Module game_logic::rendering::utilities::map_render [−][src]
Structs
+Module map_render
Module game_logic::rendering::utilities::map_render [−][src]
Structs
Enums
Possible errors generated by the map loading process
Struct game_logic::rendering::utilities::map_render::MapRenderer [−][src]
pub struct MapRenderer {
+ Struct MapRenderer
Struct game_logic::rendering::utilities::map_render::MapRenderer [−][src]
pub struct MapRenderer {
map: Map,
tile_textures: HashMap<PathBuf, Texture2D>,
world_objects: WorldObjectPackage,
-}
Fields
map: Map
tile_textures: HashMap<PathBuf, Texture2D>
world_objects: WorldObjectPackage
Implementations
Construct a new MapRenderer.
-
Gets the map size
-pub fn render_map(
&mut self,
draw_handle: &mut RaylibMode2D<'_, RaylibDrawHandle<'_>>,
camera: &Camera2D,
show_debug_grid: bool,
player_position: Vector2<f32>
)
Get the list of world colliders
-Trait Implementations
Fields
map: Map
tile_textures: HashMap<PathBuf, Texture2D>
world_objects: WorldObjectPackage
world_end: Vector2<i32>
Implementations
Construct a new MapRenderer.
+
Gets the map size
+pub fn render_map(
&mut self,
draw_handle: &mut RaylibMode2D<'_, RaylibDrawHandle<'_>>,
camera: &Camera2D,
show_debug_grid: bool,
player_position: Vector2<f32>
)
Get the list of world colliders
+Trait Implementations
Auto Trait Implementations
impl RefUnwindSafe for MapRenderer
impl Send for MapRenderer
impl Sync for MapRenderer
impl Unpin for MapRenderer
impl UnwindSafe for MapRenderer
Blanket Implementations
Mutably borrows from an owned value. Read more
diff --git a/rustdoc/game_logic/scenes/player_interaction/index.html b/rustdoc/game_logic/scenes/player_interaction/index.html
index a5d309dc..6fc369a5 100644
--- a/rustdoc/game_logic/scenes/player_interaction/index.html
+++ b/rustdoc/game_logic/scenes/player_interaction/index.html
@@ -1,6 +1,6 @@
game_logic::scenes::player_interaction - Rust
Module game_logic::scenes::player_interaction [−][src]
Expand description
This scene encompasses all of the game where the player can walk around.
+ Module player_interaction
Module game_logic::scenes::player_interaction [−][src]
Expand description
This scene encompasses all of the game where the player can walk around.
Structs
\ No newline at end of file
diff --git a/rustdoc/game_logic/scenes/player_interaction/struct.PlayableScene.html b/rustdoc/game_logic/scenes/player_interaction/struct.PlayableScene.html
index 225e81f1..ecbcef7b 100644
--- a/rustdoc/game_logic/scenes/player_interaction/struct.PlayableScene.html
+++ b/rustdoc/game_logic/scenes/player_interaction/struct.PlayableScene.html
@@ -1,6 +1,6 @@
PlayableScene in game_logic::scenes::player_interaction - Rust
Struct game_logic::scenes::player_interaction::PlayableScene [−][src]
pub struct PlayableScene {
+ Struct PlayableScene
Struct game_logic::scenes::player_interaction::PlayableScene [−][src]
pub struct PlayableScene {
pub has_updated_discord_rpc: bool,
player: Player,
world_map: MapRenderer,
@@ -10,9 +10,10 @@
world_colliders: Vec<ObjectCollider>,
show_debug_info: bool,
play_start_time: DateTime<Utc>,
-}
Fields
has_updated_discord_rpc: bool
player: Player
world_map: MapRenderer
camera: Camera2D
last_update: SystemTime
game_soundtrack: Music
world_colliders: Vec<ObjectCollider>
show_debug_info: bool
play_start_time: DateTime<Utc>
Implementations
pub fn new(
raylib_handle: &mut RaylibHandle,
thread: &RaylibThread,
constants: &ProjectConstants
) -> Self
Construct a new PlayableScene
-pub async fn render_frame(
&mut self,
raylib: &mut RaylibHandle,
rl_thread: &RaylibThread,
discord: &Sender<DiscordRpcSignal>,
global_resources: &GlobalResources,
constants: &ProjectConstants,
audio_subsystem: &mut RaylibAudio
) -> MenuStateSignal
Handler for each frame
-Trait Implementations
Fields
has_updated_discord_rpc: bool
player: Player
world_map: MapRenderer
camera: Camera2D
last_update: SystemTime
game_soundtrack: Music
world_colliders: Vec<ObjectCollider>
show_debug_info: bool
play_start_time: DateTime<Utc>
player_start_position: Vector2<f32>
Implementations
pub fn new(
raylib_handle: &mut RaylibHandle,
thread: &RaylibThread,
constants: &ProjectConstants
) -> Self
Construct a new PlayableScene
+pub async fn render_frame(
&mut self,
raylib: &mut RaylibHandle,
rl_thread: &RaylibThread,
discord: &Sender<DiscordRpcSignal>,
global_resources: &GlobalResources,
constants: &ProjectConstants,
audio_subsystem: &mut RaylibAudio
) -> MenuStateSignal
Handler for each frame
+Trait Implementations
Auto Trait Implementations
impl RefUnwindSafe for PlayableScene
impl !Send for PlayableScene
impl !Sync for PlayableScene
impl Unpin for PlayableScene
impl UnwindSafe for PlayableScene
Blanket Implementations
Mutably borrows from an owned value. Read more
diff --git a/rustdoc/game_logic/scenes/test_fox/index.html b/rustdoc/game_logic/scenes/test_fox/index.html
index f2f269a0..0f4ed691 100644
--- a/rustdoc/game_logic/scenes/test_fox/index.html
+++ b/rustdoc/game_logic/scenes/test_fox/index.html
@@ -1,6 +1,6 @@
game_logic::scenes::test_fox - Rust
Module game_logic::scenes::test_fox [−][src]
Expand description
This “scene” is used only for testing animation and resource loading
+
Module test_fox
diff --git a/rustdoc/game_logic/scenes/test_fox/struct.TestFoxScene.html b/rustdoc/game_logic/scenes/test_fox/struct.TestFoxScene.html
index 1040529a..78365a2c 100644
--- a/rustdoc/game_logic/scenes/test_fox/struct.TestFoxScene.html
+++ b/rustdoc/game_logic/scenes/test_fox/struct.TestFoxScene.html
@@ -4,8 +4,8 @@
fox_animation: AnimatedTexture,
world_map: MapRenderer,
camera: Camera2D,
-}Fields
fox_animation: AnimatedTexture
world_map: MapRenderer
camera: Camera2D
Implementations
Construct a new TestFoxScene
-pub async fn render_frame(
&mut self,
raylib: &mut RaylibHandle,
rl_thread: &RaylibThread,
discord: &Sender<DiscordRpcSignal>,
global_resources: &GlobalResources
)
Handler for each frame
+}Fields
fox_animation: AnimatedTexture
world_map: MapRenderer
camera: Camera2D
Implementations
Construct a new TestFoxScene
+pub async fn render_frame(
&mut self,
raylib: &mut RaylibHandle,
rl_thread: &RaylibThread,
discord: &Sender<DiscordRpcSignal>,
global_resources: &GlobalResources
)
Handler for each frame
Trait Implementations
Auto Trait Implementations
impl RefUnwindSafe for TestFoxScene
impl Send for TestFoxScene
impl Sync for TestFoxScene
impl Unpin for TestFoxScene
impl UnwindSafe for TestFoxScene
Blanket Implementations
Immutably borrows from an owned value. Read more
diff --git a/rustdoc/search-index.js b/rustdoc/search-index.js
index 89e9d836..6f82d11a 100644
--- a/rustdoc/search-index.js
+++ b/rustdoc/search-index.js
@@ -1,4 +1,4 @@
var searchIndex = JSON.parse('{\
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if (window.initSearch) {window.initSearch(searchIndex)};
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diff --git a/rustdoc/src/game_logic/rendering/utilities/map_render.rs.html b/rustdoc/src/game_logic/rendering/utilities/map_render.rs.html
index 6070cb1f..4e654261 100644
--- a/rustdoc/src/game_logic/rendering/utilities/map_render.rs.html
+++ b/rustdoc/src/game_logic/rendering/utilities/map_render.rs.html
@@ -550,10 +550,28 @@
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use std::{collections::HashMap, path::PathBuf, sync::Arc};
use crate::{
- asset_manager::{load_texture_from_internal_data, InternalData},
+ asset_manager::{load_json_structure, load_texture_from_internal_data, InternalData},
model::{world_object::WorldSpaceObjectCollider, world_object_package::WorldObjectPackage},
};
use nalgebra as na;
@@ -631,6 +649,7 @@
map: Map,
tile_textures: HashMap<PathBuf, Texture2D>,
world_objects: WorldObjectPackage,
+ world_end: na::Vector2<i32>,
}
impl MapRenderer {
@@ -638,6 +657,7 @@
pub fn new(
tmx_path: &str,
objects_path: &str,
+ end_path: &str,
raylib: &mut RaylibHandle,
raylib_thread: &RaylibThread,
) -> Result<Self, MapRenderError> {
@@ -675,11 +695,13 @@
// Load the world objects
let world_objects = WorldObjectPackage::load(raylib, raylib_thread, objects_path).unwrap();
+ let world_end = load_json_structure(end_path).unwrap();
Ok(Self {
map,
tile_textures,
world_objects,
+ world_end,
})
}
@@ -816,10 +838,7 @@
Vector2::new(screen_width as f32, screen_height as f32),
camera,
);
- let player_position = na::Vector2::new(
- player_position.x,
- player_position.y * -1.0,
- );
+ let player_position = na::Vector2::new(player_position.x, player_position.y * -1.0);
// Handle each layer from the bottom up
for layer in self.map.layers() {
@@ -876,7 +895,8 @@
// Check if there is an object at this tile
for obj_ref in &self.world_objects.object_references {
if obj_ref.get_tile_space_position().x == sampler_x as f32
- && obj_ref.get_tile_space_position().y == sampler_y as f32
+ && obj_ref.get_tile_space_position().y
+ == sampler_y as f32
{
// Get access to the actual object definition
let object_key = obj_ref.into_key();
@@ -896,7 +916,8 @@
.unwrap();
tex.render_automatic(
draw_handle,
- obj_ref.get_world_space_position() - (tex.size() / 2.0),
+ obj_ref.get_world_space_position()
+ - (tex.size() / 2.0),
None,
Some(tex.size() / 2.0),
Some(obj_ref.rotation_degrees),
@@ -908,7 +929,8 @@
.bottom_static_textures
.get_mut(&object_key)
.unwrap();
- let p: Vector2 = obj_ref.get_world_space_position().into();
+ let p: Vector2 =
+ obj_ref.get_world_space_position().into();
let r1 = Rectangle {
x: 0.0,
y: 0.0,
@@ -942,8 +964,10 @@
if let Some(footprint_radius) =
obj_def.visualization_radius
{
- let player_dist_to_object =
- (obj_ref.get_world_space_position() - player_position).norm();
+ let player_dist_to_object = (obj_ref
+ .get_world_space_position()
+ - player_position)
+ .norm();
// debug!(
// "Player dist to object: {}",
// player_dist_to_object
@@ -961,7 +985,8 @@
.unwrap();
tex.render_automatic(
draw_handle,
- obj_ref.get_world_space_position() - (tex.size() / 2.0),
+ obj_ref.get_world_space_position()
+ - (tex.size() / 2.0),
None,
Some(tex.size() / 2.0),
Some(obj_ref.rotation_degrees),
@@ -973,7 +998,8 @@
.top_static_textures
.get_mut(&object_key)
.unwrap();
- let p: Vector2 = obj_ref.get_world_space_position().into();
+ let p: Vector2 =
+ obj_ref.get_world_space_position().into();
let r1 = Rectangle {
x: 0.0,
y: 0.0,
@@ -1030,6 +1056,16 @@
self.world_objects.world_space_colliders.clone()
}
+ pub fn is_point_inside_win_zone(&self, position: na::Vector2<f32>) -> bool {
+ // Convert the position to a tile position
+ let tile_x = (position.x / 128.0).floor() as i32;
+ let tile_y = ((position.y * -1.0) / 128.0).floor() as i32;
+ debug!("Tile x: {}, y: {}", tile_x, tile_y);
+
+ // Check if the tile is inside the win zone
+ tile_x == self.world_end.x && tile_y == self.world_end.y
+ }
+
// /// Used to modify the player's velocity based on the effects of the world
// pub fn effect_velocity_with_collisions(
// &self,
diff --git a/rustdoc/src/game_logic/scenes/player_interaction.rs.html b/rustdoc/src/game_logic/scenes/player_interaction.rs.html
index a2a8589c..0c79afee 100644
--- a/rustdoc/src/game_logic/scenes/player_interaction.rs.html
+++ b/rustdoc/src/game_logic/scenes/player_interaction.rs.html
@@ -379,6 +379,21 @@
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//! This scene encompasses all of the game where the player can walk around.
use chrono::{DateTime, Utc};
@@ -411,6 +426,7 @@
world_colliders: Vec<WorldSpaceObjectCollider>,
show_debug_info: bool,
play_start_time: DateTime<Utc>,
+ player_start_position: na::Vector2<f32>,
}
impl PlayableScene {
@@ -423,22 +439,27 @@
let map_renderer = MapRenderer::new(
"map_gameMap.tmx",
"map_gameMap.objects.json",
+ "map_gameMap.end.json",
raylib_handle,
thread,
)
.unwrap();
let world_colliders = map_renderer.get_world_colliders();
+ // Define the player start position
+ let player_start_position = na::Vector2::new(
+ 10.0 * constants.tile_size as f32,
+ -10.0 * constants.tile_size as f32,
+ );
+
// Load the game music
let game_soundtrack =
load_music_from_internal_data(thread, "assets/audio/gameSoundtrack.mp3").unwrap();
Self {
has_updated_discord_rpc: false,
- player: Player::new(na::Vector2::new(
- 10.0 * constants.tile_size as f32,
- -10.0 * constants.tile_size as f32,
- )),
+ player_start_position,
+ player: Player::new(player_start_position),
world_map: map_renderer,
camera: raylib::camera::Camera2D {
target: raylib::math::Vector2 { x: 0.0, y: 0.0 },
@@ -479,6 +500,8 @@
.unwrap();
self.has_updated_discord_rpc = true;
self.play_start_time = Utc::now();
+ self.player.position = self.player_start_position;
+ self.player.velocity = na::Vector2::new(0.0, 0.0);
}
// Ensure the game soundtrack is playing
@@ -500,9 +523,6 @@
self.draw_ui(&mut draw, constants);
// NOTE: If you want to trigger a cutscene, do it here by using one of:
- // return MenuStateSignal::DoFinishedCutscene {
- // playtime: Utc::now().signed_duration_since(self.play_start_time),
- // };
// return MenuStateSignal::DoMeltedDeathCutscene {
// playtime: Utc::now().signed_duration_since(self.play_start_time),
// };
@@ -510,6 +530,16 @@
// playtime: Utc::now().signed_duration_since(self.play_start_time),
// };
+ // Handle winning
+ if self
+ .world_map
+ .is_point_inside_win_zone(self.player.position)
+ {
+ return MenuStateSignal::DoFinishedCutscene {
+ playtime: Utc::now().signed_duration_since(self.play_start_time),
+ };
+ }
+
// A little hack to make pausing work
if draw.is_key_pressed(KeyboardKey::KEY_ESCAPE) {
return MenuStateSignal::DoPauseMenu;
diff --git a/rustdoc/src/game_logic/scenes/test_fox.rs.html b/rustdoc/src/game_logic/scenes/test_fox.rs.html
index 300f45f4..1202d01a 100644
--- a/rustdoc/src/game_logic/scenes/test_fox.rs.html
+++ b/rustdoc/src/game_logic/scenes/test_fox.rs.html
@@ -111,6 +111,7 @@
109
110
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+112
//! This "scene" is used only for testing animation and resource loading
//! It should be removed once the game is being worked on
@@ -140,6 +141,7 @@
let map_renderer = MapRenderer::new(
"map_gameMap.tmx",
"map_gameMap.objects.json",
+ "map_gameMap.end.json",
raylib_handle,
thread,
)