use raylib::prelude::*; use crate::{ gamecore::{GameCore, GameState}, lib::wrappers::audio::player::AudioPlayer, }; use super::screen::Screen; const NORMAL_PLAYER_SPEED: i32 = 4; const BOOST_PLAYER_SPEED: i32 = NORMAL_PLAYER_SPEED * 2; const CAMERA_FOLLOW_SPEED: f32 = 1.0; pub enum InGameState { BUYING, SWIMMING, DEAD, } pub struct InGameScreen { current_state: InGameState, } impl InGameScreen { pub fn new() -> Self { Self { current_state: InGameState::SWIMMING, } } fn update_player_movement( &mut self, draw_handle: &mut RaylibDrawHandle, game_core: &mut GameCore, window_center: Vector2 ) { let player_screen_position = draw_handle.get_screen_to_world2D(game_core.player.position, game_core.master_camera); // Handle player movement let mouse_pose = draw_handle.get_mouse_position(); let mut raw_movement_direction = mouse_pose - player_screen_position; raw_movement_direction.normalize(); game_core.player.direction = raw_movement_direction; // Handle action buttons let user_request_boost = draw_handle.is_mouse_button_down(MouseButton::MOUSE_LEFT_BUTTON); let user_request_action = draw_handle.is_mouse_button_pressed(MouseButton::MOUSE_RIGHT_BUTTON); // Move the player in their direction let speed_multiplier = match user_request_boost && game_core.player.boost_percent >= 0.0 { true => BOOST_PLAYER_SPEED as f32, false => NORMAL_PLAYER_SPEED as f32 }; game_core.player.position += game_core.player.direction * speed_multiplier; // Move the camera to follow the player let direction_from_cam_to_player = (game_core.player.position - window_center) - game_core.master_camera.target; // game_core.master_camera.offset -= direction_from_cam_to_player * CAMERA_FOLLOW_SPEED; game_core.master_camera.target += direction_from_cam_to_player * CAMERA_FOLLOW_SPEED; } fn render_player( &mut self, context_2d: &mut RaylibMode2D, game_core: &mut GameCore, ) { // Get the player let player = &game_core.player; // TODO: tmp rect context_2d.draw_rectangle( player.position.x as i32 - 10, player.position.y as i32 - 10, 20, 30, Color::BLACK, ); } } impl Screen for InGameScreen { fn render( &mut self, draw_handle: &mut RaylibDrawHandle, thread: &RaylibThread, audio_system: &mut AudioPlayer, game_core: &mut GameCore, ) -> Option { // Clear frame draw_handle.clear_background(Color::WHITE); // 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), }; // Update player movement self.update_player_movement(draw_handle, game_core, window_center); // Open a 2D context { let mut context_2d = draw_handle.begin_mode2D(game_core.master_camera); // Render Player self.render_player(&mut context_2d, game_core); } return None; } }