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da0d6e204a
| Author | SHA1 | Date | |
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| da0d6e204a | |||
| 54fafe8742 |
@@ -33,4 +33,12 @@ impl Cell {
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pub fn new(variance: CellVariance) -> Self {
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Self { variance }
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}
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pub fn invert(&self) -> Self {
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Cell::new(match self.variance {
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CellVariance::DAY => CellVariance::NIGHT,
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CellVariance::NIGHT => CellVariance::DAY,
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CellVariance::VOID => CellVariance::VOID
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})
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}
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}
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@@ -8,4 +8,9 @@ impl Direction {
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pub fn new(x: isize, y: isize) -> Self {
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Self { x, y }
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}
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pub fn invert(&mut self) {
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self.x *= -1;
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self.y *= -1;
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}
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}
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64
src/npc.rs
64
src/npc.rs
@@ -6,19 +6,73 @@ pub struct NPC {
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pub obstructed_from: Vec<CellVariance>,
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pub pos_x: usize,
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pub pos_y: usize,
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pub direction: Direction
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pub direction: Direction,
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}
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impl NPC {
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pub fn new(pos_x: usize, pos_y: usize, direction: Direction, walk_on: CellVariance, obstructed_from: Vec<CellVariance>) -> Self {
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Self { walk_on, obstructed_from, pos_x, pos_y, direction }
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pub fn new(
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pos_x: usize,
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pos_y: usize,
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direction: Direction,
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walk_on: CellVariance,
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obstructed_from: Vec<CellVariance>,
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) -> Self {
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Self {
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walk_on,
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obstructed_from,
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pos_x,
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pos_y,
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direction,
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}
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}
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pub fn new_day(pos_x: usize, pos_y: usize, direction: Direction) -> Self {
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Self { walk_on: CellVariance::DAY, obstructed_from: vec![CellVariance::NIGHT], pos_x, pos_y, direction }
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Self {
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walk_on: CellVariance::DAY,
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obstructed_from: vec![CellVariance::NIGHT],
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pos_x,
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pos_y,
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direction,
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}
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}
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pub fn new_night(pos_x: usize, pos_y: usize, direction: Direction) -> Self {
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Self { walk_on: CellVariance::NIGHT, obstructed_from: vec![CellVariance::DAY], pos_x, pos_y, direction }
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Self {
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walk_on: CellVariance::NIGHT,
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obstructed_from: vec![CellVariance::DAY],
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pos_x,
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pos_y,
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direction,
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}
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}
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pub fn bounce(&mut self) -> Direction {
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// Get the current and next positions
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let (curr_x, curr_y) = (self.pos_x as isize, self.pos_y as isize);
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let (next_x, next_y) = self.next_position();
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let mut next_direction = self.direction.clone();
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// Hit top from below || Hit bottom from above
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if curr_y < next_y || curr_y > next_y {
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next_direction.y *= -1;
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}
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// Hit right from left || Hit left from right
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if next_x > curr_x || curr_x > next_x {
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next_direction.x *= -1;
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}
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// Return the new bounce direction
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self.direction = next_direction;
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println!("Next: {:?}", self.direction);
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self.direction.clone()
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}
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pub fn next_position(&self) -> (isize, isize) {
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(
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(self.pos_x as isize + self.direction.x),
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(self.pos_y as isize + self.direction.y),
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)
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}
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}
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49
src/stage.rs
49
src/stage.rs
@@ -148,7 +148,12 @@ impl Stage {
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}
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// Draw background
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for (i, (mut c, pix)) in self.cells.iter().zip(screen.chunks_exact_mut(4)).enumerate() {
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for (i, (mut c, pix)) in self
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.cells
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.iter()
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.zip(screen.chunks_exact_mut(4))
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.enumerate()
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{
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let npc_cell = self.npc_map.get(i).unwrap();
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if let Some(npc_cell) = npc_cell {
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c = &npc_cell;
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@@ -169,25 +174,43 @@ impl Stage {
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}
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pub fn update(&mut self) {
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// TODO: Flying balls
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let mut hit_cells: Vec<(usize, usize)> = vec![];
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for npc in self.npcs.iter_mut() {
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let next_pos = ((npc.pos_x as isize + npc.direction.x), (npc.pos_y as isize + npc.direction.y));
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if next_pos.0 < 0 || next_pos.1 < 0 {
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// TODO: Bounce
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continue;
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// if (npc.next_position().0 < 0 || npc.next_position().0 > self.width as isize) ||
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// (npc.next_position().1 < 0 || npc.next_position().1 > self.height as isize) {
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// npc.bounce();
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// }
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// Check for collision with window borders
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if npc.pos_x <= 0 || npc.pos_x >= self.width {
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// Bounce off horizontally
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npc.direction.x = -npc.direction.x;
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// Move object back inside the window
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npc.pos_x = npc.pos_x.clamp(0, self.width - 1);
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}
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let index = next_pos.0 as usize + next_pos.1 as usize * self.width;
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if npc.pos_y <= 0 || npc.pos_y >= self.height {
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// Bounce off vertically
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npc.direction.y = -npc.direction.y;
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// Move object back inside the window
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npc.pos_y = npc.pos_y.clamp(0, self.height - 1);
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}
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let index =
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npc.next_position().0 as usize + npc.next_position().1 as usize * self.width;
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let next_cell = self.cells_dup[index];
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// If our next cell would be one that we collide with.
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if npc.obstructed_from.contains(&next_cell.variance) {
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// TODO: Bounce
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npc.direction.invert();
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hit_cells.push((npc.pos_x, npc.pos_y));
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continue;
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}
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npc.pos_x = next_pos.0 as usize;
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npc.pos_y = next_pos.1 as usize;
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npc.pos_x = npc.next_position().0 as usize;
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npc.pos_y = npc.next_position().1 as usize;
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// We can move freely for now.
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self.npc_map[index] = Some(Cell::new(npc.obstructed_from[0]));
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@@ -198,7 +221,11 @@ impl Stage {
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let idx = x + y * self.width;
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// Write into scratch_cells, since we're still reading from `self.cells`
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self.cells_dup[idx] = self.cells[idx];
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if hit_cells.contains(&(x, y)) {
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self.cells_dup[idx] = self.cells[idx].invert();
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} else {
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self.cells_dup[idx] = self.cells[idx];
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}
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}
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}
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