Merge branch 'master' into death_screen

This commit is contained in:
Evan Pratten 2021-10-02 17:50:56 -07:00 committed by GitHub
commit 4c70d78efb
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GPG Key ID: 4AEE18F83AFDEB23
16 changed files with 276 additions and 715 deletions

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@ -56,10 +56,10 @@ void main() {
warpedUV.y += 0.5;
// If the UV is outside the texture, return black
vec4 finalColorModifier = vec4(1.0);
if (warpedUV.x < 0.0 || warpedUV.x > 1.0 || warpedUV.y < 0.0 ||
warpedUV.y > 1.0) {
finalColor = vec4(0.0, 0.0, 0.0, 1.0);
return;
finalColorModifier = vec4(0.15);
}
// --- BEGIN BLOOM EFFECT ---
@ -82,5 +82,5 @@ void main() {
vec4 texWithBloom =
((textureSum / (bloomSamples * bloomSamples)) + texture(texture0, warpedUV)) * colDiffuse;
finalColor = vec4(
mix(texWithBloom.rgb, vec3(0.0), scanlineFactor), 1.0);
mix(texWithBloom.rgb, vec3(0.0), scanlineFactor), 1.0) * finalColorModifier;
}

View File

@ -44,6 +44,19 @@ pub fn modify_player_based_on_forces(
translated_rect.check_collision_recs(&player_rect)
})
};
let check_player_colliding_with_colliders_forwards = || {
colliders.iter().any(|rect| {
let mut translated_rect = rect.clone();
translated_rect.y += level_height_offset;
translated_rect.x += WORLD_LEVEL_X_OFFSET;
translated_rect.check_collision_recs(&Rectangle{
x: player_rect.x + 1.0,
y: player_rect.y - 1.0 ,
width: player_rect.width,
height: player_rect.height,
})
})
};
// If the player is colliding, only apply the x force
if (check_player_colliding_with_floor()
@ -66,7 +79,7 @@ pub fn modify_player_based_on_forces(
}
// Check sideways collisions
if player.velocity.y == 0.0 && check_player_colliding_with_colliders(){
if player.velocity.y == 0.0 && check_player_colliding_with_colliders_forwards(){
return Err(());
}

View File

@ -21,6 +21,7 @@ pub enum CharacterState {
#[derive(Debug)]
pub struct MainCharacter {
pub start_position: Vector2,
pub position: Vector2,
pub movement_force: Vector2,
pub base_velocity: Vector2,
@ -34,11 +35,12 @@ pub struct MainCharacter {
impl MainCharacter {
pub fn new(position: Vector2, sprite_sheet: Texture2D) -> Self {
Self {
start_position: position.clone(),
position,
movement_force: Vector2::zero(),
velocity: Vector2::zero(),
base_velocity: Vector2::new(0.0, GRAVITY_PPS),
size: Vector2::new(80.0, 100.0),
size: Vector2::new(60.0, 100.0),
sprite_sheet: AnimatedSpriteSheet::new(
sprite_sheet,
Vector2::new(300.0, 300.0),
@ -67,8 +69,8 @@ impl MainCharacter {
// Handle extra external forces based on the character state
self.movement_force = match state {
CharacterState::Running => Vector2::new(12.0, 0.0),
CharacterState::Jumping => Vector2::new(12.0, -30.0),
CharacterState::Running => Vector2::new(10.0, 0.0),
CharacterState::Jumping => Vector2::new(10.0, -30.0),
CharacterState::Dashing => Vector2::new(30.0, -20.0),
};
}
@ -78,7 +80,7 @@ impl MainCharacter {
}
pub fn reset(&mut self) {
self.position = Vector2::new(0.0, 0.0);
self.position = self.start_position;
self.velocity = Vector2::zero();
self.movement_force = Vector2::zero();
self.current_state = CharacterState::default();

View File

@ -33,20 +33,32 @@ pub fn render_character_in_camera_space(
);
player.sprite_sheet.render(
raylib,
player.position.sub(player.size.div(2.0)),
player
.position
.sub(Vector2::new(player.size.y, player.size.y).div(4.0)),
Some(Vector2::new(player.size.y, player.size.y)),
Some(frame_id),
);
// Possibly render a debug vector
if config.debug_view {
raylib.draw_line_v(
player.position.sub(player.size.div(2.0)),
player
.position
.sub(player.size.div(2.0))
.add(player.velocity.mul(10.0).add(Vector2::new(0.0, 100.0))),
Color::RED,
);
}
// if config.debug_view {
raylib.draw_line_v(
player.position.sub(player.size.div(2.0)),
player
.position
.sub(player.size.div(2.0))
.add(player.velocity.mul(10.0).add(Vector2::new(0.0, 100.0))),
Color::RED,
);
raylib.draw_rectangle_lines_ex(
Rectangle::new(
player.position.x - (player.size.x / 2.0),
player.position.y - (player.size.x / 2.0),
player.size.x,
player.size.y,
),
2,
Color::RED,
);
// }
}

View File

@ -5,11 +5,17 @@ use discord_sdk::activity::ActivityBuilder;
use crate::{GameConfig, utilities::non_ref_raylib::HackedRaylibHandle};
#[derive(Debug)]
pub enum ControlFlag {
Quit
}
#[derive(Debug)]
pub struct GameContext {
pub renderer: RefCell<HackedRaylibHandle>,
pub config: GameConfig,
pub discord_rpc_send: Sender<Option<ActivityBuilder>>
pub discord_rpc_send: Sender<Option<ActivityBuilder>>,
pub flag_send: Sender<Option<ControlFlag>>
}
// impl GameContext {

View File

@ -144,6 +144,9 @@ pub async fn game_begin(game_config: &mut GameConfig) -> Result<(), Box<dyn std:
// Build an MPSC for the game to send rich presence data to discord
let (send_discord_rpc, recv_discord_rpc) = std::sync::mpsc::channel();
// Build an MPSC for signaling the control thread
let (send_control_signal, recv_control_signal) = std::sync::mpsc::channel();
let context;
let raylib_thread;
{
@ -168,6 +171,7 @@ pub async fn game_begin(game_config: &mut GameConfig) -> Result<(), Box<dyn std:
renderer: RefCell::new(rl.into()),
config: game_config.clone(),
discord_rpc_send: send_discord_rpc,
flag_send: send_control_signal,
});
}
@ -176,7 +180,7 @@ pub async fn game_begin(game_config: &mut GameConfig) -> Result<(), Box<dyn std:
let mut game_state_machine =
build_screen_state_machine(&mut context.renderer.borrow_mut(), &raylib_thread).unwrap();
game_state_machine
.force_change_state(Scenes::LoadingScreen)
.force_change_state(Scenes::MainMenuScreen)
.unwrap();
// Create a dynamic texture to draw to for processing by shaders
@ -304,6 +308,21 @@ pub async fn game_begin(game_config: &mut GameConfig) -> Result<(), Box<dyn std:
continue;
}
}
// Handle control flags
match recv_control_signal.try_recv() {
Ok(flag) => {
if let Some(flag) = flag {
match flag {
context::ControlFlag::Quit => break,
}
}
}
Err(TryRecvError::Empty) => {}
Err(TryRecvError::Disconnected) => {
break;
}
}
}
Ok(())
}

View File

@ -5,27 +5,31 @@ use dirty_fsm::{Action, ActionFlag};
use pkg_version::pkg_version_major;
use raylib::prelude::*;
use crate::{GameConfig, context::GameContext, utilities::{
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 HowToPlayScreen {
is_btm_pressed: bool //Is back to menu button pressed
is_btm_pressed: bool, //Is back to menu button pressed
}
impl HowToPlayScreen {
/// Construct a new `HowToPlayScreen`
pub fn new() -> Self {
Self {
is_btm_pressed: false
is_btm_pressed: false,
}
}
}
@ -52,8 +56,7 @@ impl Action<Scenes, ScreenError, GameContext> for HowToPlayScreen {
if self.is_btm_pressed {
Ok(ActionFlag::SwitchState(Scenes::MainMenuScreen))
}
else{
} else {
Ok(ActionFlag::Continue)
}
}
@ -69,11 +72,19 @@ impl ScreenSpaceRender for HowToPlayScreen {
fn render_screen_space(
&mut self,
raylib: &mut crate::utilities::non_ref_raylib::HackedRaylibHandle,
config: &GameConfig
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();
@ -82,89 +93,34 @@ impl ScreenSpaceRender for HowToPlayScreen {
let mouse_pressed: bool = raylib.is_mouse_button_pressed(MouseButton::MOUSE_LEFT_BUTTON);
raylib.draw_text(
//Render the title
raylib.draw_rgb_split_text(
Vector2::new(40.0, 80.0),
"How to Play",
37,
80,
70,
Color::BLUE,
true,
Color::WHITE,
);
raylib.draw_text(
"How to Play",
43,
80,
70,
Color::RED,
);
raylib.draw_text(
"How to Play",
40,
80,
70,
// Render the instructions
raylib.draw_rgb_split_text(
Vector2::new(100.0, 300.0),
">> SPACE to jump\n>> SHIFT to dash\n>> Don't die",
45,
true,
Color::WHITE,
);
//Back to Menu
if Rectangle::new(35.0, screen_size.y as f32 - 80.0, 200.0, 40.0).check_collision_point_rec(mouse_position){
raylib.draw_text(
"BACK TO MENU",
28,
screen_size.y as i32 - 50,
25,
Color::RED,
);
raylib.draw_text(
"BACK TO MENU",
22,
screen_size.y as i32 - 50,
25,
Color::BLUE,
);
raylib.draw_text(
"BACK TO MENU",
25,
screen_size.y as i32 - 50,
25,
Color::WHITE,
);
if mouse_pressed{
self.is_btm_pressed = true;
}
}
else {
raylib.draw_text(
"BACK TO MENU",
26,
screen_size.y as i32 - 50,
25,
Color::RED,
);
raylib.draw_text(
"BACK TO MENU",
24,
screen_size.y as i32 - 50,
25,
Color::BLUE,
);
raylib.draw_text(
"BACK TO MENU",
25,
screen_size.y as i32 - 50,
25,
Color::WHITE,
);
}
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

@ -115,8 +115,6 @@ 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::DeathScreen))
} else {
Ok(ActionFlag::Continue)

View File

@ -1,164 +0,0 @@
use std::ops::{Div, Sub};
use cfg_if::cfg_if;
use chrono::{DateTime, Utc};
use dirty_fsm::{Action, ActionFlag};
use discord_sdk::activity::{ActivityBuilder, Assets};
use raylib::prelude::*;
use crate::{GameConfig, context::GameContext, utilities::{
datastore::{load_texture_from_internal_data, ResourceLoadError},
math::interpolate_exp,
non_ref_raylib::HackedRaylibHandle,
render_layer::ScreenSpaceRender,
}};
use super::{Scenes, ScreenError};
use tracing::{debug, info, error, trace};
/// Defines how long the loading screen should be displayed.
const LOADING_SCREEN_DURATION_SECONDS: u8 = 3;
#[derive(Debug)]
pub struct LoadingScreen {
start_timestamp: Option<DateTime<Utc>>,
game_logo_texture: Texture2D,
game_logo_size: Vector2,
}
impl LoadingScreen {
/// Construct a new `LoadingScreen`
pub fn new(
raylib_handle: &mut HackedRaylibHandle,
thread: &RaylibThread,
) -> Result<Self, ResourceLoadError> {
// Load the game logo asset
let game_logo =
load_texture_from_internal_data(raylib_handle, thread, "logos/game-logo.png")?;
Ok(Self {
start_timestamp: None,
game_logo_size: Vector2::new(game_logo.width as f32, game_logo.height as f32),
game_logo_texture: game_logo,
})
}
}
impl Action<Scenes, ScreenError, GameContext> for LoadingScreen {
fn on_register(&mut self) -> Result<(), ScreenError> {
debug!("Registered");
Ok(())
}
fn on_first_run(&mut self, context: &GameContext) -> Result<(), ScreenError> {
debug!("Running LoadingScreen for the first time");
// Update discord
if let Err(e) = context.discord_rpc_send.send(Some(
ActivityBuilder::default().details("loading...").assets(
Assets::default().large("game-logo-small", Some(context.config.name.clone())),
),
)) {
error!("Failed to update discord: {}", e);
}
// Keep track of when this screen is opened
self.start_timestamp = Some(Utc::now());
Ok(())
}
fn execute(
&mut self,
_delta: &chrono::Duration,
context: &GameContext,
) -> Result<dirty_fsm::ActionFlag<Scenes>, ScreenError> {
trace!("execute() called on LoadingScreen");
self.render_screen_space(&mut context.renderer.borrow_mut(), &context.config);
// Check for a quick skip button in debug builds
cfg_if! {
if #[cfg(debug_assertions)] {
let debug_skip_screen = context.renderer.borrow_mut().is_key_pressed(KeyboardKey::KEY_ESCAPE);
} else {
let debug_skip_screen = false;
}
}
// Keep rendering until we pass the loading screen duration
if let Some(start_timestamp) = self.start_timestamp {
let duration = Utc::now().signed_duration_since(start_timestamp);
if duration.num_seconds() >= LOADING_SCREEN_DURATION_SECONDS as i64 || debug_skip_screen
{
info!("LoadingScreen duration reached, moving to next screen");
Ok(ActionFlag::SwitchState(Scenes::MainMenuScreen))
} else {
Ok(ActionFlag::Continue)
}
} else {
Ok(ActionFlag::Continue)
}
}
fn on_finish(&mut self, _interrupted: bool) -> Result<(), ScreenError> {
debug!("Finished LoadingScreen");
// Reset the start timestamp
self.start_timestamp = None;
Ok(())
}
}
impl ScreenSpaceRender for LoadingScreen {
fn render_screen_space(
&mut self,
raylib: &mut crate::utilities::non_ref_raylib::HackedRaylibHandle,
config: &GameConfig
) {
// Calculate the loading screen fade in/out value
// This makes the loading screen fade in/out over the duration of the loading screen
let cur_time = Utc::now();
let time_since_start =
cur_time.signed_duration_since(self.start_timestamp.unwrap_or(cur_time));
let fade_percentage = interpolate_exp(
time_since_start.num_milliseconds() as f32,
0.0..(LOADING_SCREEN_DURATION_SECONDS as f32 * 1000.0),
0.0..1.0,
8.0,
);
trace!("Loading screen fade at {:.2}%", fade_percentage);
// Render the background
raylib.clear_background(Color::BLACK);
// Calculate the logo position
let screen_size = raylib.get_screen_size();
// Render the game logo
raylib.draw_texture_ex(
&self.game_logo_texture,
screen_size.div(2.0).sub(self.game_logo_size.div(2.0)),
0.0,
1.0,
Color::WHITE.fade(fade_percentage),
);
// Only in debug mode, render a debug message
#[cfg(debug_assertions)]
{
raylib.draw_rectangle_v(
Vector2::zero(),
Vector2::new(screen_size.x, 40.0),
Color::RED,
);
raylib.draw_text(
"Game in DEBUG MODE. Do not redistribute!",
10,
10,
20,
Color::WHITE,
);
}
}
}

View File

@ -6,29 +6,23 @@ use discord_sdk::activity::{ActivityBuilder, Assets};
use pkg_version::pkg_version_major;
use raylib::prelude::*;
use crate::{
context::GameContext,
utilities::{
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,
},
GameConfig,
};
}};
use super::{Scenes, ScreenError};
use tracing::{debug, error, info, trace};
#[derive(Debug)]
pub struct MainMenuScreen {
is_start_pressed: bool, //Is start button pressed
is_htp_pressed: bool, //Is how to play button pressed
is_start_pressed: bool, //Is start button pressed
is_htp_pressed: bool, //Is how to play button pressed
is_options_pressed: bool, //Is options button pressed
is_quit_pressed: bool //Is quit button pressed
is_quit_pressed: bool, //Is quit button pressed
}
impl MainMenuScreen {
@ -38,7 +32,7 @@ impl MainMenuScreen {
is_start_pressed: false,
is_htp_pressed: false,
is_options_pressed: false,
is_quit_pressed: false
is_quit_pressed: false,
}
}
}
@ -74,17 +68,14 @@ impl Action<Scenes, ScreenError, GameContext> for MainMenuScreen {
if self.is_start_pressed {
Ok(ActionFlag::SwitchState(Scenes::InGameScene))
}
else if self.is_htp_pressed {
} else if self.is_htp_pressed {
Ok(ActionFlag::SwitchState(Scenes::HowToPlayScreen))
}
else if self.is_options_pressed {
} else if self.is_options_pressed {
Ok(ActionFlag::SwitchState(Scenes::OptionsScreen))
}
else if self.is_quit_pressed {
panic!();
}
else {
} else if self.is_quit_pressed {
context.flag_send.send(Some(ControlFlag::Quit)).unwrap();
Ok(ActionFlag::Continue)
} else {
Ok(ActionFlag::Continue)
}
}
@ -105,8 +96,17 @@ impl ScreenSpaceRender for MainMenuScreen {
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,
);
// Calculate the logo position
let screen_size = raylib.get_screen_size();
@ -150,269 +150,61 @@ impl ScreenSpaceRender for MainMenuScreen {
Color::WHITE,
);
raylib.draw_text(
// Render the title
raylib.draw_rgb_split_text(
Vector2::new(37.0, 80.0),
&format!("[{}]", config.name),
37,
80,
70,
Color::BLUE,
);
raylib.draw_text(
&format!("[{}]", config.name),
43,
80,
70,
Color::RED,
);
raylib.draw_text(
&format!("[{}]", config.name),
40,
80,
70,
true,
Color::WHITE,
);
// Start Game
if Rectangle::new(80.0, 300.0, 170.0, 20.0).check_collision_point_rec(mouse_position) {
raylib.draw_text(
"START GAME",
83,
300,
25,
Color::RED,
);
raylib.draw_text(
"START GAME",
77,
300,
25,
Color::BLUE,
);
raylib.draw_text(
"START GAME",
80,
300,
25,
Color::WHITE,
);
if mouse_pressed{
self.is_start_pressed = true;
}
}
else{
raylib.draw_text(
"START GAME",
81,
300,
25,
Color::RED,
);
raylib.draw_text(
"START GAME",
79,
300,
25,
Color::BLUE,
);
raylib.draw_text(
"START GAME",
80,
300,
25,
Color::WHITE,
);
}
let hovering_start_game =
Rectangle::new(80.0, 300.0, 170.0, 20.0).check_collision_point_rec(mouse_position);
raylib.draw_rgb_split_text(
Vector2::new(80.0, 300.0),
"START GAME",
25,
hovering_start_game,
Color::WHITE,
);
self.is_start_pressed = mouse_pressed && hovering_start_game;
// How to Play
if Rectangle::new(80.0, 350.0, 170.0, 20.0).check_collision_point_rec(mouse_position) {
raylib.draw_text(
"HOW TO PLAY",
83,
350,
25,
Color::RED,
);
raylib.draw_text(
"HOW TO PLAY",
77,
350,
25,
Color::BLUE,
);
raylib.draw_text(
"HOW TO PLAY",
80,
350,
25,
Color::WHITE,
);
if mouse_pressed{
self.is_htp_pressed = true;
}
}
else{
raylib.draw_text(
"HOW TO PLAY",
81,
350,
25,
Color::RED,
);
raylib.draw_text(
"HOW TO PLAY",
79,
350,
25,
Color::BLUE,
);
raylib.draw_text(
"HOW TO PLAY",
80,
350,
25,
Color::WHITE,
);
}
let hovering_htp =
Rectangle::new(80.0, 350.0, 170.0, 20.0).check_collision_point_rec(mouse_position);
raylib.draw_rgb_split_text(
Vector2::new(80.0, 350.0),
"HOW TO PLAY",
25,
hovering_htp,
Color::WHITE,
);
self.is_htp_pressed = mouse_pressed && hovering_htp;
// OPTIONS
if Rectangle::new(80.0, 400.0, 135.0, 20.0).check_collision_point_rec(mouse_position) {
raylib.draw_text(
"OPTIONS",
83,
400,
25,
Color::RED,
);
raylib.draw_text(
"OPTIONS",
77,
400,
25,
Color::BLUE,
);
raylib.draw_text(
"OPTIONS",
80,
400,
25,
Color::WHITE,
);
if mouse_pressed{
self.is_options_pressed = true;
}
}
else{
raylib.draw_text(
"OPTIONS",
81,
400,
25,
Color::RED,
);
raylib.draw_text(
"OPTIONS",
79,
400,
25,
Color::BLUE,
);
raylib.draw_text(
"OPTIONS",
80,
400,
25,
Color::WHITE,
);
}
let hovering_options =
Rectangle::new(80.0, 400.0, 135.0, 20.0).check_collision_point_rec(mouse_position);
raylib.draw_rgb_split_text(
Vector2::new(80.0, 400.0),
"OPTIONS",
25,
hovering_options,
Color::WHITE,
);
self.is_options_pressed = mouse_pressed && hovering_options;
// QUIT
if Rectangle::new(80.0, 445.0, 65.0, 20.0).check_collision_point_rec(mouse_position) {
raylib.draw_text(
"QUIT",
83,
450,
25,
Color::RED,
);
raylib.draw_text(
"QUIT",
77,
450,
25,
Color::BLUE,
);
raylib.draw_text(
"QUIT",
80,
450,
25,
Color::WHITE,
);
if mouse_pressed{
self.is_quit_pressed = true;
}
}
else{
raylib.draw_text(
"QUIT",
81,
450,
25,
Color::RED,
);
raylib.draw_text(
"QUIT",
79,
450,
25,
Color::BLUE,
);
raylib.draw_text(
"QUIT",
80,
450,
25,
Color::WHITE,
);
}
let hovering_quit =
Rectangle::new(80.0, 445.0, 65.0, 20.0).check_collision_point_rec(mouse_position);
raylib.draw_rgb_split_text(
Vector2::new(80.0, 450.0),
"QUIT",
25,
hovering_quit,
Color::WHITE,
);
self.is_quit_pressed = mouse_pressed && hovering_quit;
}
}

View File

@ -2,7 +2,6 @@ use self::{
pause_screen::PauseScreen,
fsm_error_screen::FsmErrorScreen,
ingame_scene::{level::loader::load_all_levels, InGameScreen},
loading_screen::LoadingScreen,
main_menu_screen::MainMenuScreen, options_screen::OptionsScreen, how_to_play_screen::HowToPlayScreen,
death_screen::DeathScreen
};
@ -18,7 +17,6 @@ use raylib::{texture::Texture2D, RaylibThread};
pub mod fsm_error_screen;
pub mod ingame_scene;
pub mod loading_screen;
pub mod main_menu_screen;
pub mod how_to_play_screen;
pub mod options_screen;
@ -30,7 +28,6 @@ pub mod death_screen;
pub enum Scenes {
#[default]
FsmErrorScreen,
LoadingScreen,
MainMenuScreen,
InGameScene,
HowToPlayScreen,
@ -65,10 +62,6 @@ pub fn build_screen_state_machine(
// Set up the state machine
let mut machine = StateMachine::new();
machine.add_action(Scenes::FsmErrorScreen, FsmErrorScreen::new())?;
machine.add_action(
Scenes::LoadingScreen,
LoadingScreen::new(raylib_handle, thread)?,
)?;
machine.add_action(Scenes::MainMenuScreen, MainMenuScreen::new())?;
machine.add_action(Scenes::HowToPlayScreen, HowToPlayScreen::new())?;
machine.add_action(Scenes::OptionsScreen, OptionsScreen::new())?;

View File

@ -5,27 +5,31 @@ use dirty_fsm::{Action, ActionFlag};
use pkg_version::pkg_version_major;
use raylib::prelude::*;
use crate::{GameConfig, context::GameContext, utilities::{
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 OptionsScreen {
is_btm_pressed: bool //Is back to menu button pressed
is_btm_pressed: bool, //Is back to menu button pressed
}
impl OptionsScreen {
/// Construct a new `OptionsScreen`
pub fn new() -> Self {
Self {
is_btm_pressed: false
is_btm_pressed: false,
}
}
}
@ -52,8 +56,7 @@ impl Action<Scenes, ScreenError, GameContext> for OptionsScreen {
if self.is_btm_pressed {
Ok(ActionFlag::SwitchState(Scenes::MainMenuScreen))
}
else{
} else {
Ok(ActionFlag::Continue)
}
}
@ -69,11 +72,19 @@ impl ScreenSpaceRender for OptionsScreen {
fn render_screen_space(
&mut self,
raylib: &mut crate::utilities::non_ref_raylib::HackedRaylibHandle,
config: &GameConfig
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();
@ -82,90 +93,19 @@ impl ScreenSpaceRender for OptionsScreen {
let mouse_pressed: bool = raylib.is_mouse_button_pressed(MouseButton::MOUSE_LEFT_BUTTON);
raylib.draw_text(
"Options",
37,
80,
70,
Color::BLUE,
);
raylib.draw_text(
"Options",
43,
80,
70,
Color::RED,
);
raylib.draw_text(
"Options",
40,
80,
70,
Color::WHITE,
);
// Render the title
raylib.draw_rgb_split_text(Vector2::new(40.0, 80.0), "Options", 70, true, Color::WHITE);
//Back to Menu
if Rectangle::new(35.0, screen_size.y as f32 - 80.0, 200.0, 40.0).check_collision_point_rec(mouse_position){
raylib.draw_text(
"BACK TO MENU",
28,
screen_size.y as i32 - 50,
25,
Color::RED,
);
raylib.draw_text(
"BACK TO MENU",
22,
screen_size.y as i32 - 50,
25,
Color::BLUE,
);
raylib.draw_text(
"BACK TO MENU",
25,
screen_size.y as i32 - 50,
25,
Color::WHITE,
);
if mouse_pressed{
self.is_btm_pressed = true;
}
}
else {
raylib.draw_text(
"BACK TO MENU",
26,
screen_size.y as i32 - 50,
25,
Color::RED,
);
raylib.draw_text(
"BACK TO MENU",
24,
screen_size.y as i32 - 50,
25,
Color::BLUE,
);
raylib.draw_text(
"BACK TO MENU",
25,
screen_size.y as i32 - 50,
25,
Color::WHITE,
);
}
let hovering_back = 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),
"Options",
25,
hovering_back,
Color::WHITE,
);
self.is_btm_pressed = mouse_pressed && hovering_back;
}
}

View File

@ -59,6 +59,13 @@ impl Action<Scenes, ScreenError, GameContext> for PauseScreen {
) -> Result<dirty_fsm::ActionFlag<Scenes>, ScreenError> {
trace!("execute() called on PauseScreen");
self.render_screen_space(&mut context.renderer.borrow_mut(), &context.config);
//Screen Size
let screen_size = context.renderer.borrow_mut().get_screen_size();
let centered_x_menu = (screen_size.x as f32 / 2.0) - 120.0;
let centered_y_menu = (screen_size.y as f32 / 2.0) + 100.0;
let centered_x_paused = (screen_size.x as f32 / 2.0) - 220.0;
let centered_y_paused = (screen_size.y as f32 / 2.0) - 40.0;
//Mouse Position
let mouse_position: Vector2 = context.renderer.borrow_mut().get_mouse_position();
@ -69,14 +76,18 @@ impl Action<Scenes, ScreenError, GameContext> for PauseScreen {
.is_mouse_button_down(MouseButton::MOUSE_LEFT_BUTTON);
//"Hitboxes" for the resume and Main menu buttons
//For Paused
if is_left_click
&& Rectangle::new(322.0, 321.0, 435.0, 80.0).check_collision_point_rec(mouse_position)
&& Rectangle::new(centered_x_paused, centered_y_paused, 435.0, 80.0)
.check_collision_point_rec(mouse_position)
{
return Ok(ActionFlag::SwitchState(Scenes::InGameScene));
}
//For Menu
if is_left_click
&& Rectangle::new(390.0, 464.0, 200.0, 50.0).check_collision_point_rec(mouse_position)
&& Rectangle::new(centered_x_menu, centered_y_menu, 200.0, 50.0)
.check_collision_point_rec(mouse_position)
{
return Ok(ActionFlag::SwitchState(Scenes::MainMenuScreen));
}
@ -114,89 +125,45 @@ impl ScreenSpaceRender for PauseScreen {
//Mouse Input
let is_left_click = raylib.is_mouse_button_down(MouseButton::MOUSE_LEFT_BUTTON);
raylib.draw_rectangle_lines(
0,
0,
screen_size.x as i32,
screen_size.y as i32,
config.colors.white,
);
//Variables for centering
let centered_x_menu = (screen_size.x as f32 / 2.0) - 120.0;
let centered_y_menu = (screen_size.y as f32 / 2.0) + 100.0;
let centered_x_paused = (screen_size.x as f32 / 2.0) - 220.0;
let centered_y_paused = (screen_size.y as f32 / 2.0) - 40.0;
//Pause Menu Texts With Glitchy Effect
raylib.draw_text(
let hovering_pause = Rectangle::new(centered_x_paused, centered_y_paused, 435.0, 80.0)
.check_collision_point_rec(mouse_position);
raylib.draw_rgb_split_text(
Vector2::new((screen_size.x / 2.0) - 220.0, (screen_size.y / 2.0) - 40.0),
"Paused",
(screen_size.x as i32 / 2) - 223,
(screen_size.y as i32 / 2) - 40,
120,
Color::RED,
);
raylib.draw_text(
"Paused",
(screen_size.x as i32 / 2) - 217,
(screen_size.y as i32 / 2) - 40,
120,
Color::BLUE,
);
raylib.draw_text(
"Paused",
(screen_size.x as i32 / 2) - 220,
(screen_size.y as i32 / 2) - 40,
120,
hovering_pause,
Color::WHITE,
);
raylib.draw_text(
raylib.draw_rgb_split_text(
Vector2::new((screen_size.x / 2.0) - 80.0, (screen_size.y / 2.0) + 60.0),
"Click To Resume",
(screen_size.x as i32 / 2) - 80,
(screen_size.y as i32 / 2) + 60,
20,
Color::RED,
);
raylib.draw_text(
"Click To Resume",
(screen_size.x as i32 / 2) - 80,
(screen_size.y as i32 / 2) + 60,
20,
Color::BLUE,
);
raylib.draw_text(
"Click To Resume",
(screen_size.x as i32 / 2) - 80,
(screen_size.y as i32 / 2) + 60,
20,
false,
Color::WHITE,
);
raylib.draw_text(
let hovering_main_menu = Rectangle::new(centered_x_menu, centered_y_menu, 200.0, 50.0)
.check_collision_point_rec(mouse_position);
raylib.draw_rgb_split_text(
Vector2::new((screen_size.x / 2.0) - 120.0, (screen_size.y / 2.0) + 100.0),
"Main Menu",
(screen_size.x as i32 / 2) - 123,
(screen_size.y as i32 / 2) + 100,
50,
Color::RED,
);
raylib.draw_text(
"Main Menu",
(screen_size.x as i32 / 2) - 117,
(screen_size.y as i32 / 2) + 100,
50,
Color::BLUE,
);
raylib.draw_text(
"Main Menu",
(screen_size.x as i32 / 2) - 120,
(screen_size.y as i32 / 2) + 100,
50,
hovering_main_menu,
Color::WHITE,
);
if Rectangle::new(390.0, 464.0, 200.0, 50.0).check_collision_point_rec(mouse_position) {
raylib.draw_text(
"Main Menu",
(screen_size.x as i32 / 2) - 120,
(screen_size.y as i32 / 2) + 100,
50,
Color::YELLOW,
);
}
if Rectangle::new(322.0, 321.0, 435.0, 80.0).check_collision_point_rec(mouse_position) {
raylib.draw_text(
"Paused",
(screen_size.x as i32 / 2) - 220,
(screen_size.y as i32 / 2) - 40,
120,
Color::DARKBLUE,
);
}
}
}

View File

@ -1,12 +1,12 @@
use std::ops::{Deref, DerefMut};
use raylib::prelude::*;
use raylib::{math::Vector2, prelude::RaylibDraw, RaylibHandle};
#[derive(Debug)]
pub struct HackedRaylibHandle(RaylibHandle);
impl HackedRaylibHandle {
/// Get the screen size as a vector
#[inline]
pub fn get_screen_size(&self) -> Vector2 {
@ -15,6 +15,33 @@ impl HackedRaylibHandle {
self.get_screen_height() as f32,
)
}
#[inline]
pub fn draw_rgb_split_text(
&mut self,
position: Vector2,
text: &str,
font_size: i32,
hovering: bool,
color: Color,
) {
let extra_smudge = if hovering { 2 } else { 0 };
self.draw_text(
text,
position.x as i32 - 1 - extra_smudge,
position.y as i32,
font_size,
Color::BLUE,
);
self.draw_text(
text,
position.x as i32 + 1 + extra_smudge,
position.y as i32,
font_size,
Color::RED,
);
self.draw_text(text, position.x as i32, position.y as i32, font_size, color);
}
}
impl RaylibDraw for HackedRaylibHandle {}