mirror of
https://github.com/italicsjenga/agb.git
synced 2024-12-28 18:51:34 +11:00
456 lines
15 KiB
Rust
456 lines
15 KiB
Rust
use agb::{
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display::{
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object::{OamIterator, ObjectUnmanaged, SpriteLoader, Tag},
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tiled::{RegularMap, VRamManager},
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},
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fixnum::Vector2D,
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input::{Button, ButtonController, Tri},
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};
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use alloc::{vec, vec::Vec};
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use crate::{
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level::{Item, Level},
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map::MapElement,
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resources,
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sfx::Sfx,
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};
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use super::simulation::{Direction, Simulation};
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pub const PLAY_AREA_WIDTH: usize = 11;
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pub const PLAY_AREA_HEIGHT: usize = 10;
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const ITEM_AREA_WIDTH: usize = 3;
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const ITEM_AREA_HEIGHT: usize = 3;
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const ITEM_AREA_TOP_LEFT: Vector2D<i32> = Vector2D::new(179, 96);
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const CURSOR_OFFSET: Vector2D<i32> = Vector2D::new(14, 14);
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const ARROW_TOP_LEFT: Vector2D<i32> = Vector2D::new(175, 15);
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pub struct GameState {
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level_number: usize,
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level: &'static Level,
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cursor_state: CursorState,
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frame: usize,
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item_states: Vec<ItemState>,
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}
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impl GameState {
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pub fn new(level_number: usize) -> Self {
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let level = Level::get_level(level_number);
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let position = level
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.entities
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.iter()
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.find(|x| x.0 == Item::Hero)
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.map(|hero| hero.1.x as usize + PLAY_AREA_WIDTH * hero.1.y as usize)
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.unwrap_or(PLAY_AREA_WIDTH * PLAY_AREA_HEIGHT / 2 + PLAY_AREA_WIDTH / 2);
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Self {
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level_number,
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level,
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cursor_state: CursorState {
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item_position: 0,
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board_position: position,
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current_place: CursorPlace::Item,
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held_item: None,
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},
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frame: 0,
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item_states: vec![ItemState::default(); level.items.len()],
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}
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}
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pub fn create_simulation(&self, sfx: &mut Sfx, loader: &mut SpriteLoader) -> Simulation {
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Simulation::generate(
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self.item_states
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.iter()
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.zip(self.level.items)
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.filter_map(|(location, item)| match location {
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ItemState::Placed(loc) => Some((*loc, *item)),
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ItemState::NotPlaced => None,
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})
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.map(|(location, item)| {
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(
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item,
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Vector2D::new(
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(location % PLAY_AREA_WIDTH) as i32,
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(location / PLAY_AREA_WIDTH) as i32,
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),
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)
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})
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.chain(self.level.entities.iter().map(|x| (x.0, x.1))),
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self.level,
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sfx,
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loader,
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)
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}
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pub fn load_level_background(&self, map: &mut RegularMap, vram_manager: &mut VRamManager) {
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crate::backgrounds::load_level_background(map, vram_manager, self.level_number);
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}
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pub fn force_place(&mut self) {
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if self.cursor_state.current_place == CursorPlace::Board {
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let position_x = (self.cursor_state.board_position % PLAY_AREA_WIDTH) as i32;
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let position_y = (self.cursor_state.board_position / PLAY_AREA_WIDTH) as i32;
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let position: Vector2D<_> = (position_x, position_y).into();
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let map_tile = self.level.map[(position_x, position_y)];
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let fixed_item_at_location = self
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.level
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.entities
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.iter()
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.any(|entity| entity.1 == position);
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if map_tile == MapElement::Floor && !fixed_item_at_location {
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let placeable_item_at_location =
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self.item_states.iter().position(|state| match state {
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ItemState::Placed(position) => {
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*position == self.cursor_state.board_position
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}
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ItemState::NotPlaced => false,
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});
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if placeable_item_at_location.is_none() {
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if let Some(held_item) = self.cursor_state.held_item {
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self.item_states[held_item] =
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ItemState::Placed(self.cursor_state.board_position);
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self.cursor_state.held_item = None;
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}
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}
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}
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}
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}
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pub fn step(&mut self, input: &ButtonController, sfx: &mut Sfx) {
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self.frame = self.frame.wrapping_add(1);
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self.cursor_state.update_position(input);
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if input.is_just_pressed(Button::A) {
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match self.cursor_state.current_place {
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CursorPlace::Board => {
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let position_x = (self.cursor_state.board_position % PLAY_AREA_WIDTH) as i32;
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let position_y = (self.cursor_state.board_position / PLAY_AREA_WIDTH) as i32;
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let position: Vector2D<_> = (position_x, position_y).into();
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let map_tile = self.level.map[(position_x, position_y)];
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let fixed_item_at_location = self
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.level
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.entities
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.iter()
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.any(|entity| entity.1 == position);
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if map_tile == MapElement::Floor && !fixed_item_at_location {
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let placeable_item_at_location =
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self.item_states.iter().position(|state| match state {
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ItemState::Placed(position) => {
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*position == self.cursor_state.board_position
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}
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ItemState::NotPlaced => false,
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});
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let played_sound = if let Some(held_item) = self.cursor_state.held_item {
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self.item_states[held_item] =
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ItemState::Placed(self.cursor_state.board_position);
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self.cursor_state.held_item = None;
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sfx.place();
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true
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} else {
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false
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};
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if let Some(placeable_item_at_location) = placeable_item_at_location {
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self.cursor_state.held_item = Some(placeable_item_at_location);
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self.item_states[placeable_item_at_location] = ItemState::NotPlaced;
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if !played_sound {
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sfx.select();
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}
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}
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} else {
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sfx.bad_selection();
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}
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}
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CursorPlace::Item => {
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let item_position = self.cursor_state.item_position;
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if matches!(
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self.item_states.get(item_position),
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Some(ItemState::NotPlaced)
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) {
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sfx.select();
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self.cursor_state.current_place = CursorPlace::Board;
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self.cursor_state.held_item = Some(item_position);
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} else {
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sfx.bad_selection();
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}
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}
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}
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}
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if input.is_just_pressed(Button::B) {
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match self.cursor_state.current_place {
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CursorPlace::Item => {
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self.cursor_state.current_place = CursorPlace::Board;
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self.cursor_state.held_item = None;
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}
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CursorPlace::Board => {
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self.cursor_state.current_place = CursorPlace::Item;
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self.cursor_state.held_item = None;
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}
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}
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}
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}
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pub fn render_arrows(
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&self,
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loader: &mut SpriteLoader,
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oam: &mut OamIterator,
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current_turn: Option<usize>,
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) {
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let is_odd_frame = if current_turn.is_some() {
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true
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} else {
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let frame_index = self.frame / 32;
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frame_index % 2 == 1
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};
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for ((i, direction), slot) in self.level.directions.iter().enumerate().zip(oam) {
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let x = (i % 4) as i32;
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let y = (i / 4) as i32;
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let arrow_position = ARROW_TOP_LEFT + (x * 15, y * 15).into();
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let arrow_position = if is_odd_frame {
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arrow_odd_frame_offset(*direction)
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} else {
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(0, 0).into()
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} + arrow_position;
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let sprite_idx = if Some(i) == current_turn { 1 } else { 0 };
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let mut arrow_obj = ObjectUnmanaged::new(
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loader.get_vram_sprite(arrow_for_direction(*direction).sprite(sprite_idx)),
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);
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arrow_obj.show().set_position(arrow_position);
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slot.set(&arrow_obj);
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}
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}
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pub fn render(&self, loader: &mut SpriteLoader, mut oam: &mut OamIterator) {
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let frame_index = self.frame / 32;
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let is_odd_frame = frame_index % 2 == 1;
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let mut cursor_obj =
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ObjectUnmanaged::new(loader.get_vram_sprite(resources::CURSOR.sprite(0)));
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cursor_obj
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.show()
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.set_position(self.cursor_state.get_position(is_odd_frame));
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if let Some(slot) = oam.next() {
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slot.set(&cursor_obj);
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}
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let level = self.level;
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self.render_arrows(loader, oam, None);
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fn placed_position(position: usize, item: &Item) -> Vector2D<i32> {
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let position_x = (position % PLAY_AREA_WIDTH) as i32;
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let position_y = (position / PLAY_AREA_WIDTH) as i32;
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let position = Vector2D::new(position_x, position_y);
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position * 16 + item.map_entity_offset()
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}
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if let Some(held) = self.cursor_state.held_item {
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let item = &level.items[held];
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let item_position = placed_position(self.cursor_state.board_position, item);
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let mut item_obj = ObjectUnmanaged::new(
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loader.get_vram_sprite(item.tag().animation_sprite(frame_index)),
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);
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item_obj.show().set_position(item_position);
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if let Some(slot) = oam.next() {
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slot.set(&item_obj);
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}
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}
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for ((item_position, item), slot) in level
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.items
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.iter()
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.enumerate()
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.filter_map(|(i, item)| {
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let item_position = match self.item_states[i] {
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ItemState::Placed(position) => placed_position(position, item),
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ItemState::NotPlaced => {
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if self.cursor_state.held_item == Some(i) {
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return None;
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} else {
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let x = (i % ITEM_AREA_WIDTH) as i32;
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let y = (i / ITEM_AREA_WIDTH) as i32;
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ITEM_AREA_TOP_LEFT + (x * 16, y * 16).into()
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}
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}
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};
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Some((item_position, item))
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})
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.zip(&mut oam)
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{
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let mut item_obj = ObjectUnmanaged::new(
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loader.get_vram_sprite(item.tag().animation_sprite(frame_index)),
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);
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item_obj.show().set_position(item_position);
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slot.set(&item_obj);
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}
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for (entity, slot) in level.entities.iter().zip(&mut oam) {
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let entity_position = entity.1 * 16 + entity.0.map_entity_offset();
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let mut entity_obj =
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ObjectUnmanaged::new(loader.get_vram_sprite(entity.0.shadow_tag().sprite(0)));
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entity_obj.show().set_position(entity_position);
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slot.set(&entity_obj);
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}
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}
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}
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struct CursorState {
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item_position: usize,
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board_position: usize,
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current_place: CursorPlace,
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held_item: Option<usize>,
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}
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#[derive(PartialEq, Eq, Clone, Copy)]
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enum CursorPlace {
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Item,
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Board,
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}
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impl CursorState {
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fn get_position(&self, is_odd_frame: bool) -> Vector2D<i32> {
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let odd_frame_offset = if is_odd_frame {
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Vector2D::new(1, 1)
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} else {
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Vector2D::new(0, 0)
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};
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let place_position: Vector2D<_> = match self.current_place {
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CursorPlace::Board => {
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let current_x = (self.board_position % PLAY_AREA_WIDTH) as i32;
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let current_y = (self.board_position / PLAY_AREA_WIDTH) as i32;
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(current_x * 16, current_y * 16).into()
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}
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CursorPlace::Item => {
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let current_x = (self.item_position % ITEM_AREA_WIDTH) as i32;
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let current_y = (self.item_position / ITEM_AREA_WIDTH) as i32;
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ITEM_AREA_TOP_LEFT + (current_x * 16, current_y * 16).into()
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}
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};
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place_position + CURSOR_OFFSET + odd_frame_offset
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}
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fn update_position(&mut self, input: &ButtonController) {
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let ud: Tri = (
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input.is_just_pressed(Button::UP),
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input.is_just_pressed(Button::DOWN),
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)
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.into();
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let lr: Tri = (
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input.is_just_pressed(Button::LEFT),
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input.is_just_pressed(Button::RIGHT),
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)
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.into();
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if ud == Tri::Zero && lr == Tri::Zero {
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return;
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}
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match self.current_place {
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CursorPlace::Board => {
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let current_x = self.board_position % PLAY_AREA_WIDTH;
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let current_y = self.board_position / PLAY_AREA_WIDTH;
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let mut new_x = current_x.saturating_add_signed(lr as isize).max(1);
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let new_y = current_y
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.saturating_add_signed(ud as isize)
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.max(1)
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.min(PLAY_AREA_HEIGHT - 2);
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if new_x == PLAY_AREA_WIDTH - 1 {
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new_x = new_x.min(PLAY_AREA_WIDTH - 2);
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if self.held_item.is_none() {
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self.current_place = CursorPlace::Item;
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self.item_position = new_y.saturating_sub(5).clamp(0, ITEM_AREA_HEIGHT - 1)
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* ITEM_AREA_WIDTH;
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}
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}
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self.board_position = new_x + new_y * PLAY_AREA_WIDTH;
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}
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CursorPlace::Item => {
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let current_x = self.item_position % ITEM_AREA_WIDTH;
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let current_y = self.item_position / ITEM_AREA_WIDTH;
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let mut new_x = current_x.wrapping_add_signed(lr as isize);
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let new_y = current_y
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.saturating_add_signed(ud as isize)
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.min(ITEM_AREA_HEIGHT - 1);
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if new_x == usize::MAX {
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new_x = 0;
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self.current_place = CursorPlace::Board;
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self.board_position = (new_y + 5) * PLAY_AREA_WIDTH + PLAY_AREA_WIDTH - 2;
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} else {
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new_x = new_x.min(ITEM_AREA_WIDTH - 1);
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}
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self.item_position = new_x + new_y * ITEM_AREA_WIDTH;
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}
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}
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}
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}
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const fn arrow_for_direction(direction: Direction) -> &'static Tag {
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match direction {
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Direction::Up => resources::ARROW_UP,
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Direction::Down => resources::ARROW_DOWN,
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Direction::Left => resources::ARROW_LEFT,
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Direction::Right => resources::ARROW_RIGHT,
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}
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}
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const fn arrow_odd_frame_offset(direction: Direction) -> Vector2D<i32> {
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match direction {
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Direction::Up => Vector2D::new(0, -1),
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Direction::Down => Vector2D::new(0, 1),
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Direction::Left => Vector2D::new(-1, 0),
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Direction::Right => Vector2D::new(1, 0),
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}
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}
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#[derive(Default, Clone)]
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enum ItemState {
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Placed(usize),
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#[default]
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NotPlaced,
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}
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