Work on obstacles spawning

This commit is contained in:
Daniel Flanagan 2021-11-11 17:18:19 -06:00
parent ca7c815c45
commit d82ccf00dc
1 changed files with 106 additions and 4 deletions

View File

@ -1,9 +1,75 @@
#![warn(clippy::all, clippy::pedantic)]
#![feature(stmt_expr_attributes)]
use bracket_lib::prelude::*;
struct Obstacle {
x: i32,
gap_y: u16,
gap_height: u16,
}
impl Obstacle {
fn new(x: i32, score: u32) -> Self {
let mut random = RandomNumberGenerator::new();
Obstacle {
x,
gap_y: random.range(10, 40),
// TODO: increase difficulty
gap_height: u16::max(2, 15),
}
}
}
struct Player {
x: i32,
y: i32,
velocity: f32,
}
// const SCREEN_WIDTH: u16 = 80;
const SCREEN_HEIGHT: u16 = 50;
const FRAME_DURATION: f32 = 20.0;
const X_OFFSET: i32 = 10;
const Y_START: i32 = 25;
impl Player {
fn new(y: i32) -> Self {
Player {
x: 0,
y,
velocity: -2.0,
}
}
fn render(&mut self, ctx: &mut BTerm) {
ctx.set(X_OFFSET, self.y, YELLOW, BLACK, to_cp437('@'));
}
fn update(&mut self) {
if self.velocity < 2.0 {
self.velocity += 0.2;
// self.velocity = self.velocity.clamp(-2.0
}
#[allow(clippy::cast_possible_truncation)]
self.y += self.velocity.round() as i32;
self.x += 1;
if self.y < 0 {
self.y = 0;
}
}
fn flap(&mut self) {
self.velocity = -2.0;
}
}
struct State {
mode: GameMode
player: Player,
time: f32,
mode: GameMode,
score: u32,
}
enum GameMode {
@ -15,7 +81,10 @@ enum GameMode {
impl State {
fn new() -> Self {
State {
player: Player::new(Y_START),
time: 0.0,
mode: GameMode::Menu,
score: 0u32,
}
}
@ -35,19 +104,52 @@ impl State {
}
fn restart(&mut self) {
self.player = Player::new(25);
self.time = 0.0;
self.mode = GameMode::Playing;
}
fn play(&mut self, ctx: &mut BTerm) {
ctx.cls();
ctx.cls_bg(BLACK);
self.time += ctx.frame_time_ms;
ctx.print(1, 1, "Playing...");
// update
if self.time > FRAME_DURATION {
self.player.update();
self.time %= FRAME_DURATION;
}
if let Some(VirtualKeyCode::Space) = ctx.key {
self.player.flap();
}
self.player.render(ctx);
if self.player.y > SCREEN_HEIGHT as i32 {
self.die();
}
// self.mode = GameMode::Dead;
}
fn die(&mut self) {
self.mode = GameMode::Dead;
}
fn dead(&mut self, ctx: &mut BTerm) {
ctx.cls();
ctx.print(1, 1, "You died!");
self.mode = GameMode::Menu;
ctx.print_centered(5, "You are dead. =(");
ctx.print_centered(8, "(P) Play Again");
ctx.print_centered(9, "(Q) Quit");
if let Some(key) = ctx.key {
match key {
VirtualKeyCode::P => self.restart(),
VirtualKeyCode::Q => ctx.quitting = true,
_ => {},
}
}
}
}