NPCs can fly now but can't bounce.

This commit is contained in:
2024-05-08 09:04:50 +02:00
parent 78f4d7911b
commit 0a74409dcc
4 changed files with 89 additions and 37 deletions

View File

@@ -1,7 +1,7 @@
use core::fmt;
use std::fmt::write;
#[derive(Clone, Copy, Debug)]
#[derive(Clone, Copy, Debug, PartialEq)]
pub enum CellVariance {
VOID = 0,
DAY = 1,

View File

@@ -13,9 +13,9 @@ use winit::{
};
use winit_input_helper::WinitInputHelper;
const WIDTH: u32 = 350;
const HEIGHT: u32 = 350;
const SCALE_FACTOR: f64 = 3.0;
const WIDTH: u32 = 64;
const HEIGHT: u32 = 64;
const SCALE_FACTOR: f64 = 10.0;
fn main() -> Result<(), Error> {
env_logger::init();
@@ -43,7 +43,7 @@ fn main() -> Result<(), Error> {
};
let mut stage = Stage::new(WIDTH as usize, HEIGHT as usize);
stage.scatter(stage::ScatterTypes::RANDOM);
stage.scatter(stage::ScatterTypes::HalfVertical);
let mut paused = false;
@@ -77,7 +77,7 @@ fn main() -> Result<(), Error> {
}
if input.key_pressed(VirtualKeyCode::R) {
stage.scatter(stage::ScatterTypes::RANDOM);
stage.scatter(stage::ScatterTypes::Random);
}
// Handle mouse. This is a bit involved since support some simple
@@ -105,8 +105,11 @@ fn main() -> Result<(), Error> {
.unwrap_or_default();
if input.mouse_pressed(0) {
println!("Mouse click at {mouse_cell:?}");
stage.spawn_npc(mouse_cell.0, mouse_cell.1);
if mouse_cell.0 < 0 || mouse_cell.1 < 0 {
panic!("Oh no!");
}
stage.spawn_npc(mouse_cell.0 as usize, mouse_cell.1 as usize);
stage.update();
}

View File

@@ -1,26 +1,24 @@
use vec2d::{Coord, Vec2D};
use crate::{cell::CellVariance, direction::Direction};
#[derive(Clone, Debug)]
pub struct NPC {
pub walk_on: CellVariance,
pub obstructed_from: Vec<CellVariance>,
pub pos_x: isize,
pub pos_y: isize,
pub pos_x: usize,
pub pos_y: usize,
pub direction: Direction
}
impl NPC {
pub fn new(pos_x: isize, pos_y: isize, direction: Direction, walk_on: CellVariance, obstructed_from: Vec<CellVariance>) -> Self {
pub fn new(pos_x: usize, pos_y: usize, direction: Direction, walk_on: CellVariance, obstructed_from: Vec<CellVariance>) -> Self {
Self { walk_on, obstructed_from, pos_x, pos_y, direction }
}
pub fn new_day(pos_x: isize, pos_y: isize, direction: Direction) -> Self {
pub fn new_day(pos_x: usize, pos_y: usize, direction: Direction) -> Self {
Self { walk_on: CellVariance::DAY, obstructed_from: vec![CellVariance::NIGHT], pos_x, pos_y, direction }
}
pub fn new_night(pos_x: isize, pos_y: isize, direction: Direction) -> Self {
pub fn new_night(pos_x: usize, pos_y: usize, direction: Direction) -> Self {
Self { walk_on: CellVariance::NIGHT, obstructed_from: vec![CellVariance::DAY], pos_x, pos_y, direction }
}
}

View File

@@ -15,12 +15,14 @@ pub struct Stage {
/// Used for temporary work item. Replaces `cells` once done.
cells_dup: Vec<Cell>,
npcs: Vec<NPC>,
npc_map: Vec<Option<Cell>>,
width: usize,
height: usize,
}
pub enum ScatterTypes {
RANDOM = 0,
Random = 0,
HalfVertical = 1,
}
impl Stage {
@@ -32,6 +34,7 @@ impl Stage {
cells: vec![Cell::default(); size],
cells_dup: vec![Cell::default(); size],
npcs: vec![],
npc_map: vec![None; size],
width,
height,
}
@@ -54,7 +57,7 @@ impl Stage {
pub fn scatter(&mut self, scatter: ScatterTypes) {
match scatter {
ScatterTypes::RANDOM => {
ScatterTypes::Random => {
let seed = Self::generate_seed();
let mut rng: randomize::PCG32 = PCG32::new(seed.0, seed.1);
@@ -79,6 +82,21 @@ impl Stage {
variance = CellVariance::NIGHT;
}
let cell = self.cells.get_mut(x + y * self.width).unwrap();
*cell = Cell::new(variance);
}
}
}
ScatterTypes::HalfVertical => {
for y in 0..self.height {
for x in 0..self.width {
let is_day = x < (self.width / 2);
let variance = if is_day {
CellVariance::DAY
} else {
CellVariance::NIGHT
};
let cell = self.cells.get_mut(x + y * self.width).unwrap();
*cell = Cell::new(variance);
}
@@ -89,17 +107,17 @@ impl Stage {
self.update();
}
pub fn spawn_npc(&mut self, pos_x: isize, pos_y: isize) {
pub fn spawn_npc(&mut self, pos_x: usize, pos_y: usize) {
let cell = self.get_cell(pos_x, pos_y);
let npc: NPC;
match cell.variance {
CellVariance::DAY => {
npc = NPC::new_day(pos_x, pos_y, Direction::new(-1, -1));
},
}
CellVariance::NIGHT => {
npc = NPC::new_night(pos_x, pos_y, Direction::new(-1, -1));
},
}
CellVariance::VOID => {
// Ignore this stupid request.
return;
@@ -111,36 +129,69 @@ impl Stage {
self.npcs.push(npc);
}
pub fn draw(&self, screen: &mut [u8]) {
pub fn draw(&mut self, screen: &mut [u8]) {
debug_assert_eq!(screen.len(), 4 * self.cells.len());
for (c, pix) in self.cells.iter().zip(screen.chunks_exact_mut(4)) {
// Draw NPCs
self.npc_map.fill(None);
for (i, npc) in self.npcs.iter().enumerate() {
let map_pos = npc.pos_x + npc.pos_y * self.width;
// let color = match npc.walk_on {
// CellVariance::DAY => [0x10, 0x41, 0x4F, 0xFF],
// CellVariance::NIGHT => [0xD3, 0xE3, 0xD3, 0xFF],
// _ => {
// panic!("This NPC shouldn't even exist!");
// }
// };
self.npc_map[map_pos] = Some(Cell::new(npc.obstructed_from[0]));
}
// Draw background
for (i, (mut c, pix)) in self.cells.iter().zip(screen.chunks_exact_mut(4)).enumerate() {
let npc_cell = self.npc_map.get(i).unwrap();
if let Some(npc_cell) = npc_cell {
c = &npc_cell;
}
let color = match c.variance {
CellVariance::VOID => [0x0, 0x0, 0x0, 0xFF],
CellVariance::DAY => [0xD3, 0xE3, 0xD3, 0xFF],
CellVariance::NIGHT => [0x10, 0x41, 0x4F, 0xFF],
};
pix.copy_from_slice(&color);
}
for (n, pix) in self.npcs.iter().zip(screen.chunks_exact_mut(4)) {
let color = match n.walk_on {
CellVariance::DAY => [0x10, 0x41, 0x4F, 0xFF],
CellVariance::NIGHT => [0xD3, 0xE3, 0xD3, 0xFF],
_ => {
panic!("This NPC shouldn't even exist!");
}
};
pix.copy_from_slice(&color);
}
}
pub fn get_cell(&self, pos_x: isize, pos_y: isize) -> Cell {
self.cells[(pos_x + pos_y) as usize * self.width]
pub fn get_cell(&self, pos_x: usize, pos_y: usize) -> Cell {
self.cells[pos_x + (pos_y * self.width)]
}
pub fn update(&mut self) {
// TODO: Flying balls
for npc in self.npcs.iter_mut() {
let next_pos = ((npc.pos_x as isize + npc.direction.x), (npc.pos_y as isize + npc.direction.y));
if next_pos.0 < 0 || next_pos.1 < 0 {
// TODO: Bounce
continue;
}
let index = next_pos.0 as usize + next_pos.1 as usize * self.width;
let next_cell = self.cells_dup[index];
// If our next cell would be one that we collide with.
if npc.obstructed_from.contains(&next_cell.variance) {
// TODO: Bounce
continue;
}
npc.pos_x = next_pos.0 as usize;
npc.pos_y = next_pos.1 as usize;
// We can move freely for now.
self.npc_map[index] = Some(Cell::new(npc.obstructed_from[0]));
}
for y in 0..self.height {
for x in 0..self.width {