working on aoe

This commit is contained in:
Evan Pratten 2021-04-24 16:03:07 -04:00
parent 79bae68f71
commit b51de3b815
3 changed files with 40 additions and 6 deletions

@ -1,10 +1,10 @@
use serde::{Serialize, Deserialize};
use serde::{Deserialize, Serialize};
#[derive(Debug, PartialEq, Clone, Serialize, Deserialize)]
#[serde(tag = "t", content = "c")]
pub enum ShopItems {
StunGun(u8),
StunGun,
AirBag,
Flashlight(u8),
Flippers(u8)
}
Flashlight { power: u8 },
Flippers { speed_increase: u8 },
}

@ -128,7 +128,8 @@ pub fn update_player_movement(
// Only do this if the mouse is far enough away
let player_real_movement = game_core.player.direction * speed_multiplier;
if raw_movement_direction.distance_to(Vector2::zero()) > game_core.player.size.y / 2.0 {
let player_stunned = game_core.player.stun_timer > 0.0;
if raw_movement_direction.distance_to(Vector2::zero()) > game_core.player.size.y / 2.0 || player_stunned{
game_core.player.is_moving = true;
game_core.player.position += player_real_movement;
@ -145,6 +146,11 @@ pub fn update_player_movement(
}
} else {
game_core.player.is_moving = false;
// Handle updating the stun timer
if player_stunned {
game_core.player.stun_timer -= dt;
}
}
// Move the camera to follow the player

@ -21,6 +21,8 @@ pub struct Player {
pub is_boosting: bool,
pub is_boost_charging: bool,
pub inventory: Vec<ShopItems>,
pub stun_timer: f64,
pub attacking_timer: f64,
}
impl Player {
@ -65,6 +67,18 @@ impl Player {
return rectangle.check_collision_circle_rec(self.position, (self.size.y * 0.5) / 2.0);
}
/// Stun the player
pub fn set_stun_seconds(&mut self, seconds: f64) {
self.stun_timer = seconds;
}
/// Try to attack with the stun gun
pub fn begin_attack(&mut self) {
if self.inventory.contains(&ShopItems::StunGun) && self.stun_timer == 0.0 {
self.stun_timer = 2.0;
}
}
/// Calculate how far the player is
pub fn calculate_depth_percent(&self, world: &World) -> f32 {
let dist_from_player_to_end = self.position.distance_to(world.end_position);
@ -114,6 +128,20 @@ impl Player {
TRANSLUCENT_WHITE_96,
);
// Calculate AOE ring
let aoe_ring;
if self.attacking_timer <= 0.25 {
aoe_ring = self.attacking_timer;
}
// Render attack AOE
context_2d.draw_circle_lines(
self.position.x as i32,
self.position.y as i32,
boost_ring_max_radius * self.boost_percent,
TRANSLUCENT_WHITE_64,
);
// Render the player based on what is happening
if self.is_boost_charging {
resources.player_animation_boost_charge.draw(