Basically done?
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72
src/main.rs
72
src/main.rs
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@ -2,7 +2,16 @@
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#![feature(stmt_expr_attributes)]
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use bracket_lib::prelude::*;
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use std::collections::VecDeque;
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const SCREEN_WIDTH: u16 = 80;
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const SCREEN_HEIGHT: u16 = 50;
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const FRAME_DURATION: f32 = 20.0;
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const X_OFFSET: i32 = 10;
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const Y_START: i32 = 25;
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#[derive(Debug)]
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struct Obstacle {
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x: i32,
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gap_y: u16,
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@ -12,6 +21,7 @@ struct Obstacle {
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impl Obstacle {
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fn new(x: i32, score: u32) -> Self {
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let mut random = RandomNumberGenerator::new();
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// TODO: make smaller with score
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Obstacle {
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x,
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gap_y: random.range(10, 40),
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@ -19,6 +29,22 @@ impl Obstacle {
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gap_height: u16::max(2, 15),
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}
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}
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fn render(&mut self, ctx: &mut BTerm, current_x: i32) {
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let x = self.x - current_x + X_OFFSET;
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let (y_top_of_bottom, y_bottom_of_top) = self.y_bounds();
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let y_positions = [0..y_bottom_of_top, y_top_of_bottom..SCREEN_HEIGHT]
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.map(|r| { r.collect::<Vec<u16>>() })
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.concat();
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for y in y_positions { ctx.set(x, y as i32, RED, BLACK, to_cp437('|')); }
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}
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fn y_bounds(&mut self) -> (u16, u16) {
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let half_gap_height = self.gap_height / 2;
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let y_bottom_of_top = self.gap_y - half_gap_height;
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let y_top_of_bottom = self.gap_y + half_gap_height;
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(y_top_of_bottom, y_bottom_of_top)
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}
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}
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struct Player {
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@ -27,13 +53,6 @@ struct Player {
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velocity: f32,
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}
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// const SCREEN_WIDTH: u16 = 80;
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const SCREEN_HEIGHT: u16 = 50;
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const FRAME_DURATION: f32 = 20.0;
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const X_OFFSET: i32 = 10;
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const Y_START: i32 = 25;
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impl Player {
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fn new(y: i32) -> Self {
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Player {
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@ -69,6 +88,8 @@ struct State {
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player: Player,
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time: f32,
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mode: GameMode,
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obstacles: VecDeque<Obstacle>,
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obstacleSpawnTime: f32,
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score: u32,
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}
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@ -84,6 +105,8 @@ impl State {
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player: Player::new(Y_START),
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time: 0.0,
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mode: GameMode::Menu,
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obstacles: VecDeque::new(),
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obstacleSpawnTime: 0.0,
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score: 0u32,
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}
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}
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@ -107,13 +130,19 @@ impl State {
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self.player = Player::new(25);
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self.time = 0.0;
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self.mode = GameMode::Playing;
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self.obstacles = VecDeque::new();
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self.score = 0u32;
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}
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fn play(&mut self, ctx: &mut BTerm) {
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ctx.cls_bg(BLACK);
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self.time += ctx.frame_time_ms;
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self.obstacleSpawnTime -= ctx.frame_time_ms;
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ctx.print(1, 1, "Playing...");
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ctx.print(1, 1, "Press Space to flag!");
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ctx.print(1, 2, &format!("Score: {}", self.score));
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ctx.print(1, 3, &format!("Pos: {}, {}", self.player.x, self.player.y));
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ctx.print(1, 4, &format!("Obstables: (Spawn: {}) #{} {:#?}", self.obstacleSpawnTime, self.obstacles.len(), self.obstacles));
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// update
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if self.time > FRAME_DURATION {
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@ -121,13 +150,37 @@ impl State {
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self.time %= FRAME_DURATION;
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}
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if self.obstacleSpawnTime < 0.0 {
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let mut random = RandomNumberGenerator::new();
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self.obstacleSpawnTime += random.range(400.0, 1200.0);
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let o = Obstacle::new(self.player.x + SCREEN_WIDTH as i32, self.score);
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self.obstacles.push_back(o);
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}
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if let Some(o) = self.obstacles.front() {
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if o.x < self.player.x - X_OFFSET {
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self.obstacles.pop_front();
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self.score += 1;
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}
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}
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if let Some(VirtualKeyCode::Space) = ctx.key {
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self.player.flap();
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}
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self.player.render(ctx);
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let mut did_collide = false;
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self.obstacles.iter_mut().for_each(|o| {
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if o.x == self.player.x {
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let (y_top_of_bottom, y_bottom_of_top) = o.y_bounds();
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if (self.player.y as u16) >= y_top_of_bottom || (self.player.y as u16) <= y_bottom_of_top {
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did_collide = true;
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}
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}
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o.render(ctx, self.player.x);
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});
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if self.player.y > SCREEN_HEIGHT as i32 {
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if did_collide || self.player.y > (SCREEN_HEIGHT as i32) {
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self.die();
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}
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// self.mode = GameMode::Dead;
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@ -140,6 +193,7 @@ impl State {
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fn dead(&mut self, ctx: &mut BTerm) {
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ctx.cls();
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ctx.print_centered(5, "You are dead. =(");
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ctx.print_centered(6, &format!("Final Score: {}", self.score));
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ctx.print_centered(8, "(P) Play Again");
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ctx.print_centered(9, "(Q) Quit");
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