Refactor to different style of gameplay

This commit is contained in:
Stephen Seo 2023-04-29 15:16:24 +09:00
parent ac35cf1612
commit 4602f5f868

View file

@ -2,278 +2,111 @@ use crate::sprites::*;
use tinyrand::{Rand, StdRand};
const CAR_ANIM_FRAMES: u8 = 10;
const CAMERA_RATE: f32 = 0.07f32;
const BOX_INTERP_RATE: f32 = 0.01f32;
const HOUSE_MAX_DIST: f32 = 10.0f32;
const MOVE_RATE: f32 = 1f32;
pub struct World {
// x, y
shrubs: [(i32, i32); 4],
// x, y, state
// state:
// - 0 does not exist
// - 1 exists
// - 2 destroyed
houses: [(i32, i32, u8); 2],
// u8:
// - 0 facing right
// - 1 facing left
// - 2 facing up
// - 3 facing down
// - 4 facing right alt
// - 5 facing left alt
// - 6 facing up alt
// - 7 facing down alt
car_pos: (i32, i32, u8),
car_state: bool,
car_frames: u8,
camera_pos: (f32, f32),
// x, y, interp, house_idx
box_pos: Option<(f32, f32, f32, usize)>,
// sx, sy, ex, ey, interp, interp-type
// interp-type:
// - 0 linear
// - 1 squared
box_pos: Option<(f32, f32, f32, f32, f32, u8)>,
rand: StdRand,
street_offset: f32,
shrubs: [Option<(f32, f32)>; 8],
// x, state
// state:
// - 0 broken
// - 1 fixed
house: Option<(f32, u8)>,
}
impl World {
pub fn new() -> World {
World {
shrubs: [(-40, 0), (0, 40), (40, 0), (0, -40)],
houses: [(300, 0, 2), (0, 0, 0)],
car_pos: (0, 0, 0),
car_state: false,
car_frames: 0,
camera_pos: (-80f32, -80f32),
box_pos: None,
rand: StdRand::default(),
}
}
fn car_to_left(&mut self) {
if self.car_pos.2 > 3 {
self.car_pos.2 = 5;
} else {
self.car_pos.2 = 1;
}
}
fn car_to_right(&mut self) {
if self.car_pos.2 > 3 {
self.car_pos.2 = 4;
} else {
self.car_pos.2 = 0;
}
}
fn car_to_up(&mut self) {
if self.car_pos.2 > 3 {
self.car_pos.2 = 6;
} else {
self.car_pos.2 = 2;
}
}
fn car_to_down(&mut self) {
if self.car_pos.2 > 3 {
self.car_pos.2 = 7;
} else {
self.car_pos.2 = 3;
street_offset: 0.0f32,
shrubs: [None, None, None, None, None, None, None, None],
house: None,
}
}
pub fn update(&mut self) {
let gamepad = unsafe { *crate::GAMEPAD1 };
if gamepad & crate::BUTTON_UP != 0 {
self.car_pos.1 -= 1;
self.car_to_up();
self.rand.next_u16();
}
if gamepad & crate::BUTTON_DOWN != 0 {
self.car_pos.1 += 1;
self.car_to_down();
self.rand.next_u16();
}
if gamepad & crate::BUTTON_LEFT != 0 {
self.car_pos.0 -= 1;
self.car_to_left();
self.rand.next_u16();
}
if gamepad & crate::BUTTON_RIGHT != 0 {
self.car_pos.0 += 1;
self.car_to_right();
self.rand.next_u16();
}
self.camera_pos.0 += ((self.car_pos.0 as f32 - 80f32) - self.camera_pos.0) * CAMERA_RATE;
self.camera_pos.1 += ((self.car_pos.1 as f32 - 80f32) - self.camera_pos.1) * CAMERA_RATE;
let mut house_repaired = false;
for (x, y, state) in &mut self.houses {
if *state == 2 {
let dx = self.car_pos.0 - *x;
let dy = self.car_pos.1 - *y;
let dist = ((dx * dx + dy * dy) as f32).sqrt();
if dist <= HOUSE_MAX_DIST {
*state = 1;
house_repaired = true;
}
self.car_frames += 1;
if self.car_frames > CAR_ANIM_FRAMES {
self.car_frames = 0;
if self.car_state {
self.car_state = false;
} else {
self.car_state = true;
}
}
if house_repaired {
for (x, y, state) in &mut self.houses {
if *state == 0 {
*state = 2;
// TODO
match self.rand.next_u16() % 4 {
0 => (),
1 => (),
2 => (),
3 => (),
_ => unreachable!(),
}
self.street_offset -= MOVE_RATE;
if self.street_offset <= -45f32 {
self.street_offset += 45f32;
}
let mut empty_shrub_exists: Option<usize> = None;
for (idx, shrub) in self.shrubs.iter_mut().enumerate() {
if let Some((x, _y)) = shrub {
if *x < -(PLANT_WIDTH as f32) {
shrub.take();
} else {
*x -= MOVE_RATE;
}
} else {
empty_shrub_exists = Some(idx);
}
}
if empty_shrub_exists.is_some() && self.rand.next_u16() % 32 == 0 {
self.shrubs[empty_shrub_exists.unwrap()] =
Some((180f32, (self.rand.next_u16() % 80 + 60) as f32));
}
}
pub fn draw(&mut self) {
unsafe {
*crate::DRAW_COLORS = 0x21;
}
crate::rect(-5, 120, 170, 5);
let mut x = -5 + self.street_offset.round() as i32;
while x < 170 {
crate::rect(x, 140, 30, 5);
x += 45;
}
unsafe {
*crate::DRAW_COLORS = 0x312;
}
for (x, y) in self.shrubs {
crate::blit(
&PLANT,
((x - PLANT_WIDTH as i32 / 2) as f32 - self.camera_pos.0).round() as i32,
((y - PLANT_HEIGHT as i32 / 2) as f32 - self.camera_pos.1).round() as i32,
PLANT_WIDTH,
PLANT_HEIGHT,
PLANT_FLAGS,
)
}
for (x, y, flags) in &mut self.houses {
// if self.car_frames == 0 {
// if *flags == 1 {
// *flags = 2;
// } else if *flags == 2 {
// *flags = 1;
// }
// }
match flags {
0 => (),
1 => crate::blit(
&HOUSE0,
((*x - HOUSE0_WIDTH as i32 / 2) as f32 - self.camera_pos.0).round() as i32,
((*y - HOUSE0_HEIGHT as i32 / 2) as f32 - self.camera_pos.1).round() as i32,
HOUSE0_WIDTH,
HOUSE0_HEIGHT,
HOUSE0_FLAGS,
),
2 => crate::blit(
&HOUSE1,
((*x - HOUSE1_WIDTH as i32 / 2) as f32 - self.camera_pos.0).round() as i32,
((*y - HOUSE0_HEIGHT as i32 / 2 + (HOUSE0_HEIGHT - HOUSE1_HEIGHT) as i32)
as f32
- self.camera_pos.1)
.round() as i32,
HOUSE1_WIDTH,
HOUSE1_HEIGHT,
HOUSE1_FLAGS,
),
_ => (),
for shrub in &self.shrubs {
if let Some((x, y)) = shrub {
crate::blit(
&PLANT,
x.round() as i32,
y.round() as i32,
PLANT_WIDTH,
PLANT_HEIGHT,
PLANT_FLAGS,
);
}
}
self.car_frames += 1;
if self.car_frames > CAR_ANIM_FRAMES {
self.car_frames = 0;
if self.car_pos.2 > 3 {
self.car_pos.2 -= 4;
} else {
self.car_pos.2 += 4;
}
}
match self.car_pos.2 {
0 => crate::blit(
&CAR0,
((self.car_pos.0 - CAR0_WIDTH as i32 / 2) as f32 - self.camera_pos.0).round()
as i32,
((self.car_pos.1 - CAR0_HEIGHT as i32 / 2) as f32 - self.camera_pos.1).round()
as i32,
CAR0_WIDTH,
CAR0_HEIGHT,
CAR0_FLAGS,
),
1 => crate::blit(
&CAR0,
((self.car_pos.0 - CAR0_WIDTH as i32 / 2) as f32 - self.camera_pos.0).round()
as i32,
((self.car_pos.1 - CAR0_HEIGHT as i32 / 2) as f32 - self.camera_pos.1).round()
as i32,
CAR0_WIDTH,
CAR0_HEIGHT,
CAR0_FLAGS | crate::BLIT_FLIP_X,
),
2 => crate::blit(
&CAR0,
((self.car_pos.0 - CAR0_WIDTH as i32 / 2) as f32 - self.camera_pos.0).round()
as i32,
((self.car_pos.1 - CAR0_HEIGHT as i32 / 2) as f32 - self.camera_pos.1).round()
as i32,
CAR0_WIDTH,
CAR0_HEIGHT,
CAR0_FLAGS | crate::BLIT_ROTATE,
),
3 => crate::blit(
&CAR0,
((self.car_pos.0 - CAR0_WIDTH as i32 / 2) as f32 - self.camera_pos.0).round()
as i32,
((self.car_pos.1 - CAR0_HEIGHT as i32 / 2) as f32 - self.camera_pos.1).round()
as i32,
CAR0_WIDTH,
CAR0_HEIGHT,
CAR0_FLAGS | crate::BLIT_ROTATE | crate::BLIT_FLIP_X,
),
4 => crate::blit(
&CAR1,
((self.car_pos.0 - CAR0_WIDTH as i32 / 2) as f32 - self.camera_pos.0).round()
as i32,
((self.car_pos.1 - CAR0_HEIGHT as i32 / 2) as f32 - self.camera_pos.1).round()
as i32,
CAR1_WIDTH,
CAR1_HEIGHT,
CAR1_FLAGS,
),
5 => crate::blit(
&CAR1,
((self.car_pos.0 - CAR0_WIDTH as i32 / 2) as f32 - self.camera_pos.0).round()
as i32,
((self.car_pos.1 - CAR0_HEIGHT as i32 / 2) as f32 - self.camera_pos.1).round()
as i32,
CAR1_WIDTH,
CAR1_HEIGHT,
CAR1_FLAGS | crate::BLIT_FLIP_X,
),
6 => crate::blit(
&CAR1,
((self.car_pos.0 - CAR0_WIDTH as i32 / 2) as f32 - self.camera_pos.0).round()
as i32,
((self.car_pos.1 - CAR0_HEIGHT as i32 / 2) as f32 - self.camera_pos.1).round()
as i32,
CAR1_WIDTH,
CAR1_HEIGHT,
CAR1_FLAGS | crate::BLIT_ROTATE,
),
7 => crate::blit(
&CAR1,
((self.car_pos.0 - CAR0_WIDTH as i32 / 2) as f32 - self.camera_pos.0).round()
as i32,
((self.car_pos.1 - CAR0_HEIGHT as i32 / 2) as f32 - self.camera_pos.1).round()
as i32,
CAR1_WIDTH,
CAR1_HEIGHT,
CAR1_FLAGS | crate::BLIT_ROTATE | crate::BLIT_FLIP_X,
),
_ => (),
if self.car_state {
crate::blit(&CAR0, 10, 103, CAR0_WIDTH, CAR0_HEIGHT, CAR0_FLAGS);
} else {
crate::blit(&CAR1, 10, 103, CAR1_WIDTH, CAR1_HEIGHT, CAR1_FLAGS);
}
}
}