created level select screen

This commit is contained in:
Luna 2021-10-03 15:58:24 -04:00
parent 39992befd1
commit 109b04fcb9
3 changed files with 242 additions and 9 deletions

View File

@ -0,0 +1,235 @@
use std::ops::{Div, Sub};
use chrono::{DateTime, Utc};
use dirty_fsm::{Action, ActionFlag};
use discord_sdk::activity::{ActivityBuilder, Assets};
use pkg_version::pkg_version_major;
use raylib::prelude::*;
use crate::{GameConfig, context::{ControlFlag, GameContext}, utilities::{
datastore::{load_texture_from_internal_data, ResourceLoadError},
game_version::get_version_string,
math::interpolate_exp,
non_ref_raylib::HackedRaylibHandle,
render_layer::ScreenSpaceRender,
}};
use super::{Scenes, ScreenError};
use tracing::{debug, error, info, trace};
#[derive(Debug)]
pub struct LevelSelectScreen {
is_level_one_pressed: bool, //Is back to menu button pressed
is_btm_pressed: bool,
}
impl LevelSelectScreen {
/// Construct a new `LevelSelectScreen`
pub fn new() -> Self {
Self {
is_level_one_pressed: false,
is_btm_pressed: false,
}
}
}
impl Action<Scenes, ScreenError, GameContext> for LevelSelectScreen {
fn on_register(&mut self) -> Result<(), ScreenError> {
debug!("Registered");
Ok(())
}
fn on_first_run(&mut self, context: &GameContext) -> Result<(), ScreenError> {
debug!("Running LevelSelectScreen for the first time");
if let Err(e) = context.discord_rpc_send.send(Some(
ActivityBuilder::default()
.details("learning how to play")
.assets(
Assets::default().large("game-logo-small", Some(context.config.name.clone())),
),
)) {
error!("Failed to update discord: {}", e);
}
Ok(())
}
fn execute(
&mut self,
_delta: &chrono::Duration,
context: &GameContext,
) -> Result<dirty_fsm::ActionFlag<Scenes>, ScreenError> {
trace!("execute() called on LevelSelectScreen");
self.render_screen_space(&mut context.renderer.borrow_mut(), &context.config);
if self.is_level_one_pressed {
context
.flag_send
.send(Some(ControlFlag::SoundTrigger("button-press".to_string())))
.unwrap();
Ok(ActionFlag::SwitchState(Scenes::InGameScene))
}
else if self.is_btm_pressed {
context
.flag_send
.send(Some(ControlFlag::SoundTrigger("button-press".to_string())))
.unwrap();
Ok(ActionFlag::SwitchState(Scenes::MainMenuScreen))
} else {
Ok(ActionFlag::Continue)
}
}
fn on_finish(&mut self, _interrupted: bool) -> Result<(), ScreenError> {
debug!("Finished LevelSelectScreen");
self.is_level_one_pressed = false;
self.is_btm_pressed = false;
Ok(())
}
}
impl ScreenSpaceRender for LevelSelectScreen {
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(40.0, 80.0),
"Level Select",
70,
true,
Color::WHITE,
);
// Render the levels
let hovering_level_one_button = Rectangle::new(100.0, 300.0, 180.0, 20.0)
.check_collision_point_rec(mouse_position);
raylib.draw_rgb_split_text(
Vector2::new(100.0, 300.0),
"LEVEL ONE",
25,
hovering_level_one_button,
Color::WHITE,
);
if hovering_level_one_button {
raylib.draw_rgb_split_text(
Vector2::new(70.0, 300.0),
">>",
25,
hovering_level_one_button,
Color::WHITE,
);
};
self.is_level_one_pressed = mouse_pressed && hovering_level_one_button;
let hovering_level_two_button = Rectangle::new(100.0, 350.0, 180.0, 20.0)
.check_collision_point_rec(mouse_position);
raylib.draw_rgb_split_text(
Vector2::new(100.0, 350.0),
"LEVEL TWO",
25,
hovering_level_two_button,
Color::WHITE,
);
if hovering_level_two_button {
raylib.draw_rgb_split_text(
Vector2::new(70.0, 350.0),
">>",
25,
hovering_level_two_button,
Color::WHITE,
);
};
let hovering_level_three_button = Rectangle::new(100.0, 400.0, 210.0, 20.0)
.check_collision_point_rec(mouse_position);
raylib.draw_rgb_split_text(
Vector2::new(100.0, 400.0),
"LEVEL THREE",
25,
hovering_level_three_button,
Color::WHITE,
);
if hovering_level_three_button {
raylib.draw_rgb_split_text(
Vector2::new(70.0, 400.0),
">>",
25,
hovering_level_three_button,
Color::WHITE,
);
};
let hovering_level_four_button = Rectangle::new(100.0, 450.0, 200.0, 20.0)
.check_collision_point_rec(mouse_position);
raylib.draw_rgb_split_text(
Vector2::new(100.0, 450.0),
"LEVEL FOUR",
25,
hovering_level_four_button,
Color::WHITE,
);
if hovering_level_four_button {
raylib.draw_rgb_split_text(
Vector2::new(70.0, 450.0),
">>",
25,
hovering_level_four_button,
Color::WHITE,
);
};
let hovering_level_five_button = Rectangle::new(100.0, 500.0, 200.0, 20.0)
.check_collision_point_rec(mouse_position);
raylib.draw_rgb_split_text(
Vector2::new(100.0, 500.0),
"LEVEL FIVE",
25,
hovering_level_five_button,
Color::WHITE,
);
if hovering_level_five_button {
raylib.draw_rgb_split_text(
Vector2::new(70.0, 500.0),
">>",
25,
hovering_level_five_button,
Color::WHITE,
);
};
//Back to Menu
let hovering_back_button = Rectangle::new(35.0, screen_size.y as f32 - 80.0, 200.0, 40.0)
.check_collision_point_rec(mouse_position);
raylib.draw_rgb_split_text(
Vector2::new(25.0, screen_size.y - 50.0),
"BACK TO MENU",
25,
hovering_back_button,
Color::WHITE,
);
self.is_btm_pressed = hovering_back_button && mouse_pressed;
}
}

View File

@ -83,7 +83,7 @@ impl Action<Scenes, ScreenError, GameContext> for MainMenuScreen {
.flag_send
.send(Some(ControlFlag::SoundTrigger("button-press".to_string())))
.unwrap();
Ok(ActionFlag::SwitchState(Scenes::InGameScene))
Ok(ActionFlag::SwitchState(Scenes::LevelSelectScreen))
} else if self.is_htp_pressed {
context
.flag_send
@ -271,6 +271,8 @@ impl ScreenSpaceRender for MainMenuScreen {
};
self.is_options_pressed = mouse_pressed && hovering_options;
// CREDITS
let hovering_credits =
Rectangle::new(80.0, 445.0, 135.0, 20.0).check_collision_point_rec(mouse_position);

View File

@ -1,11 +1,4 @@
use self::{
pause_screen::PauseScreen,
fsm_error_screen::FsmErrorScreen,
ingame_scene::{level::loader::load_all_levels, InGameScreen},
main_menu_screen::MainMenuScreen, options_screen::OptionsScreen, how_to_play_screen::HowToPlayScreen,
death_screen::DeathScreen, win_screen::WinScreen,
next_level_screen::NextLevelScreen
};
use self::{death_screen::DeathScreen, fsm_error_screen::FsmErrorScreen, how_to_play_screen::HowToPlayScreen, ingame_scene::{level::loader::load_all_levels, InGameScreen}, level_select_screen::LevelSelectScreen, main_menu_screen::MainMenuScreen, next_level_screen::NextLevelScreen, options_screen::OptionsScreen, pause_screen::PauseScreen, win_screen::WinScreen};
use crate::{context::GameContext, utilities::{datastore::{ResourceLoadError, load_music_from_internal_data, load_sound_from_internal_data, load_texture_from_internal_data}, non_ref_raylib::HackedRaylibHandle}};
use dirty_fsm::StateMachine;
use raylib::{texture::Texture2D, RaylibThread};
@ -19,6 +12,7 @@ pub mod pause_screen;
pub mod death_screen;
pub mod win_screen;
pub mod next_level_screen;
pub mod level_select_screen;
/// Defines all scenes
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default, Hash)]
@ -33,6 +27,7 @@ pub enum Scenes {
DeathScreen,
WinScreen,
NextLevelScreen,
LevelSelectScreen,
}
/// Contains any possible errors thrown while rendering
@ -72,6 +67,7 @@ pub fn build_screen_state_machine(
machine.add_action(Scenes::DeathScreen, DeathScreen::new())?;
machine.add_action(Scenes::WinScreen, WinScreen::new())?;
machine.add_action(Scenes::NextLevelScreen, NextLevelScreen::new())?;
machine.add_action(Scenes::LevelSelectScreen, LevelSelectScreen::new())?;
Ok(machine)
}