mirror of
https://github.com/Noratrieb/game-wip-dontplay.git
synced 2026-01-15 20:25:00 +01:00
210 lines
7.1 KiB
Rust
210 lines
7.1 KiB
Rust
use std::path::PathBuf;
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use derivative::Derivative;
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use egui_inspect::derive::Inspect;
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use sfml::{
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graphics::{
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Color, Rect, RectangleShape, RenderTarget, RenderTexture, Shape, Sprite, Transformable,
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},
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system::{Vector2f, Vector2u},
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window::Key,
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};
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use crate::{
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graphics::{ScreenSc, ScreenVec},
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input::Input,
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inventory::{Inventory, ItemDb},
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math::{smoothwave, wp_to_tp, WorldPos},
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res::Res,
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tiles::TileDb,
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world::{Tile, TilePos, World},
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worldgen::Worldgen,
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};
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#[derive(Derivative, Inspect)]
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#[derivative(Debug)]
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pub struct GameState {
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pub camera_offset: WorldPos,
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pub world: World,
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pub gravity: f32,
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pub current_biome: Biome,
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pub prev_biome: Biome,
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#[derivative(Debug = "ignore")]
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#[opaque]
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pub worldgen: Worldgen,
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pub ambient_light: u8,
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pub light_sources: Vec<LightSource>,
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pub tile_db: TileDb,
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pub inventory: Inventory,
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pub itemdb: ItemDb,
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pub selected_inv_slot: usize,
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pub spawn_point: WorldPos,
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}
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#[derive(Debug, Inspect)]
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pub struct LightSource {
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pub pos: ScreenVec,
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}
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#[derive(PartialEq, Eq, Clone, Copy, Debug, Inspect)]
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pub enum Biome {
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Surface,
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Underground,
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}
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impl GameState {
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pub fn update(&mut self, input: &Input) {
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if input.pressed(Key::Num1) {
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self.selected_inv_slot = 0;
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}
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if input.pressed(Key::Num2) {
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self.selected_inv_slot = 1;
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}
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if input.pressed(Key::Num3) {
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self.selected_inv_slot = 2;
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}
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if input.pressed(Key::Num4) {
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self.selected_inv_slot = 3;
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}
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if input.pressed(Key::Num5) {
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self.selected_inv_slot = 4;
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}
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self.world.ticks += 1;
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}
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pub(crate) fn draw_world(&mut self, rt: &mut RenderTexture, res: &mut Res) {
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self.light_sources.clear();
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let mut s = Sprite::with_texture(&res.atlas.tex);
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for_each_tile_on_screen(self.camera_offset, rt.size(), |tp, sp| {
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let tile = self.world.tile_at_mut(tp, &self.worldgen);
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s.set_position(sp.to_sf_vec());
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if tile.bg != Tile::EMPTY {
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s.set_texture_rect(self.tile_db[tile.bg].tex_rect.to_sf());
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rt.draw(&s);
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}
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if tile.mid != Tile::EMPTY {
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s.set_texture_rect(self.tile_db[tile.mid].tex_rect.to_sf());
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if let Some(light) = self.tile_db[tile.mid].light {
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let pos = ScreenVec {
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x: sp.x + light.x,
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y: sp.y + light.y,
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};
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self.light_sources.push(LightSource { pos });
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}
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rt.draw(&s);
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}
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if tile.fg != Tile::EMPTY {
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s.set_texture_rect(self.tile_db[tile.fg].tex_rect.to_sf());
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rt.draw(&s);
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}
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});
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}
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pub fn draw_entities(&mut self, rt: &mut RenderTexture) {
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let (x, y, w, h) = self.world.player.col_en.en.xywh();
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let mut rect_sh = RectangleShape::new();
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rect_sh.set_position((
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(x - self.camera_offset.x as i32) as f32,
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(y - self.camera_offset.y as i32) as f32,
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));
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rect_sh.set_size((w as f32, h as f32));
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rt.draw(&rect_sh);
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rect_sh.set_size((2., 2.));
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rect_sh.set_fill_color(Color::RED);
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rect_sh.set_position((
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(self.world.player.col_en.en.pos.x - self.camera_offset.x as i32) as f32,
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(self.world.player.col_en.en.pos.y - self.camera_offset.y as i32) as f32,
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));
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rt.draw(&rect_sh);
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}
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pub fn draw_ui(&mut self, rt: &mut RenderTexture, res: &Res, ui_dims: Vector2f) {
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let mut s = Sprite::with_texture(&res.atlas.tex);
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let mut rs = RectangleShape::from_rect(Rect::new(0., 0., 32., 32.));
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rs.set_outline_color(Color::YELLOW);
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rs.set_outline_thickness(1.0);
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rs.set_fill_color(Color::TRANSPARENT);
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for (i, slot) in self.inventory.slots.iter().enumerate() {
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s.set_texture_rect(res.atlas.rects["ui/invframe"].to_sf());
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let pos = ((i * 38) as f32 + 8.0, (ui_dims.y - 38.));
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s.set_position(pos);
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rt.draw(&s);
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let item_def = &self.itemdb.db[slot.id as usize];
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if let Some(rect) = res.atlas.rects.get(&item_def.graphic_name) {
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s.set_texture_rect(rect.to_sf());
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rt.draw(&s);
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} else {
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log::error!("Missing rect for item {}", item_def.name);
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}
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if i == self.selected_inv_slot {
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rs.set_position(pos);
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rt.draw(&rs);
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}
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}
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}
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pub(crate) fn light_pass(&mut self, lightmap: &mut RenderTexture, res: &Res) {
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let how_much_below_surface = self.camera_offset.y.saturating_sub(WorldPos::SURFACE);
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let light_dropoff = (how_much_below_surface / 8).min(255) as u8;
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let daylight = 255u8;
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self.ambient_light = daylight.saturating_sub(light_dropoff);
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// Clear light map
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// You can clear to a brighter color to increase ambient light level
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lightmap.clear(Color::rgba(
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self.ambient_light,
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self.ambient_light,
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self.ambient_light,
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255,
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));
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let mut s = Sprite::with_texture(&res.atlas.tex);
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s.set_texture_rect(res.atlas.rects["light/1"].to_sf());
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for ls in &self.light_sources {
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let flicker = smoothwave(self.world.ticks, 40) as f32 / 64.0;
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s.set_scale((4. + flicker, 4. + flicker));
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s.set_origin((128., 128.));
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s.set_position((ls.pos.x.into(), ls.pos.y.into()));
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lightmap.draw(&s);
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}
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}
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pub(crate) fn new(world_name: String, path: PathBuf, res: &Res) -> GameState {
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let mut spawn_point = WorldPos::SURFACE_CENTER;
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spawn_point.y -= 1104;
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let mut tile_db = TileDb::load_or_default();
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tile_db.update_rects(&res.atlas.rects);
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Self {
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camera_offset: spawn_point,
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world: World::new(spawn_point, &world_name, path),
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gravity: 0.55,
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current_biome: Biome::Surface,
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prev_biome: Biome::Surface,
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worldgen: Worldgen::from_seed(0),
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ambient_light: 0,
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light_sources: Vec::new(),
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tile_db,
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inventory: Inventory::new_debug(),
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itemdb: ItemDb::default(),
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selected_inv_slot: 0,
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spawn_point,
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}
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}
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}
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pub fn for_each_tile_on_screen(
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camera_offset: WorldPos,
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rt_size: Vector2u,
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mut f: impl FnMut(TilePos, ScreenVec),
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) {
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for y in (-32..(rt_size.y as i16) + 32).step_by(32) {
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for x in (-32..(rt_size.x as i16) + 32).step_by(32) {
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f(
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TilePos {
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x: wp_to_tp(camera_offset.x.saturating_add(x.try_into().unwrap_or(0))),
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y: wp_to_tp(camera_offset.y.saturating_add(y.try_into().unwrap_or(0))),
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},
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ScreenVec {
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x: ((x as i64) - ((camera_offset.x as i64) % 32)) as ScreenSc,
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y: ((y as i64) - ((camera_offset.y as i64) % 32)) as ScreenSc,
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},
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)
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}
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}
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}
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