make level select extendable
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109b04fcb9
commit
30e900dcfd
@ -4,7 +4,11 @@ use chrono::{DateTime, Duration, Utc};
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use discord_sdk::activity::ActivityBuilder;
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use raylib::audio::Sound;
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use crate::{GameConfig, progress::ProgressData, utilities::{audio_player::AudioPlayer, non_ref_raylib::HackedRaylibHandle}};
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use crate::{
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progress::ProgressData,
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utilities::{audio_player::AudioPlayer, non_ref_raylib::HackedRaylibHandle},
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GameConfig,
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};
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#[derive(Debug)]
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pub enum ControlFlag {
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@ -13,7 +17,7 @@ pub enum ControlFlag {
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UpdateLevelStart(DateTime<Utc>),
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SaveProgress,
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MaybeUpdateHighScore(usize, Duration),
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SoundTrigger(String)
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SoundTrigger(String),
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}
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#[derive(Debug)]
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@ -24,6 +28,7 @@ pub struct GameContext {
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pub config: GameConfig,
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pub player_progress: ProgressData,
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pub current_level: usize,
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pub total_levels: usize,
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pub level_start_time: DateTime<Utc>,
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pub discord_rpc_send: Sender<Option<ActivityBuilder>>,
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pub flag_send: Sender<Option<ControlFlag>>,
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@ -82,7 +82,7 @@ use crate::{
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context::GameContext,
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discord_rpc::{maybe_set_discord_presence, try_connect_to_local_discord},
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progress::ProgressData,
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scenes::{build_screen_state_machine, Scenes},
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scenes::{build_screen_state_machine, ingame_scene::level::loader::load_all_levels, Scenes},
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utilities::{
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audio_player::AudioPlayer,
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datastore::{load_music_from_internal_data, load_sound_from_internal_data},
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@ -191,6 +191,7 @@ pub async fn game_begin(game_config: &mut GameConfig) -> Result<(), Box<dyn std:
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config: game_config.clone(),
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audio: audio_system,
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sounds,
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total_levels: 0,
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current_level: 0,
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player_progress: save_file,
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level_start_time: Utc::now(),
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@ -210,10 +211,14 @@ pub async fn game_begin(game_config: &mut GameConfig) -> Result<(), Box<dyn std:
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// Start the song
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context.audio.play_music_stream(&mut main_song);
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// Load all levels
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let levels = load_all_levels(&mut context.renderer.borrow_mut(), &raylib_thread).unwrap();
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context.total_levels = levels.len();
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// Get the main state machine
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info!("Setting up the scene management state machine");
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let mut game_state_machine =
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build_screen_state_machine(&mut context.renderer.borrow_mut(), &raylib_thread).unwrap();
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build_screen_state_machine(&mut context.renderer.borrow_mut(), &raylib_thread, levels).unwrap();
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game_state_machine
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.force_change_state(Scenes::MainMenuScreen)
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.unwrap();
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@ -374,9 +379,7 @@ pub async fn game_begin(game_config: &mut GameConfig) -> Result<(), Box<dyn std:
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.maybe_write_new_time(level, &time);
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}
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context::ControlFlag::SoundTrigger(name) => {
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context.audio.play_sound(
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context.sounds.get(&name).unwrap(),
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);
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context.audio.play_sound(context.sounds.get(&name).unwrap());
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}
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}
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}
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@ -6,29 +6,35 @@ use discord_sdk::activity::{ActivityBuilder, Assets};
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use pkg_version::pkg_version_major;
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use raylib::prelude::*;
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use crate::{GameConfig, context::{ControlFlag, GameContext}, utilities::{
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use crate::{
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context::{ControlFlag, GameContext},
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utilities::{
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datastore::{load_texture_from_internal_data, ResourceLoadError},
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game_version::get_version_string,
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math::interpolate_exp,
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non_ref_raylib::HackedRaylibHandle,
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render_layer::ScreenSpaceRender,
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}};
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},
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GameConfig,
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};
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use super::{Scenes, ScreenError};
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use tracing::{debug, error, info, trace};
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#[derive(Debug)]
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pub struct LevelSelectScreen {
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is_level_one_pressed: bool, //Is back to menu button pressed
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is_btm_pressed: bool,
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selected_level: Option<usize>,
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visible_levels: usize,
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}
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impl LevelSelectScreen {
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/// Construct a new `LevelSelectScreen`
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pub fn new() -> Self {
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Self {
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is_level_one_pressed: false,
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is_btm_pressed: false,
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selected_level: None,
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visible_levels: 0,
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}
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}
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}
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@ -52,6 +58,10 @@ impl Action<Scenes, ScreenError, GameContext> for LevelSelectScreen {
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error!("Failed to update discord: {}", e);
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}
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// Calculate the number of levels to render
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self.visible_levels =
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(context.player_progress.level_best_times.len() + 1).min(context.total_levels);
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Ok(())
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}
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@ -63,14 +73,22 @@ impl Action<Scenes, ScreenError, GameContext> for LevelSelectScreen {
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trace!("execute() called on LevelSelectScreen");
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self.render_screen_space(&mut context.renderer.borrow_mut(), &context.config);
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if self.is_level_one_pressed {
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if let Some(level) = self.selected_level {
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// Play the sound
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context
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.flag_send
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.send(Some(ControlFlag::SoundTrigger("button-press".to_string())))
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.unwrap();
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// Switch the level
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context
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.flag_send
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.send(Some(ControlFlag::SwitchLevel(level)))
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.unwrap();
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// Enter the game
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Ok(ActionFlag::SwitchState(Scenes::InGameScene))
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}
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else if self.is_btm_pressed {
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} else if self.is_btm_pressed {
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context
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.flag_send
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.send(Some(ControlFlag::SoundTrigger("button-press".to_string())))
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@ -83,7 +101,7 @@ impl Action<Scenes, ScreenError, GameContext> for LevelSelectScreen {
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fn on_finish(&mut self, _interrupted: bool) -> Result<(), ScreenError> {
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debug!("Finished LevelSelectScreen");
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self.is_level_one_pressed = false;
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self.selected_level = None;
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self.is_btm_pressed = false;
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Ok(())
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}
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@ -124,101 +142,30 @@ impl ScreenSpaceRender for LevelSelectScreen {
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);
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// Render the levels
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let hovering_level_one_button = Rectangle::new(100.0, 300.0, 180.0, 20.0)
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.check_collision_point_rec(mouse_position);
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raylib.draw_rgb_split_text(
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Vector2::new(100.0, 300.0),
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"LEVEL ONE",
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25,
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hovering_level_one_button,
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Color::WHITE,
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);
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if hovering_level_one_button {
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for level in 0..self.visible_levels {
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let hovering_button =
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Rectangle::new(100.0, 300.0, 180.0, 20.0).check_collision_point_rec(mouse_position);
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raylib.draw_rgb_split_text(
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Vector2::new(70.0, 300.0),
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">>",
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Vector2::new(100.0, 300.0),
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&format!("LEVEL {}", level),
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25,
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hovering_level_one_button,
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hovering_button,
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Color::WHITE,
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);
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};
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self.is_level_one_pressed = mouse_pressed && hovering_level_one_button;
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let hovering_level_two_button = Rectangle::new(100.0, 350.0, 180.0, 20.0)
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.check_collision_point_rec(mouse_position);
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raylib.draw_rgb_split_text(
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Vector2::new(100.0, 350.0),
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"LEVEL TWO",
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25,
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hovering_level_two_button,
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Color::WHITE,
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);
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if hovering_level_two_button {
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raylib.draw_rgb_split_text(
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Vector2::new(70.0, 350.0),
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">>",
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25,
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hovering_level_two_button,
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Color::WHITE,
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);
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};
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let hovering_level_three_button = Rectangle::new(100.0, 400.0, 210.0, 20.0)
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.check_collision_point_rec(mouse_position);
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raylib.draw_rgb_split_text(
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Vector2::new(100.0, 400.0),
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"LEVEL THREE",
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25,
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hovering_level_three_button,
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Color::WHITE,
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);
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if hovering_level_three_button {
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raylib.draw_rgb_split_text(
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Vector2::new(70.0, 400.0),
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">>",
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25,
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hovering_level_three_button,
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Color::WHITE,
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);
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};
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let hovering_level_four_button = Rectangle::new(100.0, 450.0, 200.0, 20.0)
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.check_collision_point_rec(mouse_position);
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raylib.draw_rgb_split_text(
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Vector2::new(100.0, 450.0),
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"LEVEL FOUR",
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25,
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hovering_level_four_button,
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Color::WHITE,
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);
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if hovering_level_four_button {
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raylib.draw_rgb_split_text(
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Vector2::new(70.0, 450.0),
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">>",
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25,
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hovering_level_four_button,
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Color::WHITE,
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);
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};
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let hovering_level_five_button = Rectangle::new(100.0, 500.0, 200.0, 20.0)
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.check_collision_point_rec(mouse_position);
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raylib.draw_rgb_split_text(
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Vector2::new(100.0, 500.0),
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"LEVEL FIVE",
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25,
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hovering_level_five_button,
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Color::WHITE,
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);
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if hovering_level_five_button {
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raylib.draw_rgb_split_text(
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Vector2::new(70.0, 500.0),
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">>",
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25,
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hovering_level_five_button,
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Color::WHITE,
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);
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};
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if hovering_button {
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raylib.draw_rgb_split_text(
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Vector2::new(70.0, 300.0),
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">>",
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25,
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hovering_button,
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Color::WHITE,
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);
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};
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if mouse_pressed && hovering_button {
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self.selected_level = Some(level);
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break;
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}
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}
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//Back to Menu
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let hovering_back_button = Rectangle::new(35.0, screen_size.y as f32 - 80.0, 200.0, 40.0)
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@ -1,4 +1,4 @@
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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};
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use self::{death_screen::DeathScreen, fsm_error_screen::FsmErrorScreen, how_to_play_screen::HowToPlayScreen, ingame_scene::{InGameScreen, level::{Level, loader::load_all_levels}}, level_select_screen::LevelSelectScreen, main_menu_screen::MainMenuScreen, next_level_screen::NextLevelScreen, options_screen::OptionsScreen, pause_screen::PauseScreen, win_screen::WinScreen};
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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}};
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use dirty_fsm::StateMachine;
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use raylib::{texture::Texture2D, RaylibThread};
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@ -41,6 +41,7 @@ pub enum ScreenError {
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pub fn build_screen_state_machine(
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raylib_handle: &mut HackedRaylibHandle,
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thread: &RaylibThread,
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levels: Vec<Level>
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) -> Result<
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// StateMachine<Scenes, ScreenError, RefCell<(NonRefDrawHandle, Rc<RefCell<GameContext>>)>>,
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StateMachine<Scenes, ScreenError, GameContext>,
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@ -51,7 +52,6 @@ pub fn build_screen_state_machine(
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load_texture_from_internal_data(raylib_handle, thread, "character/player_run.png").unwrap();
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let world_background =
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load_texture_from_internal_data(raylib_handle, thread, "default-texture.png").unwrap();
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let levels = load_all_levels(raylib_handle, thread).unwrap();
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// Set up the state machine
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let mut machine = StateMachine::new();
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@ -9,3 +9,4 @@ pub mod render_layer;
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pub mod shaders;
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pub mod world_paint_texture;
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pub mod audio_player;
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pub mod reusable_button;
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20
game/src/utilities/reusable_button.rs
Normal file
20
game/src/utilities/reusable_button.rs
Normal file
@ -0,0 +1,20 @@
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// use raylib::prelude::*;
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// #[derive(Debug)]
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// pub struct ReusableButton {
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// text: String,
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// position: Vector2,
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// font_size: f32,
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// font_color: Color,
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// arrow_on_hover: bool
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// }
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// impl ReusableButton {
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// /// Construct a new reusable button.
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// pub fn new() -> Self {
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// Self {
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// }
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// }
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// }
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