option<StunGun>,
@ -35,6 +32,7 @@ impl PlayerInventory {
pub struct Player {
pub position: Vector2,
pub direction: Vector2,
pub additional_vel: Vector2,
pub size: Vector2,
pub radius: f32,
pub coins: u32,
@ -51,6 +49,7 @@ pub struct Player {
impl Player {
pub fn new(spawn: &Vector2) -> Self {
Self {
additional_vel: Vector2::zero(),
boost_percent: 1.0,
size: Vector2 { x: 11.0, y: 21.0 },
breath_percent: 1.0,
@ -74,33 +73,6 @@ impl Player {
}
pub fn collides_with_rec(&self, rectangle: &Rectangle) -> bool {
// // Build a bounding box of the player by their corners
// let top_left_corner = self.position - (self.size / 2.0);
// let bottom_right_corner = self.position + (self.size / 2.0);
// let top_right_corner = Vector2 {
// x: bottom_right_corner.x,
// y: top_left_corner.y,
// };
// let bottom_left_corner = Vector2 {
// x: top_left_corner.x,
// y: bottom_right_corner.y,
// };
// // Get the rotation
// let rotation = Vector2::zero().angle_to(self.direction);
// // Rotate the bounds
// let top_left_corner = rotate_vector(top_left_corner, rotation);
// let bottom_right_corner = rotate_vector(bottom_right_corner, rotation);
// let top_right_corner = rotate_vector(top_right_corner, rotation);
// let bottom_left_corner = rotate_vector(bottom_left_corner, rotation);
// // Check for collisions
// return rectangle.check_collision_point_rec(top_left_corner)
// || rectangle.check_collision_point_rec(bottom_right_corner)
// || rectangle.check_collision_point_rec(top_right_corner)
// || rectangle.check_collision_point_rec(bottom_left_corner);
return rectangle.check_collision_circle_rec(self.position, self.radius);
}
@ -126,6 +98,11 @@ impl Player {
if octopus.current_position.distance_to(self.position).abs() <= stun_reach {
octopus.handle_getting_attacked(self.attacking_timer, current_time);
}
}
for whirlpool in world.whirlpool.iter_mut() {
if whirlpool.position.distance_to(self.position).abs() <= stun_reach {
whirlpool.handle_getting_attacked(self.attacking_timer, current_time);
}
}
}
}

View File

@ -1,5 +1,9 @@
use failure::Error;
use raylib::{RaylibHandle, RaylibThread, math::Vector2, shaders::Shader, texture::{Image, RenderTexture2D, Texture2D}};
use raylib::{
math::Vector2,
shaders::Shader,
texture::{Image, RenderTexture2D, Texture2D},
RaylibHandle, RaylibThread,
};
use crate::lib::wrappers::animation::FrameAnimationWrapper;
@ -13,7 +17,7 @@ pub struct GlobalResources {
pub player_animation_boost_charge: FrameAnimationWrapper,
pub player_animation_boost: FrameAnimationWrapper,
pub player_animation_stunned: FrameAnimationWrapper,
// Fish
pub fish_animation_idle: FrameAnimationWrapper,
pub fish_animation_swim: FrameAnimationWrapper,
@ -28,10 +32,11 @@ pub struct GlobalResources {
pub jellyfish_animation_attack: FrameAnimationWrapper,
pub octopus_animation_regular: FrameAnimationWrapper,
pub octopus_animation_attack: FrameAnimationWrapper,
pub whirlpool: FrameAnimationWrapper,
// Darkness layer
pub darkness_overlay: Texture2D,
// Backgrounds
pub background_front: Texture2D,
pub background_back: Texture2D,
@ -39,25 +44,24 @@ pub struct GlobalResources {
// Shop & items
pub shop_background: Texture2D,
pub flashlight_one: Texture2D,
pub flashlight_two: Texture2D,
pub flashlight_three: Texture2D,
pub flashlight_one: Texture2D,
pub flashlight_two: Texture2D,
pub flashlight_three: Texture2D,
pub stun_gun_one: Texture2D,
pub stun_gun_two: Texture2D,
pub stun_gun_three: Texture2D,
pub stun_gun_one: Texture2D,
pub stun_gun_two: Texture2D,
pub stun_gun_three: Texture2D,
pub air_one: Texture2D,
pub air_two: Texture2D,
pub air_three: Texture2D,
pub air_one: Texture2D,
pub air_two: Texture2D,
pub air_three: Texture2D,
pub flippers_one: Texture2D,
pub flippers_two: Texture2D,
pub flippers_three: Texture2D,
pub flippers_one: Texture2D,
pub flippers_two: Texture2D,
pub flippers_three: Texture2D,
// Treasure
pub transponder: FrameAnimationWrapper,
// Treasure
pub transponder: FrameAnimationWrapper,
}
impl GlobalResources {
@ -130,7 +134,11 @@ impl GlobalResources {
&Image::load_image("./assets/img/map/cave.png")?,
)?,
pixel_shader: raylib.load_shader(&thread, None, Some("./assets/shaders/pixel.fs"))?,
shader_texture: raylib.load_render_texture(&thread, raylib.get_screen_width() as u32, raylib.get_screen_height() as u32)?,
shader_texture: raylib.load_render_texture(
&thread,
raylib.get_screen_width() as u32,
raylib.get_screen_height() as u32,
)?,
jellyfish_animation_regular: FrameAnimationWrapper::new(
raylib.load_texture_from_image(
&thread,
@ -240,7 +248,15 @@ impl GlobalResources {
6,
2,
),
whirlpool: FrameAnimationWrapper::new(
raylib.load_texture_from_image(
&thread,
&Image::load_image("./assets/img/enemies/whirlpool.png")?,
)?,
Vector2 { x: 20.0, y: 20.0 },
4,
4,
),
})
}
}

View File

@ -1,11 +1,17 @@
use std::{fs::File, io::BufReader};
use failure::Error;
use raylib::math::{Rectangle, Vector2};
use serde::{Deserialize, Serialize};
use std::io::Read;
use failure::Error;
use crate::{entities::{enemy::{jellyfish::JellyFish, octopus::Octopus}, fish::FishEntity}, player::Player};
use crate::{
entities::{
enemy::{jellyfish::JellyFish, octopus::Octopus, whirlpool::Whirlpool,},
fish::FishEntity,
},
player::Player,
};
#[derive(Debug, Serialize, Deserialize, Clone)]
pub struct World {
@ -21,8 +27,10 @@ pub struct World {
#[serde(skip)]
pub colliders: Vec<Rectangle>,
// Mobs
pub jellyfish: Vec<JellyFish>,
pub octopus: Vec<Octopus>,
pub whirlpool: Vec<Whirlpool>,
}
@ -40,7 +48,7 @@ impl World {
// Init colliders
result.colliders = Vec::new();
for collider in colliders.iter(){
for collider in colliders.iter() {
result.colliders.push(Rectangle {
x: collider.x - (collider.width / 2.0),
y: collider.y - (collider.height / 2.0),
@ -49,6 +57,8 @@ impl World {
});
}
Ok(result)
}
@ -67,7 +77,6 @@ impl World {
}
}
pub fn load_world_colliders(file: String) -> Result<Vec<Rectangle>, Error> {
// Load the file
let file = File::open(file)?;
@ -75,4 +84,4 @@ pub fn load_world_colliders(file: String) -> Result<Vec<Rectangle>, Error> {
// Deserialize
Ok(serde_json::from_reader(reader)?)
}
}