Merge pull request #39 from Ewpratten/next_level_screen

created next level screen
This commit is contained in:
Evan Pratten 2021-10-02 20:39:12 -07:00 committed by GitHub
commit 0c96c1ac35
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 131 additions and 1 deletions

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@ -3,7 +3,8 @@ use self::{
fsm_error_screen::FsmErrorScreen, fsm_error_screen::FsmErrorScreen,
ingame_scene::{level::loader::load_all_levels, InGameScreen}, ingame_scene::{level::loader::load_all_levels, InGameScreen},
main_menu_screen::MainMenuScreen, options_screen::OptionsScreen, how_to_play_screen::HowToPlayScreen, main_menu_screen::MainMenuScreen, options_screen::OptionsScreen, how_to_play_screen::HowToPlayScreen,
death_screen::DeathScreen, win_screen::WinScreen death_screen::DeathScreen, win_screen::WinScreen,
next_level_screen::NextLevelScreen
}; };
use crate::{ use crate::{
context::GameContext, context::GameContext,
@ -23,6 +24,7 @@ pub mod options_screen;
pub mod pause_screen; pub mod pause_screen;
pub mod death_screen; pub mod death_screen;
pub mod win_screen; pub mod win_screen;
pub mod next_level_screen;
/// Defines all scenes /// Defines all scenes
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default, Hash)] #[derive(Debug, Clone, Copy, PartialEq, Eq, Default, Hash)]
@ -36,6 +38,7 @@ pub enum Scenes {
PauseScreen, PauseScreen,
DeathScreen, DeathScreen,
WinScreen, WinScreen,
NextLevelScreen,
} }
/// Contains any possible errors thrown while rendering /// Contains any possible errors thrown while rendering
@ -74,6 +77,7 @@ pub fn build_screen_state_machine(
)?; )?;
machine.add_action(Scenes::DeathScreen, DeathScreen::new())?; machine.add_action(Scenes::DeathScreen, DeathScreen::new())?;
machine.add_action(Scenes::WinScreen, WinScreen::new())?; machine.add_action(Scenes::WinScreen, WinScreen::new())?;
machine.add_action(Scenes::NextLevelScreen, NextLevelScreen::new())?;
Ok(machine) Ok(machine)
} }

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@ -0,0 +1,126 @@
use std::ops::{Div, Sub};
use chrono::{DateTime, Utc};
use dirty_fsm::{Action, ActionFlag};
use pkg_version::pkg_version_major;
use raylib::prelude::*;
use crate::{
context::GameContext,
utilities::{
datastore::{load_texture_from_internal_data, ResourceLoadError},
game_version::get_version_string,
math::interpolate_exp,
non_ref_raylib::HackedRaylibHandle,
render_layer::ScreenSpaceRender,
},
GameConfig,
};
use super::{Scenes, ScreenError};
use tracing::{debug, info, trace};
#[derive(Debug)]
pub struct NextLevelScreen {
is_next_pressed: bool,
}
impl NextLevelScreen {
/// Construct a new `NextLevelScreen`
pub fn new() -> Self {
Self {
is_next_pressed: false,
}
}
}
impl Action<Scenes, ScreenError, GameContext> for NextLevelScreen {
fn on_register(&mut self) -> Result<(), ScreenError> {
debug!("Registered");
Ok(())
}
fn on_first_run(&mut self, _context: &GameContext) -> Result<(), ScreenError> {
debug!("Running NextLevelScreen for the first time");
Ok(())
}
fn execute(
&mut self,
_delta: &chrono::Duration,
context: &GameContext,
) -> Result<dirty_fsm::ActionFlag<Scenes>, ScreenError> {
trace!("execute() called on NextLevelScreen");
self.render_screen_space(&mut context.renderer.borrow_mut(), &context.config);
if self.is_next_pressed {
Ok(ActionFlag::SwitchState(Scenes::InGameScene))
} else {
Ok(ActionFlag::Continue)
}
}
fn on_finish(&mut self, _interrupted: bool) -> Result<(), ScreenError> {
debug!("Finished NextLevelScreen");
self.is_next_pressed = false;
Ok(())
}
}
impl ScreenSpaceRender for NextLevelScreen {
fn render_screen_space(
&mut self,
raylib: &mut crate::utilities::non_ref_raylib::HackedRaylibHandle,
config: &GameConfig,
) {
let screen_size = raylib.get_screen_size();
// Render the background
raylib.clear_background(Color::BLACK);
raylib.draw_rectangle_lines(
0,
0,
screen_size.x as i32,
screen_size.y as i32,
config.colors.white,
);
let screen_size = raylib.get_screen_size();
//Mouse Position
let mouse_position: Vector2 = raylib.get_mouse_position();
let mouse_pressed: bool = raylib.is_mouse_button_pressed(MouseButton::MOUSE_LEFT_BUTTON);
//Render the title
raylib.draw_rgb_split_text(
Vector2::new(80.0, screen_size.y / 2.0 - 100.0),
"LEVEL COMPLETE",
50,
true,
Color::WHITE,
);
//Time
raylib.draw_rgb_split_text(
Vector2::new(80.0, screen_size.y / 2.0 - 40.0),
"YOUR TIME: ",
20,
false,
Color::WHITE,
);
//Next Level
let hovering_next_button = Rectangle::new(80.0, screen_size.y as f32 / 2.0 + 50.0, 200.0, 40.0)
.check_collision_point_rec(mouse_position);
raylib.draw_rgb_split_text(
Vector2::new(80.0, screen_size.y / 2.0 + 50.0),
">> Next Level",
25,
hovering_next_button,
Color::WHITE,
);
self.is_next_pressed = hovering_next_button && mouse_pressed;
}
}