Basically done?

This commit is contained in:
Daniel Flanagan 2021-11-12 11:03:41 -06:00
parent d82ccf00dc
commit e23ede279f

View file

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