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

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2023-07-20 02:41:17 +10:00
use agb::{
display::{
object::{OamIterator, ObjectUnmanaged, SpriteLoader, Tag},
tiled::{RegularMap, VRamManager},
},
fixnum::Vector2D,
input::{Button, ButtonController, Tri},
};
use alloc::{vec, vec::Vec};
use crate::{
level::{Item, Level},
map::MapElement,
resources,
sfx::Sfx,
};
use super::simulation::{Direction, Simulation};
pub const PLAY_AREA_WIDTH: usize = 11;
pub const PLAY_AREA_HEIGHT: usize = 10;
const ITEM_AREA_WIDTH: usize = 3;
const ITEM_AREA_HEIGHT: usize = 3;
const ITEM_AREA_TOP_LEFT: Vector2D<i32> = Vector2D::new(179, 96);
const CURSOR_OFFSET: Vector2D<i32> = Vector2D::new(14, 14);
const ARROW_TOP_LEFT: Vector2D<i32> = Vector2D::new(175, 15);
pub struct GameState {
level_number: usize,
level: &'static Level,
cursor_state: CursorState,
frame: usize,
item_states: Vec<ItemState>,
}
impl GameState {
pub fn new(level_number: usize) -> Self {
let level = Level::get_level(level_number);
let position = level
.entities
.iter()
.find(|x| x.0 == Item::Hero)
.map(|hero| hero.1.x as usize + PLAY_AREA_WIDTH * hero.1.y as usize)
.unwrap_or(PLAY_AREA_WIDTH * PLAY_AREA_HEIGHT / 2 + PLAY_AREA_WIDTH / 2);
Self {
level_number,
level,
cursor_state: CursorState {
item_position: 0,
board_position: position,
current_place: CursorPlace::Item,
held_item: None,
},
frame: 0,
item_states: vec![ItemState::default(); level.items.len()],
}
}
pub fn create_simulation(&self, sfx: &mut Sfx, loader: &mut SpriteLoader) -> Simulation {
Simulation::generate(
self.item_states
.iter()
.zip(self.level.items)
.filter_map(|(location, item)| match location {
ItemState::Placed(loc) => Some((*loc, *item)),
ItemState::NotPlaced => None,
})
.map(|(location, item)| {
(
item,
Vector2D::new(
(location % PLAY_AREA_WIDTH) as i32,
(location / PLAY_AREA_WIDTH) as i32,
),
)
})
.chain(self.level.entities.iter().map(|x| (x.0, x.1))),
self.level,
sfx,
loader,
)
}
pub fn load_level_background(&self, map: &mut RegularMap, vram_manager: &mut VRamManager) {
crate::backgrounds::load_level_background(map, vram_manager, self.level_number);
}
pub fn force_place(&mut self) {
if self.cursor_state.current_place == CursorPlace::Board {
let position_x = (self.cursor_state.board_position % PLAY_AREA_WIDTH) as i32;
let position_y = (self.cursor_state.board_position / PLAY_AREA_WIDTH) as i32;
let position: Vector2D<_> = (position_x, position_y).into();
let map_tile = self.level.map[(position_x, position_y)];
let fixed_item_at_location = self
.level
.entities
.iter()
.any(|entity| entity.1 == position);
if map_tile == MapElement::Floor && !fixed_item_at_location {
let placeable_item_at_location =
self.item_states.iter().position(|state| match state {
ItemState::Placed(position) => {
*position == self.cursor_state.board_position
}
ItemState::NotPlaced => false,
});
if placeable_item_at_location.is_none() {
if let Some(held_item) = self.cursor_state.held_item {
self.item_states[held_item] =
ItemState::Placed(self.cursor_state.board_position);
self.cursor_state.held_item = None;
}
}
}
}
}
pub fn step(&mut self, input: &ButtonController, sfx: &mut Sfx) {
self.frame = self.frame.wrapping_add(1);
self.cursor_state.update_position(input);
if input.is_just_pressed(Button::A) {
match self.cursor_state.current_place {
CursorPlace::Board => {
let position_x = (self.cursor_state.board_position % PLAY_AREA_WIDTH) as i32;
let position_y = (self.cursor_state.board_position / PLAY_AREA_WIDTH) as i32;
let position: Vector2D<_> = (position_x, position_y).into();
let map_tile = self.level.map[(position_x, position_y)];
let fixed_item_at_location = self
.level
.entities
.iter()
.any(|entity| entity.1 == position);
if map_tile == MapElement::Floor && !fixed_item_at_location {
let placeable_item_at_location =
self.item_states.iter().position(|state| match state {
ItemState::Placed(position) => {
*position == self.cursor_state.board_position
}
ItemState::NotPlaced => false,
});
let played_sound = if let Some(held_item) = self.cursor_state.held_item {
self.item_states[held_item] =
ItemState::Placed(self.cursor_state.board_position);
self.cursor_state.held_item = None;
sfx.place();
true
} else {
false
};
if let Some(placeable_item_at_location) = placeable_item_at_location {
self.cursor_state.held_item = Some(placeable_item_at_location);
self.item_states[placeable_item_at_location] = ItemState::NotPlaced;
if !played_sound {
sfx.select();
}
}
} else {
sfx.bad_selection();
}
}
CursorPlace::Item => {
let item_position = self.cursor_state.item_position;
if matches!(
self.item_states.get(item_position),
Some(ItemState::NotPlaced)
) {
sfx.select();
self.cursor_state.current_place = CursorPlace::Board;
self.cursor_state.held_item = Some(item_position);
} else {
sfx.bad_selection();
}
}
}
}
if input.is_just_pressed(Button::B) {
match self.cursor_state.current_place {
CursorPlace::Item => {
self.cursor_state.current_place = CursorPlace::Board;
self.cursor_state.held_item = None;
}
CursorPlace::Board => {
self.cursor_state.current_place = CursorPlace::Item;
self.cursor_state.held_item = None;
}
}
}
}
pub fn render_arrows(
&self,
loader: &mut SpriteLoader,
oam: &mut OamIterator,
current_turn: Option<usize>,
) {
let is_odd_frame = if current_turn.is_some() {
true
} else {
let frame_index = self.frame / 32;
frame_index % 2 == 1
};
for ((i, direction), slot) in self.level.directions.iter().enumerate().zip(oam) {
let x = (i % 4) as i32;
let y = (i / 4) as i32;
let arrow_position = ARROW_TOP_LEFT + (x * 15, y * 15).into();
let arrow_position = if is_odd_frame {
arrow_odd_frame_offset(*direction)
} else {
(0, 0).into()
} + arrow_position;
let sprite_idx = if Some(i) == current_turn { 1 } else { 0 };
let mut arrow_obj = ObjectUnmanaged::new(
loader.get_vram_sprite(arrow_for_direction(*direction).sprite(sprite_idx)),
);
arrow_obj.show().set_position(arrow_position);
slot.set(&arrow_obj);
}
}
pub fn render(&self, loader: &mut SpriteLoader, mut oam: &mut OamIterator) {
let frame_index = self.frame / 32;
let is_odd_frame = frame_index % 2 == 1;
let mut cursor_obj =
ObjectUnmanaged::new(loader.get_vram_sprite(resources::CURSOR.sprite(0)));
cursor_obj
.show()
.set_position(self.cursor_state.get_position(is_odd_frame));
if let Some(slot) = oam.next() {
slot.set(&cursor_obj);
}
let level = self.level;
self.render_arrows(loader, oam, None);
fn placed_position(position: usize, item: &Item) -> Vector2D<i32> {
let position_x = (position % PLAY_AREA_WIDTH) as i32;
let position_y = (position / PLAY_AREA_WIDTH) as i32;
let position = Vector2D::new(position_x, position_y);
position * 16 + item.map_entity_offset()
}
if let Some(held) = self.cursor_state.held_item {
let item = &level.items[held];
let item_position = placed_position(self.cursor_state.board_position, item);
let mut item_obj = ObjectUnmanaged::new(
loader.get_vram_sprite(item.tag().animation_sprite(frame_index)),
);
item_obj.show().set_position(item_position);
if let Some(slot) = oam.next() {
slot.set(&item_obj);
}
}
for ((item_position, item), slot) in level
.items
.iter()
.enumerate()
.filter_map(|(i, item)| {
let item_position = match self.item_states[i] {
ItemState::Placed(position) => placed_position(position, item),
ItemState::NotPlaced => {
if self.cursor_state.held_item == Some(i) {
return None;
} else {
let x = (i % ITEM_AREA_WIDTH) as i32;
let y = (i / ITEM_AREA_WIDTH) as i32;
ITEM_AREA_TOP_LEFT + (x * 16, y * 16).into()
}
}
};
Some((item_position, item))
})
.zip(&mut oam)
{
let mut item_obj = ObjectUnmanaged::new(
loader.get_vram_sprite(item.tag().animation_sprite(frame_index)),
);
item_obj.show().set_position(item_position);
slot.set(&item_obj);
}
for (entity, slot) in level.entities.iter().zip(&mut oam) {
let entity_position = entity.1 * 16 + entity.0.map_entity_offset();
let mut entity_obj =
ObjectUnmanaged::new(loader.get_vram_sprite(entity.0.shadow_tag().sprite(0)));
entity_obj.show().set_position(entity_position);
slot.set(&entity_obj);
}
}
}
struct CursorState {
item_position: usize,
board_position: usize,
current_place: CursorPlace,
held_item: Option<usize>,
}
#[derive(PartialEq, Eq, Clone, Copy)]
enum CursorPlace {
Item,
Board,
}
impl CursorState {
fn get_position(&self, is_odd_frame: bool) -> Vector2D<i32> {
let odd_frame_offset = if is_odd_frame {
Vector2D::new(1, 1)
} else {
Vector2D::new(0, 0)
};
let place_position: Vector2D<_> = match self.current_place {
CursorPlace::Board => {
let current_x = (self.board_position % PLAY_AREA_WIDTH) as i32;
let current_y = (self.board_position / PLAY_AREA_WIDTH) as i32;
(current_x * 16, current_y * 16).into()
}
CursorPlace::Item => {
let current_x = (self.item_position % ITEM_AREA_WIDTH) as i32;
let current_y = (self.item_position / ITEM_AREA_WIDTH) as i32;
ITEM_AREA_TOP_LEFT + (current_x * 16, current_y * 16).into()
}
};
place_position + CURSOR_OFFSET + odd_frame_offset
}
fn update_position(&mut self, input: &ButtonController) {
let ud: Tri = (
input.is_just_pressed(Button::UP),
input.is_just_pressed(Button::DOWN),
)
.into();
let lr: Tri = (
input.is_just_pressed(Button::LEFT),
input.is_just_pressed(Button::RIGHT),
)
.into();
if ud == Tri::Zero && lr == Tri::Zero {
return;
}
match self.current_place {
CursorPlace::Board => {
let current_x = self.board_position % PLAY_AREA_WIDTH;
let current_y = self.board_position / PLAY_AREA_WIDTH;
let mut new_x = current_x.saturating_add_signed(lr as isize).max(1);
let new_y = current_y
.saturating_add_signed(ud as isize)
.max(1)
.min(PLAY_AREA_HEIGHT - 2);
if new_x == PLAY_AREA_WIDTH - 1 {
new_x = new_x.min(PLAY_AREA_WIDTH - 2);
if self.held_item.is_none() {
self.current_place = CursorPlace::Item;
self.item_position = new_y.saturating_sub(5).clamp(0, ITEM_AREA_HEIGHT - 1)
* ITEM_AREA_WIDTH;
}
}
self.board_position = new_x + new_y * PLAY_AREA_WIDTH;
}
CursorPlace::Item => {
let current_x = self.item_position % ITEM_AREA_WIDTH;
let current_y = self.item_position / ITEM_AREA_WIDTH;
let mut new_x = current_x.wrapping_add_signed(lr as isize);
let new_y = current_y
.saturating_add_signed(ud as isize)
.min(ITEM_AREA_HEIGHT - 1);
if new_x == usize::MAX {
new_x = 0;
self.current_place = CursorPlace::Board;
self.board_position = (new_y + 5) * PLAY_AREA_WIDTH + PLAY_AREA_WIDTH - 2;
} else {
new_x = new_x.min(ITEM_AREA_WIDTH - 1);
}
self.item_position = new_x + new_y * ITEM_AREA_WIDTH;
}
}
}
}
const fn arrow_for_direction(direction: Direction) -> &'static Tag {
match direction {
Direction::Up => resources::ARROW_UP,
Direction::Down => resources::ARROW_DOWN,
Direction::Left => resources::ARROW_LEFT,
Direction::Right => resources::ARROW_RIGHT,
}
}
const fn arrow_odd_frame_offset(direction: Direction) -> Vector2D<i32> {
match direction {
Direction::Up => Vector2D::new(0, -1),
Direction::Down => Vector2D::new(0, 1),
Direction::Left => Vector2D::new(-1, 0),
Direction::Right => Vector2D::new(1, 0),
}
}
#[derive(Default, Clone)]
enum ItemState {
Placed(usize),
#[default]
NotPlaced,
}