Add death

This commit is contained in:
Evan Pratten 2021-10-02 19:11:32 -04:00
parent 166428ae88
commit 3bc21a4a3a
4 changed files with 57 additions and 16 deletions
game/src
character
scenes/ingame_scene

@ -8,6 +8,7 @@ use super::{CharacterState, MainCharacter};
pub const GRAVITY_PPS: f32 = 2.0;
#[must_use]
pub fn modify_player_based_on_forces(
player: &mut MainCharacter,
colliders: &Vec<Rectangle>,
@ -56,16 +57,18 @@ pub fn modify_player_based_on_forces(
if player.current_state == CharacterState::Jumping
|| player.current_state == CharacterState::Dashing
{
player.update_player(
return player.update_player(
Some(CharacterState::Running),
colliders,
level_height_offset,
);
return Ok(());
}
}
// Check sideways collisions
if player.velocity.y == 0.0 && check_player_colliding_with_colliders(){
return Err(());
}
// Finally apply the velocity to the player
player.position += player.velocity;

@ -38,7 +38,7 @@ impl MainCharacter {
movement_force: Vector2::zero(),
velocity: Vector2::zero(),
base_velocity: Vector2::new(0.0, GRAVITY_PPS),
size: Vector2::new(100.0, 100.0),
size: Vector2::new(80.0, 100.0),
sprite_sheet: AnimatedSpriteSheet::new(
sprite_sheet,
Vector2::new(300.0, 300.0),
@ -51,12 +51,13 @@ impl MainCharacter {
}
}
#[must_use]
pub fn update_player(
&mut self,
state: Option<CharacterState>,
colliders: &Vec<Rectangle>,
level_height_offset: f32,
) {
) -> Result<(), ()> {
if let Some(state) = state {
// Update the internal state
if state != self.current_state {
@ -73,6 +74,14 @@ impl MainCharacter {
}
// Update the player based on the new velocity
modify_player_based_on_forces(self, colliders, level_height_offset).unwrap();
modify_player_based_on_forces(self, colliders, level_height_offset)
}
pub fn reset(&mut self) {
self.position = Vector2::new(0.0, 0.0);
self.velocity = Vector2::zero();
self.movement_force = Vector2::zero();
self.current_state = CharacterState::default();
self.state_set_timestamp = Utc::now();
}
}

@ -28,6 +28,7 @@ pub struct InGameScreen {
world_background: WorldPaintTexture,
levels: Vec<Level>,
current_level_idx: usize,
player_dead: bool,
}
impl InGameScreen {
@ -48,6 +49,7 @@ impl InGameScreen {
world_background: WorldPaintTexture::new(background_texture),
levels,
current_level_idx: 0,
player_dead: false,
}
}
}
@ -63,7 +65,7 @@ impl Action<Scenes, ScreenError, GameContext> for InGameScreen {
// Set the player to running
let cur_level = self.levels.get(self.current_level_idx).unwrap();
self.player.update_player(
let _ = self.player.update_player(
Some(CharacterState::Running),
&cur_level.colliders,
-cur_level.platform_tex.height as f32,
@ -112,6 +114,10 @@ impl Action<Scenes, ScreenError, GameContext> for InGameScreen {
if renderer.is_key_pressed(KeyboardKey::KEY_ESCAPE) {
Ok(ActionFlag::SwitchState(Scenes::PauseScreen))
} else if self.player_dead {
// TODO: (luna) make this switch to the death screen plz
Ok(ActionFlag::SwitchState(Scenes::FsmErrorScreen))
} else {
Ok(ActionFlag::Continue)
}
@ -119,6 +125,13 @@ impl Action<Scenes, ScreenError, GameContext> for InGameScreen {
fn on_finish(&mut self, _interrupted: bool) -> Result<(), ScreenError> {
debug!("Finished InGameScreen");
// Handle resetting if the player dies
if self.player_dead {
self.player_dead = false;
self.player.reset();
}
Ok(())
}
}

@ -21,7 +21,6 @@ impl FrameUpdate for InGameScreen {
// Get the current level
let cur_level = self.levels.get(self.current_level_idx).unwrap();
// Set the camera's offset based on screen size
self.camera.offset = raylib.get_screen_size().div(Vector2::new(2.0, 1.05));
self.camera.target = Vector2::new(self.player.position.x, self.camera.target.y);
@ -32,22 +31,39 @@ impl FrameUpdate for InGameScreen {
let is_dash = raylib.is_key_pressed(KeyboardKey::KEY_LEFT_SHIFT)
&& !(self.player.current_state == CharacterState::Dashing);
if is_jump {
self.player.update_player(Some(CharacterState::Jumping), &cur_level.colliders,
-cur_level.platform_tex.height as f32,);
let collision_result = if is_jump {
self.player.update_player(
Some(CharacterState::Jumping),
&cur_level.colliders,
-cur_level.platform_tex.height as f32,
)
} else if is_dash {
self.player.update_player(Some(CharacterState::Dashing), &cur_level.colliders,
-cur_level.platform_tex.height as f32,);
self.player.update_player(
Some(CharacterState::Dashing),
&cur_level.colliders,
-cur_level.platform_tex.height as f32,
)
} else {
if self.player.current_state != CharacterState::Jumping
&& self.player.current_state != CharacterState::Dashing
{
self.player.update_player(Some(CharacterState::Running), &cur_level.colliders,
-cur_level.platform_tex.height as f32,);
self.player.update_player(
Some(CharacterState::Running),
&cur_level.colliders,
-cur_level.platform_tex.height as f32,
)
} else {
self.player.update_player(None, &cur_level.colliders,
-cur_level.platform_tex.height as f32,);
self.player.update_player(
None,
&cur_level.colliders,
-cur_level.platform_tex.height as f32,
)
}
};
// Handle running into a wall
if let Err(_) = collision_result {
self.player_dead = true;
}
}
}