Monsters move after the player moved
this allows direct counter attack or fleeing
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32fffd492d
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970904c411
@ -199,11 +199,13 @@ impl Game {
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}
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}
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/// updates the player's current level. This will remove collected artifacts and dead monsters.
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pub fn update_level(&mut self, ticks: u128) {
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/// ticks is measuring the progress of the game even if the player is not moving, player_moved
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/// indicates the player moved
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pub fn update_level(&mut self, ticks: u128, player_moved: bool) {
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let player_pos = &self.player.get_immutable_position();
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let player_level = player_pos.get_level();
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let level = &mut self.levels[player_level];
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level.update(ticks, &mut self.player, &mut self.messages);
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level.update(ticks, player_moved, &mut self.player, &mut self.messages);
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}
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}
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@ -109,7 +109,7 @@ impl Level {
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}
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}
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}
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pub fn update(&mut self, ticks: u128, player: &mut Player, messages: &mut Vec<String>) {
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pub fn update(&mut self, ticks: u128, player_moved: bool, player: &mut Player, messages: &mut Vec<String>) {
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for (index, a) in &mut self.artifacts.iter().enumerate() {
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if a.was_collected() {
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self.artifacts.remove(index);
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@ -120,7 +120,8 @@ impl Level {
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if self.monsters[index].is_dead() {
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continue;
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}
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if ticks % self.monsters[index].get_ticks_between_steps() != 0 {
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// if the player moved, the monsters move as well all the time
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if !player_moved && ticks % self.monsters[index].get_ticks_between_steps() != 0 {
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continue;
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}
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loop {
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23
src/main.rs
23
src/main.rs
@ -132,6 +132,7 @@ fn main() -> Result<()> {
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messages_area,
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);
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})?;
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let mut player_moved = false;
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if event::poll(std::time::Duration::from_millis(FRAME_LENGTH))? {
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if let event::Event::Key(key) = event::read()? {
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if key.kind == KeyEventKind::Press && key.code == KeyCode::Char('v') {
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@ -149,10 +150,22 @@ fn main() -> Result<()> {
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}
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if key.kind == KeyEventKind::Press {
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let new_pos = match key.code {
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KeyCode::Left => { game.move_player(-1, 0) }
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KeyCode::Right => { game.move_player(1, 0) }
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KeyCode::Up => { game.move_player(0, -1) }
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KeyCode::Down => { game.move_player(0, 1) }
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KeyCode::Left => {
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player_moved = true;
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game.move_player(-1, 0)
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}
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KeyCode::Right => {
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player_moved = true;
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game.move_player(1, 0)
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}
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KeyCode::Up => {
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player_moved = true;
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game.move_player(0, -1)
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}
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KeyCode::Down => {
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player_moved = true;
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game.move_player(0, 1)
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}
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_ => { (0, 0) }
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};
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if !game.player_fights_monster() {
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@ -163,7 +176,7 @@ fn main() -> Result<()> {
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}
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}
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}
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game.update_level(ticks);
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game.update_level(ticks, player_moved);
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if game.get_game_state() != GameState::RUNNING {
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break;
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}
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