agb/examples/the-dungeon-puzzlers-lament/src/game/simulation.rs

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use agb::{
display::object::{OamIterator, SpriteLoader},
fixnum::{Num, Vector2D},
};
use alloc::vec::Vec;
use crate::{
level::{Item, Level},
sfx::Sfx,
};
use self::{
animation::{Animation, RenderCache},
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entity::{Action, EntityMap, EntityMapMaker},
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};
mod animation;
mod entity;
pub use entity::Direction;
pub use entity::Outcome;
pub struct Simulation {
entities: EntityMap,
animation: Animation,
level: &'static Level,
move_idx: usize,
outcome: Outcome,
frame: usize,
render_cache: Vec<RenderCache>,
}
impl Simulation {
pub fn generate(
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entities_to_add: impl Iterator<Item = (Item, Vector2D<i32>)>,
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level: &'static Level,
sfx: &mut Sfx,
loader: &mut SpriteLoader,
) -> Simulation {
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let mut entities = EntityMapMaker::new();
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let mut animation = Animation::default();
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for (item, location) in entities_to_add {
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entities.add(item, location);
}
let (entities, animations) = entities.to_entity_map();
for ani in animations {
animation.populate(ani, sfx);
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}
let mut simulation = Simulation {
entities,
animation,
move_idx: 0,
level,
outcome: Outcome::Continue,
frame: 0,
render_cache: Vec::new(),
};
simulation.cache_render(loader);
simulation
}
pub fn current_turn(&self) -> usize {
self.move_idx.saturating_sub(1)
}
pub fn render(&self, oam: &mut OamIterator) {
for item in self.render_cache.iter() {
item.render(oam);
}
}
pub fn cache_render(&mut self, sprite_loader: &mut SpriteLoader) {
self.render_cache = self.animation.cache_render(sprite_loader, self.frame / 16);
self.render_cache
.sort_unstable_by_key(|x| x.sorting_number());
}
pub fn update(&mut self, sprite_loader: &mut SpriteLoader, sfx: &mut Sfx) -> Outcome {
self.animation.increase_progress(Num::new(1) / 16);
self.frame = self.frame.wrapping_add(1);
let animation_result = self.animation.update(sfx);
self.cache_render(sprite_loader);
if animation_result {
if self.outcome != Outcome::Continue {
return self.outcome;
}
let hero_move = self.level.directions.get(self.move_idx);
if let Some(&hero_move) = hero_move {
let (outcome, animation) = self
.entities
.tick(&self.level.map, Action::Direction(hero_move));
self.move_idx += 1;
self.outcome = outcome;
for anim in animation {
self.animation.populate(anim, sfx);
}
} else {
return Outcome::Loss;
}
}
Outcome::Continue
}
}