summaryrefslogtreecommitdiff
path: root/src/main.rs
blob: 060e68150e14c6280f735efcb9bfc7028cafc598 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
extern crate gate;

use gate::{App, AppContext, AppInfo, KeyCode};
use gate::renderer::{Renderer, Affine};

extern crate rand;

use rand::distributions::IndependentSample;
use rand::Isaac64Rng;
use std::f64::consts::PI;
use std::f64::consts::FRAC_PI_2;

mod asset_id { include!(concat!(env!("OUT_DIR"), "/asset_id.rs")); }
use asset_id::*;

mod geometry;
use geometry::*;
    
mod hitbox;
use hitbox::*;

mod entities;
use entities::bug::Bug;
use entities::home::Home;

struct BugBasherGame {
    rng: Isaac64Rng,
    bugs: Vec<Bug>,
    home: Home,
    points: i64,
    lives: i64,
    game_over: bool,
    time_to_next_bug: f64,
    total_time: f64,
    camera: Affine
}

impl App<AssetId> for BugBasherGame {
    fn start(&mut self, _ctx: &mut AppContext<AssetId>) {
    }

    fn advance(&mut self, seconds: f64, _ctx: &mut AppContext<AssetId>) {
        if !self.game_over {
            self.bugs.retain(|b| b.alive);
            for bug in self.bugs.iter_mut() {
                bug.advance(seconds);
                if self.home.touches_circle(bug) {
                    bug.alive = false;
                    self.lives -= 1;
                }
            }
            self.home.advance(seconds);
            if self.lives <= 0 {
                self.game_over = true;
            }
        
            self.time_to_next_bug -= seconds;
            self.total_time += seconds;
            
            if self.time_to_next_bug <= 0. {
                let mean = if self.total_time < 30. {
                    f64::max(4. - (self.total_time as f64 * 0.2), 1.)
                } else if self.total_time < 60. {
                    f64::max(1. - ((self.total_time as f64 - 30.) * 0.05), 0.5)
                } else if self.total_time < 90. {
                    f64::max(0.5 - ((self.total_time as f64 - 60.) * 0.05), 0.3)
                } else {
                    f64::max(0.3 - ((self.total_time as f64 - 90.) * 0.005), 0.2)
                };
                
                let sd = mean / 3.;
                let time_dist = rand::distributions::Normal::new(mean, sd);
                self.time_to_next_bug = time_dist.ind_sample(&mut self.rng);

                let angle_dist = rand::distributions::Range::new(0., 2.*PI);
                let angle = angle_dist.ind_sample(&mut self.rng);
                self.bugs.push(Bug::new(
                    angle.cos()*1000.,
                    angle.sin()*1000.
                ));
                
            }
        }
    }

    fn key_down(&mut self, key: KeyCode, ctx: &mut AppContext<AssetId>) {
        let (x, y) = self.camera.invert_translate().apply_f64(ctx.cursor());
        match key {
            KeyCode::MouseLeft => {
                for bug in self.bugs.iter_mut().filter(|bug| bug.touches_point(Vec2d { x, y })) {
                    if !self.game_over && bug.alive == true {
                        self.points += 1;
                    }

                    bug.alive = false;
                }
            },
            KeyCode::Return => {
                self.reset();
            },
            _ => {}
        }
    }

    fn render(&mut self, renderer: &mut Renderer<AssetId>, ctx: &AppContext<AssetId>) {
        let (app_width, app_height) = ctx.dims();
        let (cursor_x, cursor_y) = ctx.cursor();
        self.camera = Affine::translate(app_width/2., app_height/2.);
        
        renderer.clear((255,255,255));
        {
            let points_str = format!("{}", self.points);
            let lives_str = format!("{}", self.lives);
            BugBasherGame::print_string(renderer, &points_str, Alignment::Left, 50., app_height - 50.);
            BugBasherGame::print_string(renderer, &lives_str, Alignment::Right, app_width - 50., app_height - 50.);
        }
        {
            let mut renderer = renderer.sprite_mode();
            renderer.draw(
                &self.camera.post_translate(self.home.pos.x, self.home.pos.y),
                self.home.sprite
            );
            for bug in &self.bugs {
                let affine = if bug.rotation <= FRAC_PI_2 && bug.rotation >= -FRAC_PI_2 {
                    self.camera.post_translate(bug.pos.x, bug.pos.y).pre_rotate(bug.rotation)
                } else {
                    self.camera.post_translate(bug.pos.x, bug.pos.y).pre_rotate(bug.rotation).pre_scale_axes(1., -1.)
                };
                
                renderer.draw(
                    &affine,
                    SpriteId::Pom
                );
            }
        }
        
        if self.game_over {
            {
                let mut renderer = renderer.sprite_mode();
                renderer.draw(
                    &self.camera,
                    SpriteId::Gameover
                );
            }
            {
                let points_str = format!("{}", self.points);
                BugBasherGame::print_string(renderer, &points_str, Alignment::Center, app_width/2., app_height/2.-25.);
            }
        }

        {
            let mut renderer = renderer.sprite_mode();
            renderer.draw(
                &Affine::translate(cursor_x, cursor_y),
                SpriteId::Cursor
            );
        }
    }
}

enum Alignment {
    Left,
    Right,
    Center
}

impl BugBasherGame {
    fn new() -> BugBasherGame {
        let mut game = BugBasherGame {
            rng: Isaac64Rng::new_unseeded(),
            home: Home::new(0., 0.),
            bugs: Vec::with_capacity(1000),
            points: 0,
            lives: 0,
            game_over: true,
            time_to_next_bug: 0.,
            total_time: 0.,
            camera: Affine::id()
        };
        game.reset();
        game
    }

    fn reset(&mut self) {
        self.bugs = Vec::with_capacity(1000);
        self.points = 0;
        self.lives = 3;
        self.game_over = false;
        self.time_to_next_bug = 0.;
        self.total_time = 0.;
    }

    fn print_string(renderer: &mut Renderer<AssetId>, string: &str, alignment: Alignment, x: f64, y: f64) {
        let letter_spacing = 45.;
        let left = match alignment {
            Alignment::Left => x,
            Alignment::Right => x - string.len() as f64 * letter_spacing,
            Alignment::Center => x - string.len() as f64 * letter_spacing / 2.
        };
        
        let mut renderer = renderer.sprite_mode();
        for (i, c) in string.chars().enumerate() {
            let affine = Affine::translate(left + i as f64 * letter_spacing, y);
            let tile = match c {
                '-' => SpriteId::NumberFontR0C0,
                '0' => SpriteId::NumberFontR0C1,
                '1' => SpriteId::NumberFontR0C2,
                '2' => SpriteId::NumberFontR0C3,
                '3' => SpriteId::NumberFontR0C4,
                '4' => SpriteId::NumberFontR0C5,
                '5' => SpriteId::NumberFontR0C6,
                '6' => SpriteId::NumberFontR0C7,
                '7' => SpriteId::NumberFontR0C8,
                '8' => SpriteId::NumberFontR0C9,
                '9' => SpriteId::NumberFontR0C10,
                _ => SpriteId::NumberFontR0C0,
            };
            renderer.draw(&affine, tile);
        };
    }
}

fn main() {
    let info = AppInfo::with_max_dims(2000., 1000.)
        .tile_width(16)
        .title("Nap Attack");
    gate::run(info, BugBasherGame::new());
}