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,
world_end: Vector2<i32>,
-}
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
Formats the value using the given formatter. Read more
+ cup_icon: Texture2D,
+}Fields
map: Map
tile_textures: HashMap<PathBuf, Texture2D>
world_objects: WorldObjectPackage
world_end: Vector2<i32>
cup_icon: Texture2D
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
+pub fn get_screenspace_vector_to_win_zone(
&self,
draw: &mut RaylibDrawHandle<'_>,
screen_center: Vector2<f32>,
camera: &Camera2D
) -> Vector2<f32>
pub fn render_hud_endgoal_arrow(
&self,
draw: &mut RaylibDrawHandle<'_>,
player_position: Vector2<f32>,
camera: &Camera2D
)
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 6fc369a5..78417e7e 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 ecbcef7b..b483a3fa 100644
--- a/rustdoc/game_logic/scenes/player_interaction/struct.PlayableScene.html
+++ b/rustdoc/game_logic/scenes/player_interaction/struct.PlayableScene.html
@@ -11,9 +11,9 @@
show_debug_info: bool,
play_start_time: DateTime<Utc>,
player_start_position: Vector2<f32>,
-}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
+}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
Formats the value using the given formatter. Read more
+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/search-index.js b/rustdoc/search-index.js
index 6f82d11a..534f21bb 100644
--- a/rustdoc/search-index.js
+++ b/rustdoc/search-index.js
@@ -1,4 +1,4 @@
var searchIndex = JSON.parse('{\
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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 4e654261..2118691f 100644
--- a/rustdoc/src/game_logic/rendering/utilities/map_render.rs.html
+++ b/rustdoc/src/game_logic/rendering/utilities/map_render.rs.html
@@ -568,6 +568,36 @@
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use std::{collections::HashMap, path::PathBuf, sync::Arc};
use crate::{
@@ -650,6 +680,7 @@
tile_textures: HashMap<PathBuf, Texture2D>,
world_objects: WorldObjectPackage,
world_end: na::Vector2<i32>,
+ cup_icon: Texture2D,
}
impl MapRenderer {
@@ -671,6 +702,14 @@
let mut loader = Loader::with_cache(ProgramDataTileCache::new());
let map = loader.load_tmx_map_from(data.as_slice(), tmx_path)?;
+ // Load the cup icon
+ let cup_icon = load_texture_from_internal_data(
+ raylib,
+ raylib_thread,
+ "assets/prp/prp_cupIcon/prp_cupIcon.png",
+ )
+ .unwrap();
+
// Iterate over all images in the map
let mut tile_textures = HashMap::new();
for tileset in map.tilesets() {
@@ -702,6 +741,7 @@
tile_textures,
world_objects,
world_end,
+ cup_icon,
})
}
@@ -1060,81 +1100,101 @@
// 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);
+ // 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,
- // player_position: na::Vector2<f32>,
- // player_velocity: na::Vector2<f32>,
- // ) -> na::Vector2<f32> {
- // // If the player is not moving, we don't need to do anything
- // if player_velocity.norm() == 0.0 {
- // return player_velocity;
- // }
+ pub fn get_screenspace_vector_to_win_zone(
+ &self,
+ draw: &mut RaylibDrawHandle,
+ screen_center: na::Vector2<f32>,
+ camera: &Camera2D,
+ ) -> na::Vector2<f32> {
+ let win_zone_position_world_space = Vector2::new(
+ self.world_end.x as f32 * 128.0,
+ (self.world_end.y as f32 * -1.0) * 128.0,
+ );
+ let win_zone_position_screenspace =
+ draw.get_world_to_screen2D(win_zone_position_world_space, camera);
+ na::Vector2::new(
+ win_zone_position_screenspace.x - screen_center.x,
+ win_zone_position_screenspace.y - screen_center.y,
+ )
+ }
- // // Get the velocity unit vector
- // let player_velocity_unit_vector = player_velocity.normalize();
+ pub fn render_hud_endgoal_arrow(
+ &self,
+ draw: &mut RaylibDrawHandle,
+ player_position: na::Vector2<f32>,
+ camera: &Camera2D,
+ ) {
+ // Get the center of the screen
+ let screen_center = na::Vector2::new(
+ draw.get_screen_width() as f32 / 2.0,
+ draw.get_screen_height() as f32 / 2.0,
+ );
- // // Find the position 1 pixel infront of the player
- // let player_position_1_pixel_infront = player_position + player_velocity_unit_vector;
- // let next_player_position = player_position + player_velocity;
+ // Get the vector to the win zone
+ let vector_to_win_zone =
+ self.get_screenspace_vector_to_win_zone(draw, screen_center, camera);
+ let unit_vector_to_win_zone = vector_to_win_zone.normalize();
- // // Check if this is in the collision zone of any objects
- // for obj_ref in &self.world_objects.object_references {
- // // Filter out anything more than 1000 pixels away
- // if (obj_ref.position - player_position).norm() > 1000.0 {
- // continue;
- // }
+ // Get the screenspace position of the win zone
+ let win_zone_position_screenspace = draw.get_world_to_screen2D(
+ Vector2::new(
+ self.world_end.x as f32 * 128.0,
+ (self.world_end.y as f32 * -1.0) * 128.0,
+ ),
+ camera,
+ );
- // // Get the object definition
- // let object_key = obj_ref.into_key();
- // let obj_def = self
- // .world_objects
- // .object_definitions
- // .get(&object_key)
- // .unwrap();
+ // If the win zone is inside the camera's view, don't render the arrow
+ if !(win_zone_position_screenspace.x < 0.0
+ || win_zone_position_screenspace.x > draw.get_screen_width() as f32
+ || win_zone_position_screenspace.y < 0.0
+ || win_zone_position_screenspace.y > draw.get_screen_height() as f32)
+ {
+ return;
+ }
- // // Check if the player is about to be in a collision zone
- // for collider in &obj_def.physics_colliders {
- // // Handle a radius collider vs a size collider
- // if let Some(radius) = collider.radius {
- // // Check if we are about to collide with the circle
- // if (next_player_position - obj_ref.position).norm() < radius {
- // // Get the angle from the player to the center of the collider
- // let angle_to_center =
- // (obj_ref.position - player_position).angle(&na::Vector2::new(0.0, 0.0));
- // if angle_to_center.abs() <= std::f32::consts::FRAC_PI_2 {
- // // Apply the inverse of the velocity to the player
- // return na::Vector2::zeros();
- // }
- // }
- // } else if let Some(size) = collider.size {
- // // TODO: make this work for regular and rotated objects
- // }
- // }
- // }
+ // // Draw the line
+ // draw.draw_line(
+ // screen_center.x as i32,
+ // screen_center.y as i32,
+ // (win_zone_position_screenspace.x + unit_vector_to_win_zone.x * 32.0) as i32,
+ // (win_zone_position_screenspace.y + unit_vector_to_win_zone.y * 32.0) as i32,
+ // Color::RED,
+ // );
- // // Check if the player is about to leave the map
- // let mut player_velocity = player_velocity;
- // if next_player_position.x < 0.0 {
- // player_velocity.x = 0.0;
- // } else if next_player_position.x > self.map.width as f32 * 128.0 {
- // player_velocity.x = 0.0;
- // }
- // if next_player_position.y > 0.0 {
- // player_velocity.y = 0.0;
- // } else if next_player_position.y < self.map.height as f32 * -128.0 {
- // player_velocity.y = 0.0;
- // }
+ // // Define the screen rect
+ // let screen_rect = Rectangle {
+ // x: 0.0,
+ // y: 0.0,
+ // width: draw.get_screen_width() as f32,
+ // height: draw.get_screen_height() as f32,
+ // };
- // // If we got here, the player is not in a collision zone
- // player_velocity
- // }
+ // Find the intersection of the line and the screen edge
+ let intersect = unit_vector_to_win_zone * (draw.get_screen_height() as f32 / 2.0);
+
+ // Render the cup icon
+ draw.draw_texture(
+ &self.cup_icon,
+ (screen_center.x + intersect.x) as i32 - self.cup_icon.width as i32 / 2,
+ (screen_center.y + intersect.y) as i32 - self.cup_icon.height as i32 / 2,
+ Color::WHITE,
+ );
+
+ // Render a circle where the line meets the screen edge
+ draw.draw_circle_lines(
+ (screen_center.x + intersect.x) as i32,
+ (screen_center.y + intersect.y) as i32,
+ 16.0,
+ Color::BLACK,
+ );
+ }
}
diff --git a/rustdoc/src/game_logic/scenes/player_interaction.rs.html b/rustdoc/src/game_logic/scenes/player_interaction.rs.html
index 0c79afee..9e51bd09 100644
--- a/rustdoc/src/game_logic/scenes/player_interaction.rs.html
+++ b/rustdoc/src/game_logic/scenes/player_interaction.rs.html
@@ -394,6 +394,10 @@
392
393
394
+395
+396
+397
+398
//! This scene encompasses all of the game where the player can walk around.
use chrono::{DateTime, Utc};
@@ -608,14 +612,18 @@
);
}
- draw.draw_rectangle(draw.get_screen_width() / 2 - 225, 0, 450, 40, Color::WHITE);
- draw.draw_text(
- "Unregistered HyperCam 2",
- draw.get_screen_width() / 2 - 215,
- 0,
- 32,
- Color::BLACK,
- );
+ // Draw the hint arrow
+ self.world_map
+ .render_hud_endgoal_arrow(draw, self.player.position, &self.camera);
+
+ // draw.draw_rectangle(draw.get_screen_width() / 2 - 225, 0, 450, 40, Color::WHITE);
+ // draw.draw_text(
+ // "Unregistered HyperCam 2",
+ // draw.get_screen_width() / 2 - 215,
+ // 0,
+ // 32,
+ // Color::BLACK,
+ // );
}
// Physics