Add star mob.

This commit is contained in:
Thomas Gideon 2017-07-13 16:16:14 -04:00
parent ce783a3609
commit d62e585d9f
10 changed files with 213 additions and 67 deletions

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@ -11,3 +11,4 @@ piston2d-sprite = "0.36.0"
piston2d-graphics = "0.21.1" piston2d-graphics = "0.21.1"
find_folder = "0.3.0" find_folder = "0.3.0"
uuid = "0.1.17" uuid = "0.1.17"
rand = "0.3"

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assets/star.png Normal file

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assets/star.svg Normal file
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@ -0,0 +1,80 @@
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@ -3,6 +3,7 @@ extern crate find_folder;
extern crate gfx_device_gl; extern crate gfx_device_gl;
extern crate graphics; extern crate graphics;
extern crate piston_window; extern crate piston_window;
extern crate rand;
extern crate sprite; extern crate sprite;
extern crate uuid; extern crate uuid;
@ -12,50 +13,33 @@ use gfx_device_gl::Resources;
use graphics::Image; use graphics::Image;
use graphics::rectangle::square; use graphics::rectangle::square;
use piston_window::*; use piston_window::*;
use mobs::Hero; use mobs::{Hero, Star};
use sprite::*; use sprite::*;
// TODO move this into the player object
const MV_FACT: f64 = 2500.0;
pub struct Game { pub struct Game {
scene: Scene<Texture<Resources>>, scene: Scene<Texture<Resources>>,
player: Hero, player: Hero,
up_d: bool, star: Star,
down_d: bool,
left_d: bool,
right_d: bool,
} }
impl Game { impl Game {
pub fn new(w: &mut PistonWindow) -> Game { pub fn new(w: &mut PistonWindow) -> Game {
let mut scene = Scene::new(); let mut scene = Scene::new();
let star = Star::new(w, &mut scene);
let player = Hero::new(w, &mut scene); let player = Hero::new(w, &mut scene);
Game { Game {
scene: scene, scene: scene,
player: player, player: player,
up_d: false, star: star,
down_d: false,
left_d: false,
right_d: false,
} }
} }
pub fn on_update(&mut self, e: &Input, upd: UpdateArgs) { pub fn on_update(&mut self, e: &Input, upd: UpdateArgs, w: &PistonWindow) {
self.scene.event(e); self.scene.event(e);
if self.up_d { self.star.mov(w, &mut self.scene, upd.dt);
self.player.mov(&mut self.scene, 0.0, -MV_FACT * upd.dt);
} self.player.mov(w, &mut self.scene, upd.dt);
if self.down_d {
self.player.mov(&mut self.scene, 0.0, MV_FACT * upd.dt);
}
if self.left_d {
self.player.mov(&mut self.scene, -MV_FACT * upd.dt, 0.0);
}
if self.right_d {
self.player.mov(&mut self.scene, MV_FACT * upd.dt, 0.0);
}
} }
pub fn on_draw(&mut self, e: &Input, _: RenderArgs, w: &mut PistonWindow) { pub fn on_draw(&mut self, e: &Input, _: RenderArgs, w: &mut PistonWindow) {
@ -72,23 +56,26 @@ impl Game {
Flip::None, Flip::None,
&TextureSettings::new()).unwrap(); &TextureSettings::new()).unwrap();
w.draw_2d(e, |c, g| { w.draw_2d(e, |c, g| {
let transform = c.transform.trans(10.0, 100.0);
clear([1.0, 1.0, 1.0, 1.0], g); clear([1.0, 1.0, 1.0, 1.0], g);
for number in 0..100 { for number in 0..100 {
let x: f64 = (number % 10 * 64).into(); let x: f64 = (number % 10 * 64).into();
let y: f64 = (number / 10 * 64).into(); let y: f64 = (number / 10 * 64).into();
image.draw(&bg, &Default::default(), c.transform.trans(x, y).zoom(0.1), g); image.draw(&bg, &Default::default(), c.transform.trans(x, y).zoom(0.1), g);
} }
if let Some(player_sprite) = self.scene.child(self.player.sprite_id) {
let (x, y) = player_sprite.get_position(); text::Text::new_color([0.0, 1.0, 0.0, 1.0], 10).draw(
text::Text::new_color([0.0, 1.0, 0.0, 1.0], 32).draw( &format!("{} x: {}, y: {}", self.player.sprite_id, self.player.x.trunc(), self.player.y.trunc()),
&format!("x: {}, y: {}", x.trunc(), y.trunc()),
&mut glyphs, &mut glyphs,
&c.draw_state, &c.draw_state,
transform, g c.transform.trans(10.0, 100.0), g
);
text::Text::new_color([0.0, 1.0, 0.0, 1.0], 10).draw(
&format!("{} x: {}, y: {}", self.star.sprite_id, self.star.x.trunc(), self.star.y.trunc()),
&mut glyphs,
&c.draw_state,
c.transform.trans(10.0, 110.0), g
); );
}
self.scene.draw(c.transform, g); self.scene.draw(c.transform, g);
}); });
@ -100,16 +87,16 @@ impl Game {
Input::Press(but) => { Input::Press(but) => {
match but { match but {
Button::Keyboard(Key::Up) => { Button::Keyboard(Key::Up) => {
self.up_d = true; self.player.dir = (self.player.dir.0, -1.0);
} }
Button::Keyboard(Key::Down) => { Button::Keyboard(Key::Down) => {
self.down_d = true; self.player.dir = (self.player.dir.0, 1.0);
} }
Button::Keyboard(Key::Left) => { Button::Keyboard(Key::Left) => {
self.left_d = true; self.player.dir = (-1.0, self.player.dir.1);
} }
Button::Keyboard(Key::Right) => { Button::Keyboard(Key::Right) => {
self.right_d = true; self.player.dir = (1.0, self.player.dir.1);
} }
_ => {} _ => {}
} }
@ -117,16 +104,16 @@ impl Game {
Input::Release(but) => { Input::Release(but) => {
match but { match but {
Button::Keyboard(Key::Up) => { Button::Keyboard(Key::Up) => {
self.up_d = false; self.player.dir = (self.player.dir.0, 0.0);
} }
Button::Keyboard(Key::Down) => { Button::Keyboard(Key::Down) => {
self.down_d = false; self.player.dir = (self.player.dir.0, 0.0);
} }
Button::Keyboard(Key::Left) => { Button::Keyboard(Key::Left) => {
self.left_d = false; self.player.dir = (0.0, self.player.dir.1);
} }
Button::Keyboard(Key::Right) => { Button::Keyboard(Key::Right) => {
self.right_d = false; self.player.dir = (0.0, self.player.dir.1);
} }
_ => {} _ => {}
} }

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@ -6,12 +6,13 @@ use piston_window::*;
fn main() { fn main() {
let mut window: PistonWindow = WindowSettings::new("Ghostly Adventure", [640, 480]) let mut window: PistonWindow = WindowSettings::new("Ghostly Adventure", [640, 480])
.exit_on_esc(true) .exit_on_esc(true)
.resizable(false)
.build() .build()
.unwrap(); .unwrap();
let mut game = ghostly::Game::new(&mut window); let mut game = ghostly::Game::new(&mut window);
while let Some(e) = window.next() { while let Some(e) = window.next() {
match e { match e {
Input::Update(upd) => game.on_update(&e, upd), Input::Update(upd) => game.on_update(&e, upd, &window),
Input::Render(ren) => game.on_draw(&e, ren, &mut window), Input::Render(ren) => game.on_draw(&e, ren, &mut window),
_ => game.on_input(e), _ => game.on_input(e),
} }

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@ -5,13 +5,15 @@ use piston_window::*;
use sprite::*; use sprite::*;
use uuid::Uuid; use uuid::Uuid;
use std::rc::Rc; use std::rc::Rc;
use mobs::wrap;
// TODO add size of player sprite for boundary checking
pub struct Hero { pub struct Hero {
pub sprite_id: Uuid, pub sprite_id: Uuid,
pub dir: (f64, f64),
pub x: f64, pub x: f64,
pub y: f64, pub y: f64,
w: f64,
h: f64,
} }
impl Hero { impl Hero {
@ -26,43 +28,34 @@ impl Hero {
.unwrap()); .unwrap());
let mut sprite = Sprite::from_texture(tex); let mut sprite = Sprite::from_texture(tex);
sprite.set_position(320.0, 240.0); sprite.set_position(320.0, 240.0);
let bounds = sprite.bounding_box();
let sprite_id = scene.add_child(sprite); let sprite_id = scene.add_child(sprite);
Hero { Hero {
x: 320.0, x: 320.0,
y: 240.0, y: 240.0,
w: bounds[2],
h: bounds[3],
dir: (0.0, 0.0),
sprite_id: sprite_id, sprite_id: sprite_id,
} }
} }
pub fn mov(&mut self, scene: &mut Scene<Texture<Resources>>, input_x: f64, input_y: f64) { pub fn mov(&mut self, w: &PistonWindow, scene: &mut Scene<Texture<Resources>>, dt: f64) {
if let Some(sprite) = scene.child(self.sprite_id) { if let Some(sprite) = scene.child(self.sprite_id) {
let (sprite_x, sprite_y) = sprite.get_position(); let (sprite_x, sprite_y) = sprite.get_position();
self.x = sprite_x; self.x = sprite_x;
self.y = sprite_y; self.y = sprite_y;
} }
let mut wrapped = false; let (wrapped, new_x, new_y) = wrap((w.size().width.into(), w.size().height.into()), (self.w, self.h), (self.x, self.y));
// TODO pass in window size
if self.x > 640.0 + 32.0 {
self.x = -32.0;
wrapped = true;
} else if self.x < -32.0 {
self.x = 640.0 + 32.0;
wrapped = true;
}
if self.y > 480.0 + 32.0 {
self.y = -32.0;
wrapped = true;
} else if self.y < -32.0 {
self.y = 480.0 + 32.0;
wrapped = true;
}
self.y += input_y;
if wrapped { if wrapped {
scene.stop_all(self.sprite_id); self.x = new_x;
self.y = new_y;
if let Some(ref mut sprite) = scene.child_mut(self.sprite_id) { if let Some(ref mut sprite) = scene.child_mut(self.sprite_id) {
sprite.set_position(self.x, self.y); sprite.set_position(self.x, self.y);
} }
} }
scene.run(self.sprite_id, &Action(Ease(EaseFunction::CubicOut, Box::new(MoveBy(1.0, input_x, input_y))))); let mov_x = self.dir.0 * 2.0;
let mov_y = self.dir.1 * 2.0;
scene.run(self.sprite_id, &Action(Ease(EaseFunction::CubicOut, Box::new(MoveBy(dt * 0.75, mov_x, mov_y)))));
} }
} }

22
src/mobs/mod.rs Normal file
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@ -0,0 +1,22 @@
pub use self::hero::Hero;
pub use self::star::Star;
mod hero;
mod star;
// TODO use window::size
pub fn wrap(win: (f64, f64), bounds: (f64, f64), pos: (f64, f64)) -> (bool, f64, f64) {
let new_x = wrap_dim(win.0, bounds.0, pos.0);
let new_y = wrap_dim(win.1, bounds.1, pos.1);
(new_x != pos.0 || new_y != pos.1, new_x, new_y)
}
fn wrap_dim(win_dim: f64, sprite_dim: f64, pos_dim: f64) -> f64 {
if pos_dim > win_dim + sprite_dim / 2.0 {
-sprite_dim / 2.0
} else if pos_dim < -sprite_dim / 2.0 {
win_dim + sprite_dim / 2.0
} else {
pos_dim
}
}

62
src/mobs/star.rs Normal file
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@ -0,0 +1,62 @@
use ai_behavior::Action;
use find_folder;
use gfx_device_gl::Resources;
use piston_window::*;
use sprite::*;
use uuid::Uuid;
use rand;
use std::rc::Rc;
use super::wrap;
pub struct Star {
pub sprite_id: Uuid,
pub x: f64,
pub y: f64,
w: f64,
h: f64,
}
impl Star {
pub fn new(w: &mut PistonWindow, scene: &mut Scene<Texture<Resources>>) -> Star {
let assets = find_folder::Search::ParentsThenKids(3, 3)
.for_folder("assets")
.unwrap();
let tex = Rc::new(Texture::from_path(&mut w.factory,
assets.join("star.png"),
Flip::None,
&TextureSettings::new())
.unwrap());
let mut sprite = Sprite::from_texture(tex);
sprite.set_scale(0.5, 0.5);
sprite.set_position(30.0, 32.0);
let bounds = sprite.bounding_box();
let sprite_id = scene.add_child(sprite);
Star {
x: 32.0,
y: 32.0,
w: bounds[2],
h: bounds[3],
sprite_id: sprite_id,
}
}
pub fn mov(&mut self, w: &PistonWindow, scene: &mut Scene<Texture<Resources>>, dt: f64) {
if let Some(sprite) = scene.child(self.sprite_id) {
let (sprite_x, sprite_y) = sprite.get_position();
self.x = sprite_x;
self.y = sprite_y;
}
let (wrapped, new_x, new_y) = wrap((w.size().width.into(), w.size().height.into()), (self.w, self.h), (self.x, self.y));
if wrapped {
if let Some(ref mut sprite) = scene.child_mut(self.sprite_id) {
self.x = new_x;
self.y = new_y;
sprite.set_position(self.x, self.y);
}
}
let mov_x = rand::random::<f64>() * 0.5;
let mov_y = rand::random::<f64>() * 0.5;
scene.run(self.sprite_id, &Action(Ease(EaseFunction::CubicOut, Box::new(MoveBy(dt * 0.75, mov_x, mov_y)))));
}
}