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2
.vscode/settings.json
vendored
@ -1,8 +1,10 @@
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{
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"cSpell.words": [
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"clippy",
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"platformer",
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"raylib",
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"renderable",
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"scroller",
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"vergen",
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"vsprintf"
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]
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18
README.md
@ -1,19 +1,27 @@
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# [data::loss]
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||||

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[](https://github.com/Ewpratten/ludum-dare-49/actions/workflows/build.yml)
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[](https://github.com/Ewpratten/ludum-dare-49/actions/workflows/clippy.yml)
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[](https://ldjam.com/events/ludum-dare/49/$261521)
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[](https://www.rust-lang.org/)
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[](https://www.raylib.com/)
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**[data::loss]** is a fast-paced side-scroller platforming game where you navigate a world full of graphical inconsistencies that have a habit of causing physical consequences.
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This game was written purely in [Rust](https://www.rust-lang.org/), and interfaces with bindings to the [`raylib`](https://raylib.com) graphics library. For half the team, this has been their first experience with Rust. The other half have extensive experience in the language.
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## Documentation
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## Reviews
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All development documentation has been moved to [`DEVELOPERS.md`](./DEVELOPERS.md).
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> Why would you make this game? Why would you do this to another person? Not everyone chose violence for this game jam. There was a game about a kobold making inventions out of junk to buy a nice rock. There was a physics game about mixing colored beads to make new colors. I saved some pirates from a dragon and some parrots in one game. This game took all my ideas of space and time and called them cringe. I don’t know what pit of hell you came from, but I hope you’re happy. 10/10. - [DragonSheep](https://ldjam.com/users/dragonsheep)
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> ... Overall this is a great game, the art and music is awesome, and there’s a good dose of humor and sass to the game. Awesome job!! - [lukeoco1234](https://ldjam.com/users/lukeoco1234)
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> Great game, really liked the aesthetic, it takes what would be an already cool reflex based autorun game and enhances is it with unique challenges in the levels. - [AidanV03](https://ldjam.com/users/aidanv03)
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## The Team
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This game is developed by a team of 8 students from *Sheridan College* and *Trent University*.
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This game was developed by a team of 9 students from *Sheridan College* and *Trent University*.
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- [**Evan Pratten**](https://github.com/ewpratten)
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- Team lead
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@ -39,5 +47,7 @@ This game is developed by a team of 8 students from *Sheridan College* and *Tren
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- Playtesting
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- [**James Feener**](https://twitter.com/jamesmakesgame)
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- Playtesting
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- **Taya Armstrong**
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- Playtesting
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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.
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BIN
game/assets/levels/common/tiles/Sin título-1.png
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After Width: | Height: | Size: 3.6 KiB |
BIN
game/assets/levels/common/tiles/Sin título-3.psd
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game/assets/levels/common/tiles/Sin título-4.psd
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game/assets/levels/common/tiles/bottom_left.png
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After Width: | Height: | Size: 3.9 KiB |
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game/assets/levels/common/tiles/bottom_tile.png
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game/assets/levels/common/tiles/corner_r_bottomtile.png
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game/assets/levels/common/tiles/moreFullyTiles.png
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BIN
game/assets/levels/common/tiles/testingTiles.png
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game/assets/levels/common/tiles/tile1.png
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game/assets/levels/common/tiles/topTile.png
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game/assets/levels/common/tiles/top_left.png
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4
game/assets/levels/level_0/Glitch Platform 1.tsx
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<?xml version="1.0" encoding="UTF-8"?>
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<tileset version="1.5" tiledversion="1.7.2" name="Glitch Platform 1" tilewidth="64" tileheight="64" tilecount="4" columns="4">
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<image source="../common/tiles/glitch_platform_1.png" trans="000000" width="256" height="64"/>
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game/assets/levels/level_0/level_0.tmx
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<?xml version="1.0" encoding="UTF-8"?>
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</map>
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|
4
game/assets/levels/level_2/moreTiles.tsx
Normal file
@ -0,0 +1,4 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<tileset version="1.5" tiledversion="1.7.2" name="evenMoreTiles" tilewidth="64" tileheight="64" tilecount="8" columns="8">
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<image source="../common/tiles/moreFullyTiles.png" trans="000000" width="512" height="64"/>
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</tileset>
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Before Width: | Height: | Size: 606 KiB After Width: | Height: | Size: 401 KiB |
@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<image source="C:/Users/user/Pictures/ld49/tile1.png" trans="000000" width="1456" height="1088"/>
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</tileset>
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Before Width: | Height: | Size: 450 KiB After Width: | Height: | Size: 548 KiB |
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|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
106
game/assets/levels/level_4/zones.json
Normal file
@ -0,0 +1,106 @@
|
||||
{
|
||||
"appear": [
|
||||
{
|
||||
"x": 1376,
|
||||
"y": 416,
|
||||
"width": 64,
|
||||
"height": 384
|
||||
},
|
||||
{
|
||||
"x": 1792,
|
||||
"y": 672,
|
||||
"width": 864,
|
||||
"height": 64
|
||||
},
|
||||
{
|
||||
"x": 2400,
|
||||
"y": -32,
|
||||
"width": 64,
|
||||
"height": 512
|
||||
},
|
||||
{
|
||||
"x": 5824,
|
||||
"y": 256,
|
||||
"width": 480,
|
||||
"height": 64
|
||||
},
|
||||
{
|
||||
"x": 6016,
|
||||
"y": 320,
|
||||
"width": 64,
|
||||
"height": 480
|
||||
},
|
||||
{
|
||||
"x": 7040,
|
||||
"y": 704,
|
||||
"width": 480,
|
||||
"height": 64
|
||||
},
|
||||
{
|
||||
"x": 7648,
|
||||
"y": 704,
|
||||
"width": 1472,
|
||||
"height": 64
|
||||
},
|
||||
{
|
||||
"x": 10176,
|
||||
"y": 0,
|
||||
"width": 64,
|
||||
"height": 416
|
||||
}
|
||||
],
|
||||
"disappear": [
|
||||
{
|
||||
"x": 2016,
|
||||
"y": 288,
|
||||
"width": 384,
|
||||
"height": 64
|
||||
},
|
||||
{
|
||||
"x": 4224,
|
||||
"y": 416,
|
||||
"width": 64,
|
||||
"height": 384
|
||||
},
|
||||
{
|
||||
"x": 7104,
|
||||
"y": 416,
|
||||
"width": 322,
|
||||
"height": 64
|
||||
}
|
||||
],
|
||||
"kill": [
|
||||
|
||||
{
|
||||
"x": 416,
|
||||
"y": 192,
|
||||
"width": 544,
|
||||
"height": 32
|
||||
},
|
||||
{
|
||||
"x": 576,
|
||||
"y": 768,
|
||||
"width": 2876,
|
||||
"height": 32
|
||||
},
|
||||
{
|
||||
"x": 4000,
|
||||
"y": 728,
|
||||
"width": 224,
|
||||
"height": 32
|
||||
},
|
||||
{
|
||||
"x": 6080,
|
||||
"y": 768,
|
||||
"width": 2976,
|
||||
"height": 32
|
||||
}
|
||||
|
||||
],
|
||||
"win": {
|
||||
"x": 12000,
|
||||
"y": 0,
|
||||
"width": 100,
|
||||
"height": 3000
|
||||
}
|
||||
}
|
@ -1,3 +1,8 @@
|
||||
[
|
||||
"level_3"
|
||||
|
||||
"level_0",
|
||||
"level_1",
|
||||
"level_2",
|
||||
"level_4"
|
||||
|
||||
]
|
||||
|
BIN
game/assets/logos/game-banner-5x4.png
Normal file
After Width: | Height: | Size: 520 KiB |
BIN
game/assets/logos/game-banner.png
Normal file
After Width: | Height: | Size: 654 KiB |
BIN
game/assets/logos/game-logo-small-new.png
Normal file
After Width: | Height: | Size: 250 KiB |
162
game/src/scenes/cheater_screen.rs
Normal file
@ -0,0 +1,162 @@
|
||||
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 CheaterScreen {
|
||||
is_menu_pressed: bool, //Is menu button pressed
|
||||
counter: i32,
|
||||
}
|
||||
|
||||
impl CheaterScreen {
|
||||
/// Construct a new `CheaterScreen`
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
is_menu_pressed: false,
|
||||
counter: 0,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Action<Scenes, ScreenError, GameContext> for CheaterScreen {
|
||||
fn on_register(&mut self) -> Result<(), ScreenError> {
|
||||
debug!("Registered");
|
||||
Ok(())
|
||||
}
|
||||
|
||||
fn on_first_run(&mut self, context: &GameContext) -> Result<(), ScreenError> {
|
||||
debug!("Running CheaterScreen for the first time");
|
||||
|
||||
if let Err(e) = context.discord_rpc_send.send(Some(
|
||||
ActivityBuilder::default()
|
||||
.details("somehow won the game")
|
||||
.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<dirty_fsm::ActionFlag<Scenes>, ScreenError> {
|
||||
trace!("execute() called on CheaterScreen");
|
||||
self.render_screen_space(&mut context.renderer.borrow_mut(), &context.config);
|
||||
self.counter += 1;
|
||||
|
||||
if self.is_menu_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 CheaterScreen");
|
||||
self.is_menu_pressed = false;
|
||||
self.counter = 0;
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
impl ScreenSpaceRender for CheaterScreen {
|
||||
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,
|
||||
);
|
||||
|
||||
//Mouse Position
|
||||
let mouse_position: Vector2 = raylib.get_mouse_position();
|
||||
|
||||
let mouse_pressed: bool = raylib.is_mouse_button_pressed(MouseButton::MOUSE_LEFT_BUTTON);
|
||||
|
||||
raylib.draw_rgb_split_text(
|
||||
Vector2::new(100.0, screen_size.y as f32 / 2.0 - 120.0),
|
||||
"what are you doing.",
|
||||
30,
|
||||
false,
|
||||
Color::WHITE,
|
||||
);
|
||||
|
||||
if self.counter > 100 {
|
||||
raylib.draw_rgb_split_text(
|
||||
Vector2::new(100.0, screen_size.y as f32 / 2.0 - 60.0),
|
||||
"don't cheat.",
|
||||
30,
|
||||
false,
|
||||
Color::WHITE,
|
||||
);
|
||||
}
|
||||
if self.counter > 300 {
|
||||
raylib.draw_rgb_split_text(
|
||||
Vector2::new(100.0, screen_size.y as f32 / 2.0 + 50.0),
|
||||
"get good.",
|
||||
30,
|
||||
false,
|
||||
Color::WHITE,
|
||||
);
|
||||
};
|
||||
|
||||
//Return to Main Menu
|
||||
if self.counter > 450 {
|
||||
if Rectangle::new(100.0, screen_size.y as f32 / 2.0 + 90.0, 270.0, 20.0)
|
||||
.check_collision_point_rec(mouse_position)
|
||||
{
|
||||
raylib.draw_rgb_split_text(
|
||||
Vector2::new(100.0, screen_size.y as f32 / 2.0 + 100.0),
|
||||
">> RETURN TO MAIN MENU",
|
||||
20,
|
||||
true,
|
||||
Color::WHITE,
|
||||
);
|
||||
|
||||
self.is_menu_pressed = mouse_pressed
|
||||
} else {
|
||||
raylib.draw_rgb_split_text(
|
||||
Vector2::new(100.0, screen_size.y as f32 / 2.0 + 100.0),
|
||||
">> RETURN TO MAIN MENU",
|
||||
20,
|
||||
false,
|
||||
Color::WHITE,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -64,7 +64,11 @@ impl Action<Scenes, ScreenError, GameContext> for DeathScreen {
|
||||
let elapsed = Utc::now() - context.level_start_time;
|
||||
self.timer_value = format!("{:02}:{:02}", elapsed.num_minutes(), elapsed.num_seconds() % 60);
|
||||
|
||||
if self.is_retry_pressed {
|
||||
if self.is_retry_pressed ||
|
||||
context
|
||||
.renderer
|
||||
.borrow_mut()
|
||||
.is_key_pressed(KeyboardKey::KEY_SPACE){
|
||||
context
|
||||
.flag_send
|
||||
.send(Some(ControlFlag::SoundTrigger("button-press".to_string())))
|
||||
|
@ -102,6 +102,10 @@ impl Action<Scenes, ScreenError, GameContext> for InGameScreen {
|
||||
puffin::profile_function!();
|
||||
trace!("execute() called on InGameScreen");
|
||||
|
||||
if self.player.position.y < -1200.0{
|
||||
return Ok(ActionFlag::SwitchState(Scenes::CheaterScreen));
|
||||
}
|
||||
|
||||
if self.current_level_idx != context.current_level {
|
||||
self.current_level_idx = context.current_level;
|
||||
// self.level_switch_timestamp = Utc::now();
|
||||
|
@ -1,13 +1,10 @@
|
||||
use std::ops::Div;
|
||||
|
||||
use super::InGameScreen;
|
||||
use crate::{
|
||||
character::CharacterState,
|
||||
utilities::{non_ref_raylib::HackedRaylibHandle, render_layer::FrameUpdate},
|
||||
GameConfig,
|
||||
};
|
||||
use crate::{GameConfig, character::CharacterState, utilities::{math::{interpolate_exp_unchecked, linear_interpolate}, non_ref_raylib::HackedRaylibHandle, render_layer::FrameUpdate}};
|
||||
use chrono::Duration;
|
||||
use raylib::prelude::*;
|
||||
use tracing::trace;
|
||||
|
||||
impl FrameUpdate for InGameScreen {
|
||||
fn update(
|
||||
@ -24,6 +21,8 @@ impl FrameUpdate for InGameScreen {
|
||||
// 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);
|
||||
self.camera.zoom = linear_interpolate(raylib.get_screen_size().y.max(200.0), 720.0..1016.0, 0.85..1.2);
|
||||
trace!("Zoom level set to: {} {}", raylib.get_screen_size().y, self.camera.zoom);
|
||||
|
||||
// Check the only possible keyboard inputs
|
||||
let is_jump = raylib.is_key_pressed(KeyboardKey::KEY_SPACE)
|
||||
|
@ -45,13 +45,14 @@ impl WorldSpaceRender for InGameScreen {
|
||||
.appear
|
||||
.iter()
|
||||
.map(|zone| {
|
||||
// Vector2::new(
|
||||
// zone.x + WORLD_LEVEL_X_OFFSET + (zone.width / 2.0),
|
||||
// zone.y - cur_level.platform_tex.height as f32,
|
||||
// )
|
||||
// .distance_to(self.player.position) as i32
|
||||
((zone.x + WORLD_LEVEL_X_OFFSET + (zone.width / 2.0)) - self.player.position.x)
|
||||
.abs() as i32
|
||||
let left_edge_dist = (zone.x + WORLD_LEVEL_X_OFFSET) - self.player.position.x;
|
||||
let right_edge_dist =
|
||||
(zone.x + zone.width + WORLD_LEVEL_X_OFFSET) - self.player.position.x;
|
||||
if left_edge_dist < 0.0 && right_edge_dist > 0.0 {
|
||||
0
|
||||
} else {
|
||||
left_edge_dist.abs().min(right_edge_dist.abs()) as i32
|
||||
}
|
||||
})
|
||||
.min()
|
||||
.unwrap_or(i32::MAX);
|
||||
@ -88,13 +89,14 @@ impl WorldSpaceRender for InGameScreen {
|
||||
.disappear
|
||||
.iter()
|
||||
.map(|zone| {
|
||||
// Vector2::new(
|
||||
// zone.x + WORLD_LEVEL_X_OFFSET + (zone.width / 2.0),
|
||||
// zone.y - cur_level.platform_tex.height as f32,
|
||||
// )
|
||||
// .distance_to(self.player.position) as i32
|
||||
((zone.x + WORLD_LEVEL_X_OFFSET + (zone.width / 2.0)) - self.player.position.x)
|
||||
.abs() as i32
|
||||
let left_edge_dist = (zone.x + WORLD_LEVEL_X_OFFSET) - self.player.position.x;
|
||||
let right_edge_dist =
|
||||
(zone.x + zone.width + WORLD_LEVEL_X_OFFSET) - self.player.position.x;
|
||||
if left_edge_dist < 0.0 && right_edge_dist > 0.0 {
|
||||
0
|
||||
} else {
|
||||
left_edge_dist.abs().min(right_edge_dist.abs()) as i32
|
||||
}
|
||||
})
|
||||
.min()
|
||||
.unwrap_or(i32::MAX);
|
||||
|
@ -26,6 +26,7 @@ pub struct LevelSelectScreen {
|
||||
is_btm_pressed: bool,
|
||||
selected_level: Option<usize>,
|
||||
visible_levels: usize,
|
||||
counter: i32,
|
||||
}
|
||||
|
||||
impl LevelSelectScreen {
|
||||
@ -35,6 +36,7 @@ impl LevelSelectScreen {
|
||||
is_btm_pressed: false,
|
||||
selected_level: None,
|
||||
visible_levels: 0,
|
||||
counter: 0,
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -73,6 +75,8 @@ impl Action<Scenes, ScreenError, GameContext> for LevelSelectScreen {
|
||||
trace!("execute() called on LevelSelectScreen");
|
||||
self.render_screen_space(&mut context.renderer.borrow_mut(), &context.config);
|
||||
|
||||
self.counter += 1;
|
||||
|
||||
if let Some(level) = self.selected_level {
|
||||
// Play the sound
|
||||
context
|
||||
@ -110,6 +114,7 @@ impl Action<Scenes, ScreenError, GameContext> for LevelSelectScreen {
|
||||
debug!("Finished LevelSelectScreen");
|
||||
self.selected_level = None;
|
||||
self.is_btm_pressed = false;
|
||||
self.counter = 0;
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
@ -140,13 +145,28 @@ impl ScreenSpaceRender for LevelSelectScreen {
|
||||
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,
|
||||
);
|
||||
let timer: i32 = get_random_value(50, 400);
|
||||
if self.counter > timer {
|
||||
raylib.draw_rgb_split_text(
|
||||
Vector2::new(40.0, 80.0),
|
||||
"[Level Select]",
|
||||
70,
|
||||
true,
|
||||
Color::WHITE,
|
||||
);
|
||||
}
|
||||
if self.counter > timer + 20 {
|
||||
self.counter = 0;
|
||||
}
|
||||
else {
|
||||
raylib.draw_rgb_split_text(
|
||||
Vector2::new(40.0, 80.0),
|
||||
"[Level Select]",
|
||||
70,
|
||||
false,
|
||||
Color::WHITE,
|
||||
);
|
||||
}
|
||||
|
||||
// Render the levels
|
||||
for level in 0..self.visible_levels {
|
||||
|
@ -1,4 +1,4 @@
|
||||
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 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, cheater_screen::CheaterScreen};
|
||||
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};
|
||||
@ -13,6 +13,7 @@ pub mod death_screen;
|
||||
pub mod win_screen;
|
||||
pub mod next_level_screen;
|
||||
pub mod level_select_screen;
|
||||
pub mod cheater_screen;
|
||||
|
||||
/// Defines all scenes
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default, Hash)]
|
||||
@ -28,6 +29,7 @@ pub enum Scenes {
|
||||
WinScreen,
|
||||
NextLevelScreen,
|
||||
LevelSelectScreen,
|
||||
CheaterScreen,
|
||||
}
|
||||
|
||||
/// Contains any possible errors thrown while rendering
|
||||
@ -68,6 +70,7 @@ pub fn build_screen_state_machine(
|
||||
machine.add_action(Scenes::WinScreen, WinScreen::new())?;
|
||||
machine.add_action(Scenes::NextLevelScreen, NextLevelScreen::new())?;
|
||||
machine.add_action(Scenes::LevelSelectScreen, LevelSelectScreen::new())?;
|
||||
machine.add_action(Scenes::CheaterScreen, CheaterScreen::new())?;
|
||||
Ok(machine)
|
||||
|
||||
}
|
||||
|
@ -104,6 +104,10 @@ impl Action<Scenes, ScreenError, GameContext> for NextLevelScreen {
|
||||
Ok(ActionFlag::SwitchState(Scenes::InGameScene))
|
||||
}
|
||||
else if self.is_level_select_pressed {
|
||||
context
|
||||
.flag_send
|
||||
.send(Some(ControlFlag::SoundTrigger("button-press".to_string())))
|
||||
.unwrap();
|
||||
Ok(ActionFlag::SwitchState(Scenes::LevelSelectScreen))
|
||||
}else {
|
||||
Ok(ActionFlag::Continue)
|
||||
|
@ -14,6 +14,10 @@ use tracing::debug;
|
||||
/// file so we only have to distribute a single file, instead of a game and its assets separately
|
||||
#[derive(rust_embed::RustEmbed)]
|
||||
#[folder = "assets"]
|
||||
#[exclude = "*.psd"]
|
||||
#[exclude = "*.xcf"]
|
||||
#[exclude = "*.tsx"]
|
||||
#[exclude = "*.tmx"]
|
||||
pub struct StaticGameData;
|
||||
|
||||
#[derive(Debug, Error)]
|
||||
|
@ -92,3 +92,10 @@ mod test {
|
||||
assert!(relative_eq!(actual_value, expected_value, epsilon = 0.001));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
pub fn linear_interpolate(value: f32, input_range: Range<f32>, output_range: Range<f32>) -> f32 {
|
||||
let normalized_value = (value - input_range.start) / (input_range.end - input_range.start);
|
||||
let mapped_value = (normalized_value * (output_range.end - output_range.start)) + output_range.start;
|
||||
mapped_value
|
||||
}
|
||||
|