Monsters move after the player moved

this allows direct counter attack or fleeing
This commit is contained in:
Joachim Lusiardi 2024-01-19 10:39:05 +01:00
parent 32fffd492d
commit 970904c411
3 changed files with 25 additions and 9 deletions

View File

@ -199,11 +199,13 @@ impl Game {
}
}
/// updates the player's current level. This will remove collected artifacts and dead monsters.
pub fn update_level(&mut self, ticks: u128) {
/// ticks is measuring the progress of the game even if the player is not moving, player_moved
/// indicates the player moved
pub fn update_level(&mut self, ticks: u128, player_moved: bool) {
let player_pos = &self.player.get_immutable_position();
let player_level = player_pos.get_level();
let level = &mut self.levels[player_level];
level.update(ticks, &mut self.player, &mut self.messages);
level.update(ticks, player_moved, &mut self.player, &mut self.messages);
}
}

View File

@ -109,7 +109,7 @@ impl Level {
}
}
}
pub fn update(&mut self, ticks: u128, player: &mut Player, messages: &mut Vec<String>) {
pub fn update(&mut self, ticks: u128, player_moved: bool, player: &mut Player, messages: &mut Vec<String>) {
for (index, a) in &mut self.artifacts.iter().enumerate() {
if a.was_collected() {
self.artifacts.remove(index);
@ -120,7 +120,8 @@ impl Level {
if self.monsters[index].is_dead() {
continue;
}
if ticks % self.monsters[index].get_ticks_between_steps() != 0 {
// if the player moved, the monsters move as well all the time
if !player_moved && ticks % self.monsters[index].get_ticks_between_steps() != 0 {
continue;
}
loop {

View File

@ -132,6 +132,7 @@ fn main() -> Result<()> {
messages_area,
);
})?;
let mut player_moved = false;
if event::poll(std::time::Duration::from_millis(FRAME_LENGTH))? {
if let event::Event::Key(key) = event::read()? {
if key.kind == KeyEventKind::Press && key.code == KeyCode::Char('v') {
@ -149,10 +150,22 @@ fn main() -> Result<()> {
}
if key.kind == KeyEventKind::Press {
let new_pos = match key.code {
KeyCode::Left => { game.move_player(-1, 0) }
KeyCode::Right => { game.move_player(1, 0) }
KeyCode::Up => { game.move_player(0, -1) }
KeyCode::Down => { game.move_player(0, 1) }
KeyCode::Left => {
player_moved = true;
game.move_player(-1, 0)
}
KeyCode::Right => {
player_moved = true;
game.move_player(1, 0)
}
KeyCode::Up => {
player_moved = true;
game.move_player(0, -1)
}
KeyCode::Down => {
player_moved = true;
game.move_player(0, 1)
}
_ => { (0, 0) }
};
if !game.player_fights_monster() {
@ -163,7 +176,7 @@ fn main() -> Result<()> {
}
}
}
game.update_level(ticks);
game.update_level(ticks, player_moved);
if game.get_game_state() != GameState::RUNNING {
break;
}