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Author SHA1 Message Date
f1eb8c54f8 reorg levels 2021-10-04 01:20:04 -04:00
73 changed files with 225 additions and 1135 deletions

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{ {
"cSpell.words": [ "cSpell.words": [
"clippy", "clippy",
"platformer",
"raylib", "raylib",
"renderable", "renderable",
"scroller",
"vergen", "vergen",
"vsprintf" "vsprintf"
] ]

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# [data::loss]
![](./game/assets/logos/game-banner.png)
[![Build](https://github.com/Ewpratten/ludum-dare-49/actions/workflows/build.yml/badge.svg)](https://github.com/Ewpratten/ludum-dare-49/actions/workflows/build.yml) [![Build](https://github.com/Ewpratten/ludum-dare-49/actions/workflows/build.yml/badge.svg)](https://github.com/Ewpratten/ludum-dare-49/actions/workflows/build.yml)
[![Clippy check](https://github.com/Ewpratten/ludum-dare-49/actions/workflows/clippy.yml/badge.svg)](https://github.com/Ewpratten/ludum-dare-49/actions/workflows/clippy.yml) [![Clippy check](https://github.com/Ewpratten/ludum-dare-49/actions/workflows/clippy.yml/badge.svg)](https://github.com/Ewpratten/ludum-dare-49/actions/workflows/clippy.yml)
[![Ludum Dare 49](https://img.shields.io/badge/Ludum%20Dare-49-orange)](https://ldjam.com/events/ludum-dare/49/$261521) [![Ludum Dare 49](https://img.shields.io/badge/Ludum%20Dare-49-orange)](https://ldjam.com/events/ludum-dare/49/$261521)
[![Rust 1.57 nightly](https://img.shields.io/badge/Rust-1.57%20nightly-orange)](https://www.rust-lang.org/) [![Rust 1.57 nightly](https://img.shields.io/badge/Rust-1.57%20nightly-orange)](https://www.rust-lang.org/)
[![Made with Raylib](https://img.shields.io/badge/Made%20With-raylib-blue)](https://www.raylib.com/) [![Made with Raylib](https://img.shields.io/badge/Made%20With-raylib-blue)](https://www.raylib.com/)
**[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.
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.
## Reviews ## Documentation
> 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 dont know what pit of hell you came from, but I hope youre happy. 10/10. - [DragonSheep](https://ldjam.com/users/dragonsheep) All development documentation has been moved to [`DEVELOPERS.md`](./DEVELOPERS.md).
> ... Overall this is a great game, the art and music is awesome, and theres a good dose of humor and sass to the game. Awesome job!! - [lukeoco1234](https://ldjam.com/users/lukeoco1234)
> 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)
## The Team ## The Team
This game was developed by a team of 9 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) - [**Evan Pratten**](https://github.com/ewpratten)
- Team lead - Team lead
@ -47,7 +39,5 @@ This game was developed by a team of 9 students from *Sheridan College* and *Tre
- Playtesting - Playtesting
- [**James Feener**](https://twitter.com/jamesmakesgame) - [**James Feener**](https://twitter.com/jamesmakesgame)
- Playtesting - Playtesting
- **Taya Armstrong**
- 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. 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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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,
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</data>
</layer>
</map>

View File

@ -1,106 +0,0 @@
{
"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
}
}

View File

@ -1,8 +1,3 @@
[ [
"level_3"
"level_0",
"level_1",
"level_2",
"level_4"
] ]

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@ -1,162 +0,0 @@
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,
);
}
}
}
}

View File

@ -64,11 +64,7 @@ impl Action<Scenes, ScreenError, GameContext> for DeathScreen {
let elapsed = Utc::now() - context.level_start_time; let elapsed = Utc::now() - context.level_start_time;
self.timer_value = format!("{:02}:{:02}", elapsed.num_minutes(), elapsed.num_seconds() % 60); 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 context
.flag_send .flag_send
.send(Some(ControlFlag::SoundTrigger("button-press".to_string()))) .send(Some(ControlFlag::SoundTrigger("button-press".to_string())))

View File

@ -102,10 +102,6 @@ impl Action<Scenes, ScreenError, GameContext> for InGameScreen {
puffin::profile_function!(); puffin::profile_function!();
trace!("execute() called on InGameScreen"); 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 { if self.current_level_idx != context.current_level {
self.current_level_idx = context.current_level; self.current_level_idx = context.current_level;
// self.level_switch_timestamp = Utc::now(); // self.level_switch_timestamp = Utc::now();

View File

@ -1,10 +1,13 @@
use std::ops::Div; use std::ops::Div;
use super::InGameScreen; use super::InGameScreen;
use crate::{GameConfig, character::CharacterState, utilities::{math::{interpolate_exp_unchecked, linear_interpolate}, non_ref_raylib::HackedRaylibHandle, render_layer::FrameUpdate}}; use crate::{
character::CharacterState,
utilities::{non_ref_raylib::HackedRaylibHandle, render_layer::FrameUpdate},
GameConfig,
};
use chrono::Duration; use chrono::Duration;
use raylib::prelude::*; use raylib::prelude::*;
use tracing::trace;
impl FrameUpdate for InGameScreen { impl FrameUpdate for InGameScreen {
fn update( fn update(
@ -21,8 +24,6 @@ impl FrameUpdate for InGameScreen {
// Set the camera's offset based on screen size // 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.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.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 // Check the only possible keyboard inputs
let is_jump = raylib.is_key_pressed(KeyboardKey::KEY_SPACE) let is_jump = raylib.is_key_pressed(KeyboardKey::KEY_SPACE)

View File

@ -45,14 +45,13 @@ impl WorldSpaceRender for InGameScreen {
.appear .appear
.iter() .iter()
.map(|zone| { .map(|zone| {
let left_edge_dist = (zone.x + WORLD_LEVEL_X_OFFSET) - self.player.position.x; // Vector2::new(
let right_edge_dist = // zone.x + WORLD_LEVEL_X_OFFSET + (zone.width / 2.0),
(zone.x + zone.width + WORLD_LEVEL_X_OFFSET) - self.player.position.x; // zone.y - cur_level.platform_tex.height as f32,
if left_edge_dist < 0.0 && right_edge_dist > 0.0 { // )
0 // .distance_to(self.player.position) as i32
} else { ((zone.x + WORLD_LEVEL_X_OFFSET + (zone.width / 2.0)) - self.player.position.x)
left_edge_dist.abs().min(right_edge_dist.abs()) as i32 .abs() as i32
}
}) })
.min() .min()
.unwrap_or(i32::MAX); .unwrap_or(i32::MAX);
@ -89,14 +88,13 @@ impl WorldSpaceRender for InGameScreen {
.disappear .disappear
.iter() .iter()
.map(|zone| { .map(|zone| {
let left_edge_dist = (zone.x + WORLD_LEVEL_X_OFFSET) - self.player.position.x; // Vector2::new(
let right_edge_dist = // zone.x + WORLD_LEVEL_X_OFFSET + (zone.width / 2.0),
(zone.x + zone.width + WORLD_LEVEL_X_OFFSET) - self.player.position.x; // zone.y - cur_level.platform_tex.height as f32,
if left_edge_dist < 0.0 && right_edge_dist > 0.0 { // )
0 // .distance_to(self.player.position) as i32
} else { ((zone.x + WORLD_LEVEL_X_OFFSET + (zone.width / 2.0)) - self.player.position.x)
left_edge_dist.abs().min(right_edge_dist.abs()) as i32 .abs() as i32
}
}) })
.min() .min()
.unwrap_or(i32::MAX); .unwrap_or(i32::MAX);

View File

@ -26,7 +26,6 @@ pub struct LevelSelectScreen {
is_btm_pressed: bool, is_btm_pressed: bool,
selected_level: Option<usize>, selected_level: Option<usize>,
visible_levels: usize, visible_levels: usize,
counter: i32,
} }
impl LevelSelectScreen { impl LevelSelectScreen {
@ -36,7 +35,6 @@ impl LevelSelectScreen {
is_btm_pressed: false, is_btm_pressed: false,
selected_level: None, selected_level: None,
visible_levels: 0, visible_levels: 0,
counter: 0,
} }
} }
} }
@ -75,8 +73,6 @@ impl Action<Scenes, ScreenError, GameContext> for LevelSelectScreen {
trace!("execute() called on LevelSelectScreen"); trace!("execute() called on LevelSelectScreen");
self.render_screen_space(&mut context.renderer.borrow_mut(), &context.config); self.render_screen_space(&mut context.renderer.borrow_mut(), &context.config);
self.counter += 1;
if let Some(level) = self.selected_level { if let Some(level) = self.selected_level {
// Play the sound // Play the sound
context context
@ -114,7 +110,6 @@ impl Action<Scenes, ScreenError, GameContext> for LevelSelectScreen {
debug!("Finished LevelSelectScreen"); debug!("Finished LevelSelectScreen");
self.selected_level = None; self.selected_level = None;
self.is_btm_pressed = false; self.is_btm_pressed = false;
self.counter = 0;
Ok(()) Ok(())
} }
} }
@ -145,28 +140,13 @@ impl ScreenSpaceRender for LevelSelectScreen {
let mouse_pressed: bool = raylib.is_mouse_button_pressed(MouseButton::MOUSE_LEFT_BUTTON); let mouse_pressed: bool = raylib.is_mouse_button_pressed(MouseButton::MOUSE_LEFT_BUTTON);
//Render the title //Render the title
let timer: i32 = get_random_value(50, 400); raylib.draw_rgb_split_text(
if self.counter > timer { Vector2::new(40.0, 80.0),
raylib.draw_rgb_split_text( "Level Select",
Vector2::new(40.0, 80.0), 70,
"[Level Select]", true,
70, Color::WHITE,
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 // Render the levels
for level in 0..self.visible_levels { for level in 0..self.visible_levels {

View File

@ -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, cheater_screen::CheaterScreen}; 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 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 dirty_fsm::StateMachine;
use raylib::{texture::Texture2D, RaylibThread}; use raylib::{texture::Texture2D, RaylibThread};
@ -13,7 +13,6 @@ pub mod death_screen;
pub mod win_screen; pub mod win_screen;
pub mod next_level_screen; pub mod next_level_screen;
pub mod level_select_screen; pub mod level_select_screen;
pub mod cheater_screen;
/// Defines all scenes /// Defines all scenes
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default, Hash)] #[derive(Debug, Clone, Copy, PartialEq, Eq, Default, Hash)]
@ -29,7 +28,6 @@ pub enum Scenes {
WinScreen, WinScreen,
NextLevelScreen, NextLevelScreen,
LevelSelectScreen, LevelSelectScreen,
CheaterScreen,
} }
/// Contains any possible errors thrown while rendering /// Contains any possible errors thrown while rendering
@ -70,7 +68,6 @@ pub fn build_screen_state_machine(
machine.add_action(Scenes::WinScreen, WinScreen::new())?; machine.add_action(Scenes::WinScreen, WinScreen::new())?;
machine.add_action(Scenes::NextLevelScreen, NextLevelScreen::new())?; machine.add_action(Scenes::NextLevelScreen, NextLevelScreen::new())?;
machine.add_action(Scenes::LevelSelectScreen, LevelSelectScreen::new())?; machine.add_action(Scenes::LevelSelectScreen, LevelSelectScreen::new())?;
machine.add_action(Scenes::CheaterScreen, CheaterScreen::new())?;
Ok(machine) Ok(machine)
} }

View File

@ -104,10 +104,6 @@ impl Action<Scenes, ScreenError, GameContext> for NextLevelScreen {
Ok(ActionFlag::SwitchState(Scenes::InGameScene)) Ok(ActionFlag::SwitchState(Scenes::InGameScene))
} }
else if self.is_level_select_pressed { else if self.is_level_select_pressed {
context
.flag_send
.send(Some(ControlFlag::SoundTrigger("button-press".to_string())))
.unwrap();
Ok(ActionFlag::SwitchState(Scenes::LevelSelectScreen)) Ok(ActionFlag::SwitchState(Scenes::LevelSelectScreen))
}else { }else {
Ok(ActionFlag::Continue) Ok(ActionFlag::Continue)

View File

@ -14,10 +14,6 @@ use tracing::debug;
/// file so we only have to distribute a single file, instead of a game and its assets separately /// file so we only have to distribute a single file, instead of a game and its assets separately
#[derive(rust_embed::RustEmbed)] #[derive(rust_embed::RustEmbed)]
#[folder = "assets"] #[folder = "assets"]
#[exclude = "*.psd"]
#[exclude = "*.xcf"]
#[exclude = "*.tsx"]
#[exclude = "*.tmx"]
pub struct StaticGameData; pub struct StaticGameData;
#[derive(Debug, Error)] #[derive(Debug, Error)]

View File

@ -92,10 +92,3 @@ mod test {
assert!(relative_eq!(actual_value, expected_value, epsilon = 0.001)); 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
}