Merge branch 'master' into shop
This commit is contained in:
commit
f77a8755b8
@ -1,5 +1,5 @@
|
||||
[package]
|
||||
name = "ludum-dare-48"
|
||||
name = "one-breath"
|
||||
version = "0.1.0"
|
||||
authors = ["Evan Pratten <ewpratten@gmail.com>"]
|
||||
edition = "2018"
|
||||
|
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assets/img/character/diveStrokeCharge.png
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assets/img/character/walk1.png
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assets/img/character/walk1.png
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1
assets/img/map/cave.json
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1
assets/img/map/cave.json
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@ -3,6 +3,10 @@
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||||
"x": 10000.0,
|
||||
"y": 10000.0
|
||||
},
|
||||
"player_spawn": {
|
||||
"x": 220.0,
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||||
"y": 50.0
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||||
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|
||||
"fish": [
|
||||
{
|
||||
"x": 500.0,
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||||
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@ -9,10 +9,10 @@ set -e
|
||||
# Make a uni-bundle
|
||||
echo "Creating a fat bundle for all platforms"
|
||||
rm -rf ./bundle/release
|
||||
rm -rf ./bundle/ludum-dare-48.zip
|
||||
rm -rf ./bundle/one-breath.zip
|
||||
mkdir -p ./bundle/release
|
||||
cp -r ./assets ./bundle/release
|
||||
cp ./bundle/linux/release/ludum-dare-48 ./bundle/release/ludum-dare-48
|
||||
cp ./bundle/windows/release/ludum-dare-48.exe ./bundle/release/ludum-dare-48.exe
|
||||
cp ./bundle/linux/release/one-breath ./bundle/release/one-breath
|
||||
cp ./bundle/windows/release/one-breath.exe ./bundle/release/one-breath.exe
|
||||
cd ./bundle/release
|
||||
zip -r ../ludum-dare-48.zip ./
|
||||
zip -r ../one-breath.zip ./
|
@ -12,7 +12,7 @@ rm -rf ./bundle/linux/release-x86_64-unknown-linux-gnu.zip
|
||||
mkdir -p ./bundle/linux/release
|
||||
|
||||
echo "Copying binary"
|
||||
cp ./target/x86_64-unknown-linux-gnu/release/ludum-dare-48 ./bundle/linux/release
|
||||
cp ./target/x86_64-unknown-linux-gnu/release/one-breath ./bundle/linux/release
|
||||
|
||||
echo "Copying assets"
|
||||
cp -r ./assets ./bundle/linux/release
|
||||
|
@ -11,7 +11,7 @@ rm -rf ./bundle/windows/release-x86_64-pc-windows-gnu.zip
|
||||
mkdir -p ./bundle/windows/release
|
||||
|
||||
echo "Copying binary"
|
||||
cp ./target/x86_64-pc-windows-gnu/release/ludum-dare-48.exe ./bundle/windows/release
|
||||
cp ./target/x86_64-pc-windows-gnu/release/one-breath.exe ./bundle/windows/release
|
||||
|
||||
echo "Copying assets"
|
||||
cp -r ./assets ./bundle/windows/release
|
||||
|
@ -1,10 +1,10 @@
|
||||
use rand::{Rng, prelude::ThreadRng};
|
||||
use raylib::prelude::*;
|
||||
|
||||
use crate::{gamecore::GameCore, lib::utils::triangles::rotate_vector, player::Player};
|
||||
use crate::{gamecore::GameCore, lib::utils::triangles::rotate_vector, player::Player, world::World};
|
||||
|
||||
const FISH_FOLLOW_PLAYER_DISTANCE: f32 = 80.0;
|
||||
const FISH_FOLLOW_PLAYER_SPEED: f32 = 2.0;
|
||||
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;
|
||||
|
||||
@ -12,7 +12,7 @@ const FISH_ATTACH_RADIUS: f32 = 20.0;
|
||||
pub struct FishEntity {
|
||||
position: Vector2,
|
||||
direction: Vector2,
|
||||
following_player: bool,
|
||||
pub following_player: bool,
|
||||
size: Vector2,
|
||||
rng: ThreadRng
|
||||
}
|
||||
@ -36,7 +36,7 @@ impl FishEntity {
|
||||
return output;
|
||||
}
|
||||
|
||||
pub fn handle_follow_player(&mut self, player: &Player, dt: f64) {
|
||||
pub fn handle_follow_player(&mut self, player: &Player, dt: f64, other_fish: &Vec<FishEntity>) {
|
||||
// Distance and direction to player
|
||||
let dist_to_player = player.position - self.position;
|
||||
let dist_to_player_lin = self.position.distance_to(player.position);
|
||||
@ -66,7 +66,7 @@ impl FishEntity {
|
||||
self.position += movement;
|
||||
}
|
||||
|
||||
pub fn handle_free_movement(&mut self, player: &Player, dt: f64) {
|
||||
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);
|
||||
@ -74,8 +74,11 @@ impl FishEntity {
|
||||
direction_to_player.normalize();
|
||||
|
||||
// Handle player picking up fish
|
||||
if player.position.distance_to(self.position).abs() <= player.size.y * 1.2 {
|
||||
if player.position.distance_to(self.position).abs() <= player.size.y * 2.2 {
|
||||
self.following_player = true;
|
||||
|
||||
// Add currency to the player
|
||||
player.coins += 1;
|
||||
}
|
||||
|
||||
// Look at the player;
|
||||
@ -83,9 +86,9 @@ impl FishEntity {
|
||||
self.direction = direction_to_player;
|
||||
}
|
||||
|
||||
pub fn update_position(&mut self, player: &Player, dt: f64) {
|
||||
pub fn update_position(&mut self, player: &mut Player, dt: f64, other_fish: &Vec<FishEntity>) {
|
||||
if self.following_player {
|
||||
self.handle_follow_player(player, dt);
|
||||
self.handle_follow_player(player, dt, other_fish);
|
||||
} else {
|
||||
self.handle_free_movement(player, dt);
|
||||
}
|
||||
|
@ -107,6 +107,7 @@ impl GameCore {
|
||||
world: World,
|
||||
progress: GameProgress,
|
||||
) -> Self {
|
||||
let player = Player::new(&world.player_spawn);
|
||||
Self {
|
||||
state: GameState::Loading,
|
||||
last_state: GameState::Loading,
|
||||
@ -117,13 +118,13 @@ impl GameCore {
|
||||
.expect("Failed to load game assets. Can not launch!"),
|
||||
master_camera: Camera2D {
|
||||
offset: Vector2::zero(),
|
||||
target: Vector2::zero(),
|
||||
target: world.player_spawn,
|
||||
rotation: 0.0,
|
||||
zoom: 1.0,
|
||||
zoom: 2.0,
|
||||
},
|
||||
show_simple_debug_info: false,
|
||||
world: world,
|
||||
player: Player::new(),
|
||||
player,
|
||||
progress: progress,
|
||||
}
|
||||
}
|
||||
|
@ -134,7 +134,7 @@ impl GameProfiler {
|
||||
w_type: None,
|
||||
},
|
||||
DataSet {
|
||||
title: Some("Breath".to_string()),
|
||||
title: Some("Boost".to_string()),
|
||||
value: json!(self.data.player_boost_percent),
|
||||
graph: Some(false),
|
||||
unit: Some("%".to_string()),
|
||||
|
@ -1,9 +1,4 @@
|
||||
use raylib::{
|
||||
core::color::Color,
|
||||
math::{Rectangle, Vector2},
|
||||
prelude::{RaylibDraw, RaylibDrawHandle},
|
||||
texture::Texture2D,
|
||||
};
|
||||
use raylib::{core::color::Color, math::{Rectangle, Vector2}, prelude::{RaylibDraw, RaylibDrawHandle, RaylibMode2D}, texture::Texture2D};
|
||||
|
||||
/// A wrapper around an animation spritesheet
|
||||
pub struct FrameAnimationWrapper {
|
||||
@ -29,7 +24,9 @@ impl FrameAnimationWrapper {
|
||||
|
||||
/// Start the animation
|
||||
pub fn start(&mut self, handle: &RaylibDrawHandle) {
|
||||
self.start_time_seconds = handle.get_time();
|
||||
if self.start_time_seconds == 0.0 {
|
||||
self.start_time_seconds = handle.get_time();
|
||||
}
|
||||
}
|
||||
|
||||
/// Stop (and reset) the animation
|
||||
@ -48,16 +45,17 @@ impl FrameAnimationWrapper {
|
||||
}
|
||||
|
||||
/// Draw the next frame to the screen at `position`
|
||||
pub fn draw(&mut self, handle: &mut RaylibDrawHandle, position: Vector2) {
|
||||
pub fn draw(&mut self, handle: &mut RaylibMode2D<RaylibDrawHandle>, position: Vector2, rotation: f32) {
|
||||
let frame_id = self.get_current_frame_id(handle);
|
||||
self.draw_frame(handle, position, frame_id);
|
||||
self.draw_frame(handle, position, rotation, frame_id);
|
||||
}
|
||||
|
||||
/// Draw a specified frame to the screen at `position`
|
||||
pub fn draw_frame(
|
||||
&mut self,
|
||||
handle: &mut RaylibDrawHandle,
|
||||
handle: &mut RaylibMode2D<RaylibDrawHandle>,
|
||||
position: Vector2,
|
||||
rotation: f32,
|
||||
frame_number: u32,
|
||||
) {
|
||||
// Determine the col number
|
||||
@ -75,8 +73,20 @@ impl FrameAnimationWrapper {
|
||||
width: self.size.x,
|
||||
height: self.size.y,
|
||||
};
|
||||
let frame_dest = Rectangle {
|
||||
x: position.x,
|
||||
y: position.y,
|
||||
width: self.size.x,
|
||||
height: self.size.y,
|
||||
};
|
||||
|
||||
// Rotation origin
|
||||
let origin = Vector2 {
|
||||
x: self.size.x / 2.0,
|
||||
y: self.size.y / 2.0
|
||||
};
|
||||
|
||||
// Render
|
||||
handle.draw_texture_rec(&mut self.sprite_sheet, frame_box, position, Color::WHITE);
|
||||
handle.draw_texture_pro(&mut self.sprite_sheet, frame_box, frame_dest, origin, rotation, Color::WHITE);
|
||||
}
|
||||
}
|
||||
|
32
src/lib/wrappers/complexanimation.rs
Normal file
32
src/lib/wrappers/complexanimation.rs
Normal file
@ -0,0 +1,32 @@
|
||||
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;
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
@ -1,2 +1,3 @@
|
||||
pub mod audio;
|
||||
pub mod animation;
|
||||
pub mod animation;
|
||||
pub mod complexanimation;
|
@ -7,6 +7,9 @@ use raylib::prelude::*;
|
||||
use crate::{gamecore::{self, GameCore, GameState}, lib::wrappers::audio::player::AudioPlayer};
|
||||
|
||||
use self::shop::Shop;
|
||||
use crate::{
|
||||
pallette::{WATER},
|
||||
};
|
||||
|
||||
use super::screen::Screen;
|
||||
|
||||
@ -34,7 +37,48 @@ impl InGameScreen {
|
||||
context_2d: &mut RaylibMode2D<RaylibDrawHandle>,
|
||||
game_core: &mut GameCore,
|
||||
) {
|
||||
context_2d.draw_circle(0, 0, 10.0, Color::BLACK);
|
||||
// Build source bounds
|
||||
let source_bounds = Rectangle {
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
width: game_core.resources.cave_mid_layer.width as f32,
|
||||
height: game_core.resources.cave_mid_layer.height as f32,
|
||||
};
|
||||
let world_bounds = Rectangle {
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
width: game_core.resources.cave_mid_layer.width as f32,
|
||||
height: game_core.resources.cave_mid_layer.height as f32,
|
||||
};
|
||||
|
||||
// Clear the background
|
||||
context_2d.draw_rectangle_rec(world_bounds, WATER);
|
||||
|
||||
// Render the world texture
|
||||
context_2d.draw_texture_rec(
|
||||
&game_core.resources.cave_mid_layer,
|
||||
source_bounds,
|
||||
Vector2 {
|
||||
x: world_bounds.x,
|
||||
y: world_bounds.y,
|
||||
},
|
||||
Color::WHITE,
|
||||
);
|
||||
}
|
||||
|
||||
fn render_colliders(
|
||||
&mut self,
|
||||
context_2d: &mut RaylibMode2D<RaylibDrawHandle>,
|
||||
game_core: &mut GameCore,
|
||||
) {
|
||||
// Render every collider
|
||||
for collider in game_core.world.colliders.iter() {
|
||||
context_2d.draw_rectangle_lines_ex(
|
||||
collider,
|
||||
1,
|
||||
Color::RED,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -63,27 +107,24 @@ impl Screen for InGameScreen {
|
||||
}
|
||||
|
||||
|
||||
// Only render shop in shop period, otherwise allow player movement
|
||||
if draw_handle.get_time() - game_core.last_state_change_time >= 0.05
|
||||
&& self.current_state == InGameState::BUYING{
|
||||
|
||||
shop::render_shop(draw_handle, game_core, self);
|
||||
|
||||
}else{
|
||||
// Update player movement
|
||||
playerlogic::update_player_movement(draw_handle, game_core, window_center);
|
||||
}
|
||||
|
||||
|
||||
// Clear frame
|
||||
draw_handle.clear_background(Color::BLUE);
|
||||
draw_handle.clear_background(Color::BLACK);
|
||||
|
||||
// Handle the pause menu being opened
|
||||
if draw_handle.is_key_pressed(KeyboardKey::KEY_ESCAPE) {
|
||||
return Some(GameState::PauseMenu);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Window dimensions
|
||||
let win_height = draw_handle.get_screen_height();
|
||||
let win_width = draw_handle.get_screen_width();
|
||||
let window_center = Vector2 {
|
||||
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);
|
||||
|
||||
|
||||
|
||||
@ -94,11 +135,14 @@ impl Screen for InGameScreen {
|
||||
|
||||
// Render the world
|
||||
self.render_world(&mut context_2d, game_core);
|
||||
if game_core.show_simple_debug_info{
|
||||
self.render_colliders(&mut context_2d, game_core);
|
||||
}
|
||||
|
||||
// Render entities
|
||||
let mut fish = &mut game_core.world.fish;
|
||||
for fish in fish.iter_mut() {
|
||||
fish.update_position(&game_core.player, dt);
|
||||
let fish_clone = game_core.world.fish.clone();
|
||||
for fish in game_core.world.fish.iter_mut() {
|
||||
fish.update_position(&mut game_core.player, dt, &fish_clone);
|
||||
fish.render(&mut context_2d);
|
||||
}
|
||||
|
||||
@ -106,6 +150,18 @@ impl Screen for InGameScreen {
|
||||
playerlogic::render_player(&mut context_2d, game_core);
|
||||
}
|
||||
|
||||
|
||||
// Only render shop in shop period, otherwise allow player movement
|
||||
if draw_handle.get_time() - game_core.last_state_change_time >= 0.05
|
||||
&& self.current_state == InGameState::BUYING{
|
||||
|
||||
shop::render_shop(draw_handle, game_core, self);
|
||||
|
||||
}else{
|
||||
// Update player movement
|
||||
playerlogic::update_player_movement(draw_handle, game_core, window_center);
|
||||
}
|
||||
|
||||
// Render the hud
|
||||
hud::render_hud(draw_handle, game_core, window_center);
|
||||
|
||||
|
@ -5,11 +5,11 @@ use crate::{
|
||||
pallette::{TRANSLUCENT_WHITE_128, TRANSLUCENT_WHITE_64, TRANSLUCENT_WHITE_96},
|
||||
};
|
||||
|
||||
const NORMAL_PLAYER_SPEED: i32 = 4;
|
||||
const NORMAL_PLAYER_SPEED: i32 = 3;
|
||||
const BOOST_PLAYER_SPEED: i32 = NORMAL_PLAYER_SPEED * 2;
|
||||
const CAMERA_FOLLOW_SPEED: f32 = 0.7;
|
||||
const TURN_SPEED: f32 = 0.05;
|
||||
const BOOST_DECREASE_PER_SECOND: f32 = 0.75;
|
||||
const TURN_SPEED: f32 = 0.15;
|
||||
const BOOST_DECREASE_PER_SECOND: f32 = 0.65;
|
||||
const BOOST_REGEN_PER_SECOND: f32 = 0.25;
|
||||
const BREATH_DECREASE_PER_SECOND: f32 = 0.01;
|
||||
|
||||
@ -27,45 +27,45 @@ pub fn update_player_movement(
|
||||
let raw_movement_direction = mouse_world_pose - game_core.player.position;
|
||||
let mut normalized_movement_direction = raw_movement_direction;
|
||||
normalized_movement_direction.normalize();
|
||||
|
||||
let tau: f32 = PI as f32 * 2.0;
|
||||
// get angles as floats
|
||||
let mut player_angle: f32 = Vector2::zero().angle_to(game_core.player.direction);
|
||||
let mut desired_angle: f32 = Vector2::zero().angle_to(normalized_movement_direction);
|
||||
|
||||
// make angle positive
|
||||
if desired_angle < 0.0 {
|
||||
desired_angle += tau;
|
||||
}
|
||||
let tau: f32 = PI as f32 * 2.0;
|
||||
// get angles as floats
|
||||
let mut player_angle: f32 = Vector2::zero().angle_to(game_core.player.direction);
|
||||
let mut desired_angle: f32 = Vector2::zero().angle_to(normalized_movement_direction);
|
||||
|
||||
// turn towards mouse at turn speed
|
||||
if player_angle % tau > desired_angle {
|
||||
if (player_angle % tau) - desired_angle > PI as f32 {
|
||||
player_angle += TURN_SPEED;
|
||||
} else {
|
||||
player_angle -= TURN_SPEED;
|
||||
}
|
||||
// make angle positive
|
||||
if desired_angle < 0.0 {
|
||||
desired_angle += tau;
|
||||
}
|
||||
|
||||
// turn towards mouse at turn speed
|
||||
if player_angle % tau > desired_angle {
|
||||
if (player_angle % tau) - desired_angle > PI as f32 {
|
||||
player_angle += TURN_SPEED;
|
||||
} else {
|
||||
if desired_angle - (player_angle % tau) > PI as f32 {
|
||||
player_angle -= TURN_SPEED;
|
||||
} else {
|
||||
player_angle += TURN_SPEED;
|
||||
}
|
||||
player_angle -= TURN_SPEED;
|
||||
}
|
||||
} else {
|
||||
if desired_angle - (player_angle % tau) > PI as f32 {
|
||||
player_angle -= TURN_SPEED;
|
||||
} else {
|
||||
player_angle += TURN_SPEED;
|
||||
}
|
||||
}
|
||||
|
||||
// snap to mouse if close enough
|
||||
if f32::abs(player_angle - desired_angle) < (TURN_SPEED * 1.1) {
|
||||
player_angle = desired_angle;
|
||||
}
|
||||
if player_angle > tau {
|
||||
player_angle -= tau;
|
||||
}
|
||||
if player_angle < 0.0 {
|
||||
player_angle += tau;
|
||||
}
|
||||
// snap to mouse if close enough
|
||||
if f32::abs(player_angle - desired_angle) < (TURN_SPEED * 1.1) {
|
||||
player_angle = desired_angle;
|
||||
}
|
||||
if player_angle > tau {
|
||||
player_angle -= tau;
|
||||
}
|
||||
if player_angle < 0.0 {
|
||||
player_angle += tau;
|
||||
}
|
||||
|
||||
// set angle
|
||||
game_core.player.direction = Vector2::new(f32::cos(player_angle), f32::sin(player_angle));
|
||||
// set angle
|
||||
game_core.player.direction = Vector2::new(f32::cos(player_angle), f32::sin(player_angle));
|
||||
|
||||
// In the case the player is in "null", just jump the camera to them
|
||||
if game_core.player.position == Vector2::zero() {
|
||||
@ -84,10 +84,36 @@ pub fn update_player_movement(
|
||||
|
||||
// Decrease the boost
|
||||
game_core.player.boost_percent -= BOOST_DECREASE_PER_SECOND * dt as f32;
|
||||
game_core.player.is_boosting = true;
|
||||
if game_core.player.boost_percent >= 0.9 {
|
||||
game_core
|
||||
.resources
|
||||
.player_animation_boost_charge
|
||||
.start(draw_handle);
|
||||
game_core.resources.player_animation_regular.stop();
|
||||
game_core.player.is_boost_charging = true;
|
||||
} else {
|
||||
game_core.resources.player_animation_boost_charge.stop();
|
||||
game_core
|
||||
.resources
|
||||
.player_animation_boost
|
||||
.start(draw_handle);
|
||||
game_core.player.is_boost_charging = false;
|
||||
}
|
||||
} else {
|
||||
// Set the speed multiplier
|
||||
speed_multiplier = NORMAL_PLAYER_SPEED as f32;
|
||||
|
||||
// Reset boost animation
|
||||
game_core.player.is_boosting = false;
|
||||
game_core.player.is_boost_charging = false;
|
||||
game_core.resources.player_animation_boost_charge.stop();
|
||||
game_core.resources.player_animation_boost.stop();
|
||||
game_core
|
||||
.resources
|
||||
.player_animation_regular
|
||||
.start(draw_handle);
|
||||
|
||||
// Handle boost regen
|
||||
if !user_request_boost {
|
||||
game_core.player.boost_percent = (game_core.player.boost_percent
|
||||
@ -103,7 +129,22 @@ 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 {
|
||||
game_core.player.is_moving = true;
|
||||
game_core.player.position += player_real_movement;
|
||||
|
||||
// Check for any collisions
|
||||
for collider in game_core.world.colliders.iter() {
|
||||
if game_core.player.collides_with_rec(collider) {
|
||||
game_core.player.is_moving = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if !game_core.player.is_moving {
|
||||
game_core.player.position -= player_real_movement;
|
||||
}
|
||||
} else {
|
||||
game_core.player.is_moving = false;
|
||||
}
|
||||
|
||||
// Move the camera to follow the player
|
||||
@ -113,9 +154,19 @@ pub fn update_player_movement(
|
||||
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() > (window_center.y - 40.0) {
|
||||
if player_screen_position.distance_to(window_center).abs() > 100.0 {
|
||||
game_core.master_camera.target += player_real_movement;
|
||||
}
|
||||
|
||||
// If the player is not on screen, snap the camera to them
|
||||
if player_screen_position.distance_to(window_center).abs() > window_center.y {
|
||||
game_core.master_camera.target = game_core.player.position - (window_center / 2.0);
|
||||
}
|
||||
|
||||
// // Clamp camera target y to 0
|
||||
// if game_core.master_camera.target.y < -100.0 {
|
||||
// game_core.master_camera.target.y = -100.0;
|
||||
// }
|
||||
}
|
||||
|
||||
pub fn render_player(context_2d: &mut RaylibMode2D<RaylibDrawHandle>, game_core: &mut GameCore) {
|
||||
@ -135,25 +186,43 @@ pub fn render_player(context_2d: &mut RaylibMode2D<RaylibDrawHandle>, game_core:
|
||||
TRANSLUCENT_WHITE_64,
|
||||
);
|
||||
context_2d.draw_ring(
|
||||
player.position,
|
||||
boost_ring_max_radius - 2.0,
|
||||
boost_ring_max_radius + 2.0,
|
||||
Vector2 {
|
||||
x: player.position.x as i32 as f32,
|
||||
y: player.position.y as i32 as f32,
|
||||
},
|
||||
boost_ring_max_radius,
|
||||
boost_ring_max_radius + 1.0,
|
||||
0,
|
||||
(360.0 * player.breath_percent) as i32,
|
||||
0,
|
||||
TRANSLUCENT_WHITE_96,
|
||||
);
|
||||
|
||||
// TODO: tmp rect
|
||||
context_2d.draw_rectangle_pro(
|
||||
Rectangle {
|
||||
x: player.position.x,
|
||||
y: player.position.y,
|
||||
width: player.size.x,
|
||||
height: player.size.y,
|
||||
},
|
||||
player.size / 2.0,
|
||||
player_rotation.to_degrees() + 90.0,
|
||||
Color::BLACK,
|
||||
);
|
||||
// Render the player based on what is happening
|
||||
if player.is_boost_charging {
|
||||
game_core.resources.player_animation_boost_charge.draw(
|
||||
context_2d,
|
||||
player.position,
|
||||
player_rotation.to_degrees() - 90.0,
|
||||
);
|
||||
} else if player.is_boosting {
|
||||
game_core.resources.player_animation_boost.draw(
|
||||
context_2d,
|
||||
player.position,
|
||||
player_rotation.to_degrees() - 90.0,
|
||||
);
|
||||
} else if player.is_moving {
|
||||
game_core.resources.player_animation_regular.draw(
|
||||
context_2d,
|
||||
player.position,
|
||||
player_rotation.to_degrees() - 90.0,
|
||||
);
|
||||
} else {
|
||||
game_core.resources.player_animation_regular.draw_frame(
|
||||
context_2d,
|
||||
player.position,
|
||||
player_rotation.to_degrees() - 90.0,
|
||||
0,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
@ -28,11 +28,11 @@ impl Screen for MainMenuScreen {
|
||||
let win_width = draw_handle.get_screen_width();
|
||||
|
||||
// Clear frame
|
||||
draw_handle.clear_background(Color::WHITE);
|
||||
draw_handle.clear_background(Color::BLUE);
|
||||
|
||||
// Render title
|
||||
draw_handle.draw_text(
|
||||
"TMP TITLE",
|
||||
"ONE BREATH",
|
||||
(win_height / 2) - 80,
|
||||
win_width / 4,
|
||||
40,
|
||||
|
@ -7,7 +7,7 @@ use crate::{
|
||||
|
||||
use super::screen::Screen;
|
||||
|
||||
const SCREEN_PANEL_SIZE: Vector2 = Vector2 { x: 300.0, y: 300.0 };
|
||||
const SCREEN_PANEL_SIZE: Vector2 = Vector2 { x: 300.0, y: 380.0 };
|
||||
|
||||
pub struct PauseMenuScreen {}
|
||||
|
||||
@ -118,6 +118,15 @@ impl Screen for PauseMenuScreen {
|
||||
}
|
||||
}
|
||||
|
||||
// Render credits
|
||||
draw_handle.draw_text(
|
||||
"Credits:\n\t- @ewpratten\n\t- @rsninja722\n\t- @wm-c\n\t- @catarinaburghi",
|
||||
(win_width / 2) - (SCREEN_PANEL_SIZE.x as i32 / 2) + 10,
|
||||
(win_height / 2) - (SCREEN_PANEL_SIZE.y as i32 / 2) + 120,
|
||||
20,
|
||||
Color::BLACK,
|
||||
);
|
||||
|
||||
// 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,
|
||||
|
@ -13,14 +13,14 @@ 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};
|
||||
use raylib::prelude::*;
|
||||
use world::World;
|
||||
use world::{World, load_world_colliders};
|
||||
|
||||
// Game Launch Configuration
|
||||
const DEFAULT_WINDOW_DIMENSIONS: Vector2 = Vector2 {
|
||||
x: 1080.0,
|
||||
y: 720.0,
|
||||
};
|
||||
const WINDOW_TITLE: &str = r"Ludum Dare 48";
|
||||
const WINDOW_TITLE: &str = r"One Breath";
|
||||
const MAX_FPS: u32 = 60;
|
||||
|
||||
fn main() {
|
||||
@ -32,7 +32,7 @@ fn main() {
|
||||
.size(
|
||||
DEFAULT_WINDOW_DIMENSIONS.x as i32,
|
||||
DEFAULT_WINDOW_DIMENSIONS.y as i32,
|
||||
)
|
||||
).msaa_4x()
|
||||
.title(WINDOW_TITLE)
|
||||
.build();
|
||||
raylib.set_target_fps(MAX_FPS);
|
||||
@ -41,7 +41,8 @@ fn main() {
|
||||
raylib.set_exit_key(None);
|
||||
|
||||
// Load the world
|
||||
let world = World::load_from_json("./assets/worlds/mainworld.json".to_string()).expect("Failed to load main world JSON");
|
||||
let world_colliders = load_world_colliders("./assets/img/map/cave.json".to_string()).expect("Failed to load world colliders");
|
||||
let world = World::load_from_json("./assets/worlds/mainworld.json".to_string(), world_colliders).expect("Failed to load main world JSON");
|
||||
|
||||
// Load the game progress
|
||||
let game_progress = GameProgress::try_from_file("./assets/savestate.json".to_string());
|
||||
|
@ -19,4 +19,18 @@ pub const TRANSLUCENT_WHITE_64: Color = Color {
|
||||
g: 255,
|
||||
b: 255,
|
||||
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
|
||||
};
|
@ -1,6 +1,6 @@
|
||||
use raylib::math::Vector2;
|
||||
|
||||
use raylib::math::{Rectangle, Vector2};
|
||||
|
||||
use crate::lib::utils::triangles::rotate_vector;
|
||||
|
||||
#[derive(Debug, Default)]
|
||||
pub struct Player {
|
||||
@ -9,20 +9,51 @@ pub struct Player {
|
||||
pub size: Vector2,
|
||||
pub coins: u32,
|
||||
pub boost_percent: f32,
|
||||
pub breath_percent: f32
|
||||
pub breath_percent: f32,
|
||||
pub is_moving: bool,
|
||||
pub is_boosting: bool,
|
||||
pub is_boost_charging: bool,
|
||||
}
|
||||
|
||||
impl Player {
|
||||
pub fn new() -> Self {
|
||||
pub fn new(spawn: &Vector2) -> Self {
|
||||
Self {
|
||||
boost_percent: 1.0,
|
||||
size: Vector2 {
|
||||
x: 11.0 * 4.0,
|
||||
y: 21.0 * 4.0
|
||||
},
|
||||
size: Vector2 { x: 11.0, y: 21.0 },
|
||||
breath_percent: 1.0,
|
||||
position: spawn.clone(),
|
||||
..Default::default()
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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.size.y * 0.5) / 2.0);
|
||||
}
|
||||
}
|
||||
|
@ -1,19 +1,68 @@
|
||||
use failure::Error;
|
||||
use raylib::{RaylibHandle, RaylibThread, texture::{Image, Texture2D}};
|
||||
use raylib::{
|
||||
math::Vector2,
|
||||
texture::{Image, Texture2D},
|
||||
RaylibHandle, RaylibThread,
|
||||
};
|
||||
|
||||
use crate::lib::wrappers::animation::FrameAnimationWrapper;
|
||||
|
||||
/// This struct contains all textures and sounds that must be loaded into (V)RAM at the start of the game
|
||||
pub struct GlobalResources {
|
||||
|
||||
// Branding
|
||||
pub game_logo: Texture2D
|
||||
pub game_logo: Texture2D,
|
||||
|
||||
// Player
|
||||
pub player_animation_regular: FrameAnimationWrapper,
|
||||
pub player_animation_boost_charge: FrameAnimationWrapper,
|
||||
pub player_animation_boost: FrameAnimationWrapper,
|
||||
|
||||
// Cave
|
||||
pub cave_mid_layer: Texture2D
|
||||
}
|
||||
|
||||
impl GlobalResources {
|
||||
/// Load all resources. **THIS WILL HANG!**
|
||||
pub fn load_all(raylib: &mut RaylibHandle, thread: &RaylibThread) -> Result<GlobalResources, String> {
|
||||
pub fn load_all(
|
||||
raylib: &mut RaylibHandle,
|
||||
thread: &RaylibThread,
|
||||
) -> Result<GlobalResources, String> {
|
||||
Ok(GlobalResources {
|
||||
game_logo: raylib.load_texture_from_image(&thread, &Image::load_image("./assets/img/logos/game-logo.png")?)?
|
||||
game_logo: raylib.load_texture_from_image(
|
||||
&thread,
|
||||
&Image::load_image("./assets/img/logos/game-logo.png")?,
|
||||
)?,
|
||||
player_animation_regular: FrameAnimationWrapper::new(
|
||||
raylib.load_texture_from_image(
|
||||
&thread,
|
||||
&Image::load_image("./assets/img/character/diveNormal.png")?,
|
||||
)?,
|
||||
Vector2 { x: 11.0, y: 21.0 },
|
||||
8,
|
||||
100 / 8,
|
||||
),
|
||||
player_animation_boost_charge: FrameAnimationWrapper::new(
|
||||
raylib.load_texture_from_image(
|
||||
&thread,
|
||||
&Image::load_image("./assets/img/character/diveStrokeCharge.png")?,
|
||||
)?,
|
||||
Vector2 { x: 11.0, y: 21.0 },
|
||||
21,
|
||||
100 / 4,
|
||||
),
|
||||
player_animation_boost: FrameAnimationWrapper::new(
|
||||
raylib.load_texture_from_image(
|
||||
&thread,
|
||||
&Image::load_image("./assets/img/character/diveStroke.png")?,
|
||||
)?,
|
||||
Vector2 { x: 17.0, y: 21.0 },
|
||||
21,
|
||||
30,
|
||||
),
|
||||
cave_mid_layer: raylib.load_texture_from_image(
|
||||
&thread,
|
||||
&Image::load_image("./assets/img/map/cave.png")?,
|
||||
)?,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
43
src/world.rs
43
src/world.rs
@ -1,6 +1,6 @@
|
||||
use std::{fs::File, io::BufReader};
|
||||
|
||||
use raylib::math::Vector2;
|
||||
use raylib::math::{Rectangle, Vector2};
|
||||
use serde::{Deserialize, Serialize};
|
||||
use std::io::Read;
|
||||
use failure::Error;
|
||||
@ -10,16 +10,20 @@ use crate::entities::fish::FishEntity;
|
||||
#[derive(Debug, Serialize, Deserialize, Clone)]
|
||||
pub struct World {
|
||||
pub end_position: Vector2,
|
||||
pub player_spawn: Vector2,
|
||||
|
||||
#[serde(rename = "fish")]
|
||||
pub fish_positions: Vec<Vector2>,
|
||||
|
||||
#[serde(skip)]
|
||||
pub fish: Vec<FishEntity>
|
||||
pub fish: Vec<FishEntity>,
|
||||
|
||||
#[serde(skip)]
|
||||
pub colliders: Vec<Rectangle>
|
||||
}
|
||||
|
||||
impl World {
|
||||
pub fn load_from_json(file: String) -> Result<Self, Error> {
|
||||
pub fn load_from_json(file: String, colliders: Vec<Rectangle>) -> Result<Self, Error> {
|
||||
// Load the file
|
||||
let file = File::open(file)?;
|
||||
let reader = BufReader::new(file);
|
||||
@ -30,6 +34,39 @@ impl World {
|
||||
// Init all fish
|
||||
result.fish = FishEntity::new_from_positions(&result.fish_positions);
|
||||
|
||||
// Init colliders
|
||||
result.colliders = Vec::new();
|
||||
for collider in colliders.iter(){
|
||||
result.colliders.push(Rectangle {
|
||||
x: collider.x - (collider.width / 2.0),
|
||||
y: collider.y - (collider.height / 2.0),
|
||||
width: collider.width,
|
||||
height: collider.height,
|
||||
});
|
||||
}
|
||||
|
||||
Ok(result)
|
||||
}
|
||||
|
||||
pub fn spend_coins(&mut self, count: usize) {
|
||||
for _ in 0..count {
|
||||
self.fish.pop();
|
||||
}
|
||||
}
|
||||
|
||||
pub fn reset(&mut self) {
|
||||
for fish in self.fish.iter_mut() {
|
||||
fish.following_player = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
pub fn load_world_colliders(file: String) -> Result<Vec<Rectangle>, Error> {
|
||||
// Load the file
|
||||
let file = File::open(file)?;
|
||||
let reader = BufReader::new(file);
|
||||
|
||||
// Deserialize
|
||||
Ok(serde_json::from_reader(reader)?)
|
||||
}
|
Reference in New Issue
Block a user