192 lines
6.8 KiB
Rust
192 lines
6.8 KiB
Rust
use raylib::prelude::*;
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use serde::{Serialize, Deserialize};
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use crate::{entities::enemy::base::EnemyBase, gamecore::{GameCore, GameProgress}, items::{AirBag, Flashlight, Flippers, StunGun}, lib::utils::{calculate_linear_slide}, pallette::{TRANSLUCENT_WHITE_64, TRANSLUCENT_WHITE_96}, resources::GlobalResources, world::World};
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const AOE_RING_MAX_RADIUS: f32 = 60.0;
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const STUN_ATTACK_TIME: f64 = 0.75;
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#[derive(Debug, Serialize, Deserialize, Default, Clone)]
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pub struct PlayerInventory {
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pub stun_gun: Option<StunGun>,
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pub air_bag: Option<AirBag>,
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pub flashlight: Option<Flashlight>,
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pub flippers: Option<Flippers>
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}
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#[derive(Debug, Default)]
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pub struct Player {
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pub position: Vector2,
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pub direction: Vector2,
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pub size: Vector2,
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pub coins: u32,
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pub boost_percent: f32,
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pub breath_percent: f32,
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pub is_moving: bool,
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pub is_boosting: bool,
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pub is_boost_charging: bool,
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pub inventory: PlayerInventory,
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pub stun_timer: f64,
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pub attacking_timer: f64,
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}
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impl Player {
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pub fn new(spawn: &Vector2) -> Self {
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Self {
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boost_percent: 1.0,
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size: Vector2 { x: 11.0, y: 21.0 },
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breath_percent: 1.0,
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position: spawn.clone(),
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..Default::default()
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}
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}
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pub fn collides_with_rec(&self, rectangle: &Rectangle) -> bool {
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// // Build a bounding box of the player by their corners
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// let top_left_corner = self.position - (self.size / 2.0);
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// let bottom_right_corner = self.position + (self.size / 2.0);
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// let top_right_corner = Vector2 {
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// x: bottom_right_corner.x,
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// y: top_left_corner.y,
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// };
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// let bottom_left_corner = Vector2 {
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// x: top_left_corner.x,
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// y: bottom_right_corner.y,
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// };
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// // Get the rotation
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// let rotation = Vector2::zero().angle_to(self.direction);
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// // Rotate the bounds
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// let top_left_corner = rotate_vector(top_left_corner, rotation);
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// let bottom_right_corner = rotate_vector(bottom_right_corner, rotation);
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// let top_right_corner = rotate_vector(top_right_corner, rotation);
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// let bottom_left_corner = rotate_vector(bottom_left_corner, rotation);
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// // Check for collisions
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// return rectangle.check_collision_point_rec(top_left_corner)
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// || rectangle.check_collision_point_rec(bottom_right_corner)
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// || rectangle.check_collision_point_rec(top_right_corner)
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// || rectangle.check_collision_point_rec(bottom_left_corner);
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return rectangle.check_collision_circle_rec(self.position, (self.size.y * 0.5) / 2.0);
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}
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/// Stun the player
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pub fn set_stun_seconds(&mut self, seconds: f64) {
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self.stun_timer = seconds;
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}
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/// Try to attack with the stun gun
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pub fn begin_attack(&mut self, world: &mut World) {
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if self.inventory.stun_gun.is_some() && self.stun_timer == 0.0 {
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self.attacking_timer = self.inventory.stun_gun.as_ref().unwrap().duration;
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// Stun everything in reach
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let stun_reach = self.inventory.stun_gun.as_ref().unwrap().range;
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for jellyfish in world.jellyfish.iter_mut() {
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if jellyfish.position.distance_to(self.position).abs() <= stun_reach {
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jellyfish.handle_getting_attacked();
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}
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}
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}
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}
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pub fn is_stun_gun_active(&self) -> bool {
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return self.attacking_timer != 0.0 && self.inventory.stun_gun.is_some();
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}
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/// Calculate how far the player is
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pub fn calculate_depth_percent(&self, world: &World) -> f32 {
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let dist_from_player_to_end = self.position.distance_to(world.end_position);
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let dist_from_start_to_end = Vector2::zero().distance_to(world.end_position);
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return ((dist_from_start_to_end - dist_from_player_to_end) / dist_from_start_to_end)
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.clamp(0.0, 1.0);
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}
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/// Create GameProgress from the current life
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pub fn create_statistics(&self, game_core: &GameCore, current_time: f64) -> GameProgress {
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GameProgress {
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coins: self.coins,
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inventory: self.inventory.clone(),
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max_depth: self.calculate_depth_percent(&game_core.world),
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fastest_time: Some(current_time - game_core.last_state_change_time),
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}
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}
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/// Render the player
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pub fn render(
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&mut self,
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context_2d: &mut RaylibMode2D<RaylibDrawHandle>,
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resources: &mut GlobalResources,
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dt: f64,
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) {
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// Convert the player direction to a rotation
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let player_rotation = Vector2::zero().angle_to(self.direction);
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// Render the player's boost ring
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// This functions both as a breath meter, and as a boost meter
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let boost_ring_max_radius = self.size.x + 5.0;
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context_2d.draw_circle(
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self.position.x as i32,
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self.position.y as i32,
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boost_ring_max_radius * self.boost_percent,
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TRANSLUCENT_WHITE_64,
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);
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context_2d.draw_ring(
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Vector2 {
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x: self.position.x as i32 as f32,
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y: self.position.y as i32 as f32,
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},
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boost_ring_max_radius,
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boost_ring_max_radius + 1.0,
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0,
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(360.0 * self.breath_percent) as i32,
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0,
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TRANSLUCENT_WHITE_96,
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);
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// Calculate AOE ring
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if self.is_stun_gun_active() {
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let aoe_ring = calculate_linear_slide( self.attacking_timer / self.inventory.stun_gun.as_ref().unwrap().duration) as f32;
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self.attacking_timer = (self.attacking_timer - dt).max(0.0);
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// Render attack AOE
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context_2d.draw_circle_lines(
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self.position.x as i32,
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self.position.y as i32,
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self.inventory.stun_gun.as_ref().unwrap().range * aoe_ring,
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TRANSLUCENT_WHITE_64,
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);
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}
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// Render the player based on what is happening
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if self.is_boost_charging {
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resources.player_animation_boost_charge.draw(
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context_2d,
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self.position,
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player_rotation.to_degrees() - 90.0,
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);
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} else if self.is_boosting {
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resources.player_animation_boost.draw(
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context_2d,
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self.position,
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player_rotation.to_degrees() - 90.0,
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);
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} else if self.is_moving {
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resources.player_animation_regular.draw(
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context_2d,
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self.position,
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player_rotation.to_degrees() - 90.0,
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);
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} else {
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resources.player_animation_regular.draw_frame(
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context_2d,
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self.position,
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player_rotation.to_degrees() - 90.0,
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0,
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);
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}
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}
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}
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