diff --git a/examples/invaders/README.md b/examples/invaders/README.md
index 43970d2..18c2f89 100644
--- a/examples/invaders/README.md
+++ b/examples/invaders/README.md
@@ -18,6 +18,10 @@ cargo run --release --package invaders
Pause P: Pause
+R: Reset Game
+
+escape: Quit
+
## GamePad Controls
`D-Pad 🡰` `D-Pad 🡲`: Move tank
diff --git a/examples/invaders/simple-invaders/src/lib.rs b/examples/invaders/simple-invaders/src/lib.rs
index 97921fb..92cb9ef 100644
--- a/examples/invaders/simple-invaders/src/lib.rs
+++ b/examples/invaders/simple-invaders/src/lib.rs
@@ -15,7 +15,9 @@ use crate::collision::Collision;
pub use crate::controls::{Controls, Direction};
use crate::geo::Point;
use crate::loader::{load_assets, Assets};
-use crate::sprites::{blit, Animation, Drawable, Frame, Sprite, SpriteRef};
+use crate::player::Player;
+use crate::shield::Shield;
+use crate::sprites::{blit, Animation, Drawable, Frame, SpriteRef};
use core::time::Duration;
use randomize::PCG32;
@@ -24,6 +26,8 @@ mod controls;
mod debug;
mod geo;
mod loader;
+mod player;
+mod shield;
mod sprites;
/// The screen width is constant (units are in pixels)
@@ -96,22 +100,6 @@ struct Bounds {
bottom_row: usize,
}
-/// The player entity.
-#[derive(Debug)]
-struct Player {
- sprite: SpriteRef,
- pos: Point,
- dt: Duration,
-}
-
-/// The shield entity.
-#[derive(Debug)]
-struct Shield {
- // Shield sprite is not referenced because we want to deform it when it gets shot
- sprite: Sprite,
- pos: Point,
-}
-
/// The laser entity.
#[derive(Debug)]
struct Laser {
@@ -184,31 +172,16 @@ impl World {
/// let world = World::new(seed, false);
/// ```
pub fn new(seed: (u64, u64), debug: bool) -> World {
- use Frame::*;
-
// Load assets first
let assets = load_assets();
// TODO: Create invaders one-at-a-time
- let invaders = Invaders {
- grid: make_invader_grid(&assets),
- stepper: Point::new(COLS - 1, 0),
- direction: Direction::Right,
- descend: false,
- bounds: Bounds::default(),
- };
+ let invaders = Invaders::new(&assets);
let lasers = Vec::new();
let shields = (0..4)
- .map(|i| Shield {
- sprite: Sprite::new(&assets, Shield1),
- pos: Point::new(i * 45 + 32, 192),
- })
+ .map(|i| Shield::new(&assets, Point::new(i * 45 + 32, 192)))
.collect();
- let player = Player {
- sprite: SpriteRef::new(&assets, Player1, Duration::from_millis(100)),
- pos: PLAYER_START,
- dt: Duration::default(),
- };
+ let player = Player::new(&assets);
let bullet = None;
let collision = Collision::default();
let _score = 0;
@@ -459,6 +432,34 @@ impl World {
});
}
}
+
+ pub fn reset_game(&mut self) {
+ // Recreate the alien
+ self.invaders = Invaders::new(&self.assets);
+
+ // Empty laser
+ self.lasers.clear();
+
+ // Recreate the shield
+ self.shields = (0..4)
+ .map(|i| Shield::new(&self.assets, Point::new(i * 45 + 32, 192)))
+ .collect();
+
+ // Reset player position
+ self.player.pos = PLAYER_START;
+
+ // Remove bullet
+ self.bullet = None;
+
+ // Reset collision state
+ self.collision.clear();
+
+ // Reset game score
+ self._score = 0;
+
+ // Set gameover to false
+ self.gameover = false;
+ }
}
/// Create a default `World` with a static PRNG seed.
@@ -471,6 +472,22 @@ impl Default for World {
}
impl Invaders {
+ // New
+ pub fn new(assets: &Assets) -> Self {
+ let grid = make_invader_grid(assets);
+ let stepper = Point::new(COLS - 1, 0);
+ let direction = Direction::Right;
+ let descend = false;
+ let bounds = Bounds::default();
+
+ Invaders {
+ grid,
+ stepper,
+ direction,
+ descend,
+ bounds,
+ }
+ }
/// Compute the bounding box for the Invader fleet.
///
/// # Returns
@@ -501,23 +518,15 @@ impl Invaders {
// Scan through the entire grid
for (y, row) in self.grid.iter().enumerate() {
- for (x, col) in row.iter().enumerate() {
- if col.is_some() {
- // Build a boundary box of invaders in the grid
- if top > y {
- top = y;
- }
- if bottom < y {
- bottom = y;
- }
- if left > x {
- left = x;
- }
- if right < x {
- right = x;
- }
- }
- }
+ row.iter()
+ .enumerate()
+ .filter(|(_, col)| col.is_some())
+ .for_each(|(x, _)| {
+ top = top.min(y);
+ bottom = bottom.max(y);
+ left = left.min(x);
+ right = right.max(x);
+ });
}
if top > bottom || left > right {
diff --git a/examples/invaders/simple-invaders/src/player.rs b/examples/invaders/simple-invaders/src/player.rs
new file mode 100644
index 0000000..35ac199
--- /dev/null
+++ b/examples/invaders/simple-invaders/src/player.rs
@@ -0,0 +1,24 @@
+use crate::geo::Point;
+use crate::loader::Assets;
+use crate::sprites::{Frame, SpriteRef};
+use core::time::Duration;
+
+// Player positioning
+const PLAYER_START: Point = Point::new(80, 216);
+
+/// The player entity.
+#[derive(Debug)]
+pub(crate) struct Player {
+ pub sprite: SpriteRef,
+ pub pos: Point,
+ pub dt: Duration,
+}
+
+impl Player {
+ pub fn new(assets: &Assets) -> Self {
+ let sprite = SpriteRef::new(assets, Frame::Player1, Duration::from_millis(100));
+ let pos = PLAYER_START;
+ let dt = Duration::default();
+ Player { sprite, pos, dt }
+ }
+}
diff --git a/examples/invaders/simple-invaders/src/shield.rs b/examples/invaders/simple-invaders/src/shield.rs
new file mode 100644
index 0000000..c44f5b6
--- /dev/null
+++ b/examples/invaders/simple-invaders/src/shield.rs
@@ -0,0 +1,20 @@
+use crate::geo::Point;
+use crate::loader::Assets;
+use crate::sprites::{Frame, Sprite};
+
+/// The shield entity.
+#[derive(Debug)]
+pub(crate) struct Shield {
+ // Shield sprite is not referenced because we want to deform it when it gets shot
+ pub sprite: Sprite,
+ pub pos: Point,
+}
+
+impl Shield {
+ // New
+ pub fn new(assets: &Assets, pos: Point) -> Self {
+ let sprite = Sprite::new(assets, Frame::Shield1);
+
+ Shield { sprite, pos }
+ }
+}
diff --git a/examples/invaders/src/main.rs b/examples/invaders/src/main.rs
index 299bfd6..5edb678 100644
--- a/examples/invaders/src/main.rs
+++ b/examples/invaders/src/main.rs
@@ -95,6 +95,10 @@ impl Game {
Controls { direction, fire }
};
}
+
+ fn reset_game(&mut self) {
+ self.world.reset_game();
+ }
}
fn main() -> Result<(), Error> {
@@ -165,6 +169,11 @@ fn main() -> Result<(), Error> {
return;
}
+ // Reset game
+ if g.game.input.key_pressed(VirtualKeyCode::R) {
+ g.game.reset_game();
+ }
+
// Resize the window
if let Some(size) = g.game.input.window_resized() {
if let Err(err) = g.game.pixels.resize_surface(size.width, size.height) {