From 109b04fcb902e80159bad6ac373990c448a3d580 Mon Sep 17 00:00:00 2001 From: Luna Date: Sun, 3 Oct 2021 15:58:24 -0400 Subject: [PATCH] created level select screen --- game/src/scenes/level_select_screen.rs | 235 +++++++++++++++++++++++++ game/src/scenes/main_menu_screen.rs | 4 +- game/src/scenes/mod.rs | 12 +- 3 files changed, 242 insertions(+), 9 deletions(-) create mode 100644 game/src/scenes/level_select_screen.rs diff --git a/game/src/scenes/level_select_screen.rs b/game/src/scenes/level_select_screen.rs new file mode 100644 index 0000000..2ec99c4 --- /dev/null +++ b/game/src/scenes/level_select_screen.rs @@ -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 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, 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; + } +} diff --git a/game/src/scenes/main_menu_screen.rs b/game/src/scenes/main_menu_screen.rs index 389dfb9..4092405 100644 --- a/game/src/scenes/main_menu_screen.rs +++ b/game/src/scenes/main_menu_screen.rs @@ -83,7 +83,7 @@ impl Action 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); diff --git a/game/src/scenes/mod.rs b/game/src/scenes/mod.rs index 1143503..963cfb3 100644 --- a/game/src/scenes/mod.rs +++ b/game/src/scenes/mod.rs @@ -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) }