diff --git a/README.md b/README.md index 6f531d6..015e771 100644 --- a/README.md +++ b/README.md @@ -13,7 +13,7 @@ All development documentation has been moved to [`DEVELOPERS.md`](./DEVELOPERS.m ## The Team -This game is developed by a team of 6 students from *Sheridan College* and *Trent University*. +This game is developed by a team of 8 students from *Sheridan College* and *Trent University*. - [**Evan Pratten**](https://github.com/ewpratten) - Team lead @@ -31,9 +31,13 @@ This game is developed by a team of 6 students from *Sheridan College* and *Tren - [**Emilia Frias**](https://www.instagram.com/demilurii/) - Character art - Animations - - Tilesets - [**Kori**](https://www.instagram.com/korigama/) - Concept art - Tilesets +- **J.J.** + - *"Composer? I hardly know her!"* + - Playtesting +- [**James Feener**](https://twitter.com/jamesmakesgame) + - Playtesting A special thanks goes out to: [James Nickoli](https://github.com/rsninja722/) for insight on 2D collision detection, as well as [Ray](https://github.com/raysan5) and the members of the [raylib community](https://discord.gg/raylib) on discord for their support with the past two game jam projects. diff --git a/game/assets/levels/level_0/zones.json b/game/assets/levels/level_0/zones.json index 10fb295..88d0901 100644 --- a/game/assets/levels/level_0/zones.json +++ b/game/assets/levels/level_0/zones.json @@ -26,6 +26,9 @@ "width": 56, "height": 313 } + ], + "kill":[ + ], "win": { "x": 12000, diff --git a/game/assets/levels/level_1/zones.json b/game/assets/levels/level_1/zones.json index b787b50..15e2e30 100644 --- a/game/assets/levels/level_1/zones.json +++ b/game/assets/levels/level_1/zones.json @@ -44,6 +44,9 @@ "width": 704, "height": 64 } + ], + "kill":[ + ], "win": { "x": 12000, diff --git a/game/src/character/collisions.rs b/game/src/character/collisions.rs index 5775489..e4efdbe 100644 --- a/game/src/character/collisions.rs +++ b/game/src/character/collisions.rs @@ -13,6 +13,7 @@ pub const GRAVITY_PPS: f32 = 2.0; pub fn modify_player_based_on_forces( player: &mut MainCharacter, colliders: &Vec, + killers: &Vec, level_height_offset: f32, ) -> Result<(), ()> { trace!("Player state: {:?}", player.current_state); @@ -25,7 +26,7 @@ pub fn modify_player_based_on_forces( let predicted_player_position = player.position + player.velocity; // Calculate a bounding rect around the player both now, and one frame in the future - let mut player_rect = Rectangle::new( + let player_rect = Rectangle::new( predicted_player_position.x - (player.size.x / 2.0), predicted_player_position.y - (player.size.x / 2.0), player.size.x, @@ -48,6 +49,15 @@ pub fn modify_player_based_on_forces( || translated_rect.check_collision_recs(&predicted_player_rect) }) }; + let check_player_colliding_with_killers = || { + killers.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(&player_rect.clone()) + || translated_rect.check_collision_recs(&predicted_player_rect) + }) + }; let check_player_colliding_with_colliders_forwards = || { colliders.iter().any(|rect| { let mut translated_rect = rect.clone(); @@ -76,10 +86,11 @@ pub fn modify_player_based_on_forces( return player.update_player( Some(CharacterState::Running), colliders, + killers, level_height_offset, ); } - }else if player.current_state == CharacterState::Running { + } else if player.current_state == CharacterState::Running { player.override_state(CharacterState::Jumping); } @@ -87,22 +98,27 @@ pub fn modify_player_based_on_forces( player.position += player.velocity; // Re-calculate the player rect - player_rect = Rectangle::new( + let player_rect = Rectangle::new( player.position.x - (player.size.x / 2.0), player.position.y - (player.size.x / 2.0), player.size.x, player.size.y, ); - if player.position.y > 50.0 || 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(&player_rect) - }) { + if player.position.y > 50.0 + || 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(&player_rect) + }) + { return Err(()); } + if check_player_colliding_with_killers() { + return Err(()); + } Ok(()) } diff --git a/game/src/character/mod.rs b/game/src/character/mod.rs index 2c014cd..600b3c9 100644 --- a/game/src/character/mod.rs +++ b/game/src/character/mod.rs @@ -66,6 +66,7 @@ impl MainCharacter { &mut self, state: Option, colliders: &Vec, + killers: &Vec, level_height_offset: f32, ) -> Result<(), ()> { if let Some(state) = state { @@ -81,7 +82,7 @@ impl MainCharacter { } // Update the player based on the new velocity - modify_player_based_on_forces(self, colliders, level_height_offset) + modify_player_based_on_forces(self, colliders, killers, level_height_offset) } pub fn reset(&mut self) { diff --git a/game/src/context.rs b/game/src/context.rs index 6612f52..b602228 100644 --- a/game/src/context.rs +++ b/game/src/context.rs @@ -4,16 +4,21 @@ use chrono::{DateTime, Duration, Utc}; use discord_sdk::activity::ActivityBuilder; use raylib::audio::Sound; -use crate::{GameConfig, progress::ProgressData, utilities::{audio_player::AudioPlayer, non_ref_raylib::HackedRaylibHandle}}; +use crate::{ + progress::ProgressData, + utilities::{audio_player::AudioPlayer, non_ref_raylib::HackedRaylibHandle}, + GameConfig, +}; #[derive(Debug)] pub enum ControlFlag { Quit, - SwitchLevel(usize), - UpdateLevelStart(DateTime), - SaveProgress, - MaybeUpdateHighScore(usize, Duration), - SoundTrigger(String) + BeginLevel(usize), + EndLevel, + // UpdateLevelStart(DateTime), + // SaveProgress, + // MaybeUpdateHighScore(usize, Duration), + SoundTrigger(String), } #[derive(Debug)] @@ -24,6 +29,7 @@ pub struct GameContext { pub config: GameConfig, pub player_progress: ProgressData, pub current_level: usize, + pub total_levels: usize, pub level_start_time: DateTime, pub discord_rpc_send: Sender>, pub flag_send: Sender>, diff --git a/game/src/lib.rs b/game/src/lib.rs index b768fee..ef8a8a1 100644 --- a/game/src/lib.rs +++ b/game/src/lib.rs @@ -82,7 +82,7 @@ use crate::{ context::GameContext, discord_rpc::{maybe_set_discord_presence, try_connect_to_local_discord}, progress::ProgressData, - scenes::{build_screen_state_machine, Scenes}, + scenes::{build_screen_state_machine, ingame_scene::level::loader::load_all_levels, Scenes}, utilities::{ audio_player::AudioPlayer, datastore::{load_music_from_internal_data, load_sound_from_internal_data}, @@ -191,6 +191,7 @@ pub async fn game_begin(game_config: &mut GameConfig) -> Result<(), Box Result<(), Box Result<(), Box break, - context::ControlFlag::SwitchLevel(level) => { + context::ControlFlag::BeginLevel(level) => { context.as_mut().current_level = level; - context.as_mut().player_progress.save(); + context.as_mut().level_start_time = Utc::now(); } - context::ControlFlag::UpdateLevelStart(time) => { - context.as_mut().level_start_time = time; - context.as_mut().player_progress.save(); - } - context::ControlFlag::SaveProgress => { - context.as_mut().player_progress.save(); - } - context::ControlFlag::MaybeUpdateHighScore(level, time) => { - context - .as_mut() - .player_progress - .maybe_write_new_time(level, &time); + context::ControlFlag::EndLevel => { + let now = Utc::now(); + let elapsed = now - context.as_mut().level_start_time; + if elapsed.num_seconds().abs() > 1 { + let current_level = context.as_mut().current_level; + context + .as_mut() + .player_progress + .maybe_write_new_time(current_level, &elapsed); + context.as_mut().player_progress.save(); + } } context::ControlFlag::SoundTrigger(name) => { - context.audio.play_sound( - context.sounds.get(&name).unwrap(), - ); + context.audio.play_sound(context.sounds.get(&name).unwrap()); } } } diff --git a/game/src/scenes/how_to_play_screen.rs b/game/src/scenes/how_to_play_screen.rs index 1592b81..4593499 100644 --- a/game/src/scenes/how_to_play_screen.rs +++ b/game/src/scenes/how_to_play_screen.rs @@ -20,6 +20,7 @@ use tracing::{debug, error, info, trace}; #[derive(Debug)] pub struct HowToPlayScreen { is_btm_pressed: bool, //Is back to menu button pressed + counter: i32, } impl HowToPlayScreen { @@ -27,6 +28,7 @@ impl HowToPlayScreen { pub fn new() -> Self { Self { is_btm_pressed: false, + counter: 0, } } } @@ -61,6 +63,8 @@ impl Action for HowToPlayScreen { trace!("execute() called on HowToPlayScreen"); self.render_screen_space(&mut context.renderer.borrow_mut(), &context.config); + self.counter += 1; + if self.is_btm_pressed { context .flag_send @@ -75,6 +79,7 @@ impl Action for HowToPlayScreen { fn on_finish(&mut self, _interrupted: bool) -> Result<(), ScreenError> { debug!("Finished HowToPlayScreen"); self.is_btm_pressed = false; + self.counter = 0; Ok(()) } } @@ -105,13 +110,28 @@ impl ScreenSpaceRender for HowToPlayScreen { 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), - "How to Play", - 70, - true, - Color::WHITE, - ); + let timer: i32 = get_random_value(50, 400); + if self.counter > timer { + raylib.draw_rgb_split_text( + Vector2::new(40.0, 80.0), + "[How to Play]", + 70, + true, + Color::WHITE, + ); + if self.counter > timer + 20 { + self.counter = 0; + } + } + else{ + raylib.draw_rgb_split_text( + Vector2::new(40.0, 80.0), + "[How to Play]", + 70, + false, + Color::WHITE, + ); + } // Render the instructions raylib.draw_rgb_split_text( diff --git a/game/src/scenes/ingame_scene/level/mod.rs b/game/src/scenes/ingame_scene/level/mod.rs index 35bc6e0..68f91b3 100644 --- a/game/src/scenes/ingame_scene/level/mod.rs +++ b/game/src/scenes/ingame_scene/level/mod.rs @@ -8,6 +8,7 @@ pub mod loader; pub struct LevelZones { pub appear: Vec, pub disappear: Vec, + pub kill: Vec, pub win: Rectangle, } diff --git a/game/src/scenes/ingame_scene/mod.rs b/game/src/scenes/ingame_scene/mod.rs index 8577c83..722e9c3 100644 --- a/game/src/scenes/ingame_scene/mod.rs +++ b/game/src/scenes/ingame_scene/mod.rs @@ -75,6 +75,7 @@ impl Action for InGameScreen { let _ = self.player.update_player( Some(CharacterState::Running), &cur_level.colliders, + &cur_level.zones.kill, -cur_level.platform_tex.height as f32, ); @@ -103,13 +104,13 @@ impl Action for InGameScreen { if self.current_level_idx != context.current_level { self.current_level_idx = context.current_level; - self.level_switch_timestamp = Utc::now(); - context - .flag_send - .send(Some(ControlFlag::UpdateLevelStart( - self.level_switch_timestamp, - ))) - .unwrap(); + // self.level_switch_timestamp = Utc::now(); + // context + // .flag_send + // .send(Some(ControlFlag::UpdateLevelStart( + // self.level_switch_timestamp, + // ))) + // .unwrap(); } // Grab exclusive access to the renderer @@ -133,35 +134,33 @@ impl Action for InGameScreen { // Render the HUD self.render_screen_space(&mut renderer, &context.config); - // Check if the player won let cur_level = self.levels.get(context.current_level).unwrap(); if self.player.position.x > cur_level.zones.win.x { // Save the current time - let elapsed = Utc::now() - self.level_switch_timestamp; - context - .flag_send - .send(Some(ControlFlag::MaybeUpdateHighScore( - self.current_level_idx, - elapsed, - ))) - .unwrap(); + // let elapsed = Utc::now() - self.level_switch_timestamp; + // context + // .flag_send + // .send(Some(ControlFlag::MaybeUpdateHighScore( + // self.current_level_idx, + // elapsed, + // ))) + // .unwrap(); // Save the progress - context - .flag_send - .send(Some(ControlFlag::SaveProgress)) - .unwrap(); + + // End the level + context.flag_send.send(Some(ControlFlag::EndLevel)).unwrap(); // If this is the last level, win the game if self.current_level_idx >= self.levels.len() - 1 { return Ok(ActionFlag::SwitchState(Scenes::WinScreen)); } else { // Otherwise, increment the level counter and switch to the next level - context - .flag_send - .send(Some(ControlFlag::SwitchLevel(self.current_level_idx + 1))) - .unwrap(); + // context + // .flag_send + // .send(Some(ControlFlag::SwitchLevel(self.current_level_idx + 1))) + // .unwrap(); return Ok(ActionFlag::SwitchState(Scenes::NextLevelScreen)); } diff --git a/game/src/scenes/ingame_scene/update.rs b/game/src/scenes/ingame_scene/update.rs index 2b16ea5..520f78b 100644 --- a/game/src/scenes/ingame_scene/update.rs +++ b/game/src/scenes/ingame_scene/update.rs @@ -35,12 +35,14 @@ impl FrameUpdate for InGameScreen { self.player.update_player( Some(CharacterState::Jumping), &cur_level.colliders, + &cur_level.zones.kill, -cur_level.platform_tex.height as f32, ) } else if is_dash { self.player.update_player( Some(CharacterState::Dashing), &cur_level.colliders, + &cur_level.zones.kill, -cur_level.platform_tex.height as f32, ) } else { @@ -50,12 +52,14 @@ impl FrameUpdate for InGameScreen { self.player.update_player( Some(CharacterState::Running), &cur_level.colliders, + &cur_level.zones.kill, -cur_level.platform_tex.height as f32, ) } else { self.player.update_player( None, &cur_level.colliders, + &cur_level.zones.kill, -cur_level.platform_tex.height as f32, ) } diff --git a/game/src/scenes/level_select_screen.rs b/game/src/scenes/level_select_screen.rs new file mode 100644 index 0000000..f783f2f --- /dev/null +++ b/game/src/scenes/level_select_screen.rs @@ -0,0 +1,189 @@ +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::{ + 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 LevelSelectScreen { + is_btm_pressed: bool, + selected_level: Option, + visible_levels: usize, +} + +impl LevelSelectScreen { + /// Construct a new `LevelSelectScreen` + pub fn new() -> Self { + Self { + is_btm_pressed: false, + selected_level: None, + visible_levels: 0, + } + } +} + +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); + } + + // Calculate the number of levels to render + self.visible_levels = + (context.player_progress.level_best_times.len() + 1).min(context.total_levels); + + 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 let Some(level) = self.selected_level { + // Play the sound + context + .flag_send + .send(Some(ControlFlag::SoundTrigger("button-press".to_string()))) + .unwrap(); + + // Switch the level + context + .flag_send + .send(Some(ControlFlag::BeginLevel(level))) + .unwrap(); + + // context + // .flag_send + // .send(Some(ControlFlag::UpdateLevelStart( + // Utc::now(), + // ))) + // .unwrap(); + + // Enter the game + 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.selected_level = None; + 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 + for level in 0..self.visible_levels { + let hovering_button = + Rectangle::new(100.0, 300.0 + (25.0 * level as f32), 180.0, 25.0 ).check_collision_point_rec(mouse_position); + raylib.draw_rgb_split_text( + Vector2::new(100.0, 300.0+ (25.0 * level as f32)), + &format!("LEVEL {}", level), + 25, + hovering_button, + Color::WHITE, + ); + if hovering_button { + raylib.draw_rgb_split_text( + Vector2::new(70.0, 300.0+ (25.0 * level as f32)), + ">>", + 25, + hovering_button, + Color::WHITE, + ); + }; + if mouse_pressed && hovering_button { + self.selected_level = Some(level); + break; + } + } + + //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..5b5511f 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); @@ -321,7 +323,7 @@ impl ScreenSpaceRender for MainMenuScreen { for (i, (level, time)) in times.iter() { let time = Duration::seconds(*time); raylib.draw_text( - &format!("Lvl {} {}:{}", level + 1, time.num_minutes(), time.num_seconds() % 60), + &format!("Lvl {} {}:{}", level, time.num_minutes(), time.num_seconds() % 60), screen_size.x as i32 - 200, 100 + (25 * (*i as i32)), 20, @@ -331,6 +333,5 @@ impl ScreenSpaceRender for MainMenuScreen { } self.is_quit_pressed = mouse_pressed && hovering_quit; - // for } } diff --git a/game/src/scenes/mod.rs b/game/src/scenes/mod.rs index 1143503..442fd2d 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::{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}; 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 @@ -46,6 +41,7 @@ pub enum ScreenError { pub fn build_screen_state_machine( raylib_handle: &mut HackedRaylibHandle, thread: &RaylibThread, + levels: Vec ) -> Result< // StateMachine>)>>, StateMachine, @@ -56,7 +52,6 @@ pub fn build_screen_state_machine( load_texture_from_internal_data(raylib_handle, thread, "character/player_run.png").unwrap(); let world_background = load_texture_from_internal_data(raylib_handle, thread, "default-texture.png").unwrap(); - let levels = load_all_levels(raylib_handle, thread).unwrap(); // Set up the state machine let mut machine = StateMachine::new(); @@ -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) } diff --git a/game/src/scenes/next_level_screen.rs b/game/src/scenes/next_level_screen.rs index 464ff8c..29b2c18 100644 --- a/game/src/scenes/next_level_screen.rs +++ b/game/src/scenes/next_level_screen.rs @@ -6,13 +6,17 @@ use discord_sdk::activity::{ActivityBuilder, Assets}; use pkg_version::pkg_version_major; use raylib::prelude::*; -use crate::{GameConfig, context::{ControlFlag, GameContext}, utilities::{ +use crate::{ + 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}; @@ -20,6 +24,7 @@ use tracing::{debug, error, info, trace}; #[derive(Debug)] pub struct NextLevelScreen { is_next_pressed: bool, + is_level_select_pressed: bool, screen_load_time: DateTime, attempt_time: String, best_time: String, @@ -30,6 +35,7 @@ impl NextLevelScreen { pub fn new() -> Self { Self { is_next_pressed: false, + is_level_select_pressed: false, screen_load_time: Utc::now(), attempt_time: String::new(), best_time: String::new(), @@ -87,8 +93,19 @@ impl Action for NextLevelScreen { .flag_send .send(Some(ControlFlag::SoundTrigger("button-press".to_string()))) .unwrap(); + + // Start the next level + let current_level = context.current_level; + context + .flag_send + .send(Some(ControlFlag::BeginLevel(current_level + 1))) + .unwrap(); + Ok(ActionFlag::SwitchState(Scenes::InGameScene)) - } else { + } + else if self.is_level_select_pressed { + Ok(ActionFlag::SwitchState(Scenes::LevelSelectScreen)) + }else { Ok(ActionFlag::Continue) } } @@ -96,6 +113,7 @@ impl Action for NextLevelScreen { fn on_finish(&mut self, _interrupted: bool) -> Result<(), ScreenError> { debug!("Finished NextLevelScreen"); self.is_next_pressed = false; + self.is_level_select_pressed = false; Ok(()) } } @@ -156,11 +174,42 @@ impl ScreenSpaceRender for NextLevelScreen { .check_collision_point_rec(mouse_position); raylib.draw_rgb_split_text( Vector2::new(80.0, screen_size.y / 2.0 + 50.0), - ">> Next Level", + "Next Level", 25, hovering_next_button, Color::WHITE, ); + if hovering_next_button { + raylib.draw_rgb_split_text( + Vector2::new(50.0, screen_size.y as f32 / 2.0 + 50.0), + ">>", + 25, + hovering_next_button, + Color::WHITE, + ); + }; self.is_next_pressed = hovering_next_button && mouse_pressed; + + //Next Level + let hovering_level_select_button = + Rectangle::new(80.0, screen_size.y as f32 / 2.0 + 90.0, 300.0, 20.0) + .check_collision_point_rec(mouse_position); + raylib.draw_rgb_split_text( + Vector2::new(80.0, screen_size.y / 2.0 + 100.0), + "Back To Level Select", + 25, + hovering_level_select_button, + Color::WHITE, + ); + if hovering_level_select_button { + raylib.draw_rgb_split_text( + Vector2::new(50.0, screen_size.y as f32 / 2.0 + 100.0), + ">>", + 25, + hovering_level_select_button, + Color::WHITE, + ); + }; + self.is_level_select_pressed = hovering_level_select_button && mouse_pressed; } } diff --git a/game/src/scenes/options_screen.rs b/game/src/scenes/options_screen.rs index cff3716..0e43647 100644 --- a/game/src/scenes/options_screen.rs +++ b/game/src/scenes/options_screen.rs @@ -20,6 +20,7 @@ use tracing::{debug, error, info, trace}; #[derive(Debug)] pub struct OptionsScreen { is_btm_pressed: bool, //Is back to menu button pressed + counter: i32, } impl OptionsScreen { @@ -27,6 +28,7 @@ impl OptionsScreen { pub fn new() -> Self { Self { is_btm_pressed: false, + counter: 0, } } } @@ -64,6 +66,8 @@ impl Action for OptionsScreen { trace!("execute() called on OptionsScreen"); self.render_screen_space(&mut context.renderer.borrow_mut(), &context.config); + self.counter += 1; + if self.is_btm_pressed { context .flag_send @@ -108,7 +112,17 @@ impl ScreenSpaceRender for OptionsScreen { 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), "Options", 70, true, Color::WHITE); + let timer: i32 = get_random_value(50, 400); + if self.counter > timer { + raylib.draw_rgb_split_text(Vector2::new(40.0, 80.0), "[Options]", 70, true, Color::WHITE); + if self.counter > timer + 20 { + self.counter = 0; + } + } + else{ + raylib.draw_rgb_split_text(Vector2::new(40.0, 80.0), "[Options]", 70, false, Color::WHITE); + + } // Render the text raylib.draw_rgb_split_text( diff --git a/game/src/scenes/win_screen.rs b/game/src/scenes/win_screen.rs index b8c2377..afd7515 100644 --- a/game/src/scenes/win_screen.rs +++ b/game/src/scenes/win_screen.rs @@ -69,7 +69,7 @@ impl Action for WinScreen { .flag_send .send(Some(ControlFlag::SoundTrigger("button-press".to_string()))) .unwrap(); - context.flag_send.send(Some(ControlFlag::SwitchLevel(0))).unwrap(); + context.flag_send.send(Some(ControlFlag::EndLevel)).unwrap(); Ok(ActionFlag::SwitchState(Scenes::MainMenuScreen)) } else { Ok(ActionFlag::Continue) diff --git a/game/src/utilities/mod.rs b/game/src/utilities/mod.rs index 666e389..a1965ea 100644 --- a/game/src/utilities/mod.rs +++ b/game/src/utilities/mod.rs @@ -9,3 +9,4 @@ pub mod render_layer; pub mod shaders; pub mod world_paint_texture; pub mod audio_player; +pub mod reusable_button; diff --git a/game/src/utilities/reusable_button.rs b/game/src/utilities/reusable_button.rs new file mode 100644 index 0000000..e370d37 --- /dev/null +++ b/game/src/utilities/reusable_button.rs @@ -0,0 +1,20 @@ +// use raylib::prelude::*; + + +// #[derive(Debug)] +// pub struct ReusableButton { +// text: String, +// position: Vector2, +// font_size: f32, +// font_color: Color, +// arrow_on_hover: bool +// } + +// impl ReusableButton { +// /// Construct a new reusable button. +// pub fn new() -> Self { +// Self { + +// } +// } +// }