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6f4c37728f
...
a0635de65a
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@ -6,7 +6,6 @@ use crate::position::Position;
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pub trait Artifact {
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pub trait Artifact {
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//! An artifact that can be collected by the player
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//! An artifact that can be collected by the player
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/// get the character and color used to draw the artifact into the level
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fn get_representation(&self) -> (&str, Color);
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fn get_representation(&self) -> (&str, Color);
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/// get the position of the artifact in the level
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/// get the position of the artifact in the level
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fn get_immutable_position(&self) -> &Position;
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fn get_immutable_position(&self) -> &Position;
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@ -16,17 +15,13 @@ pub trait Artifact {
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fn was_collected(&self) -> bool;
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fn was_collected(&self) -> bool;
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}
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}
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/// An artifact that contains a random amount of gold pieces.
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pub struct Chest {
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pub struct Chest {
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/// the chests position
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/// a chest that contains some gold
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position: Position,
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position: Position,
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/// the chests value
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gold: usize,
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gold: usize,
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}
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}
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impl Chest {
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impl Chest {
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/// create a chest at the given position with a random amount of gold.
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/// The gold amount depends on the level, the deeper you go, the more you get.
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pub fn new(position: Position) -> Self {
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pub fn new(position: Position) -> Self {
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let min_gold = 10 * (position.get_level() + 1);
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let min_gold = 10 * (position.get_level() + 1);
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let max_gold = min_gold + 10 * position.get_level();
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let max_gold = min_gold + 10 * position.get_level();
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@ -59,13 +54,10 @@ impl Artifact for Chest {
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}
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}
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}
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}
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#[derive(Clone, Copy)]
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/// An artifact that gives the player some health on consumption.
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pub struct Potion {
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pub struct Potion {
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/// a potion that restores some health
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/// a potion that restores some health
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position: Position,
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position: Position,
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health: usize,
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health: usize,
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was_collected: bool,
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}
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}
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impl Potion {
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impl Potion {
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@ -75,29 +67,19 @@ impl Potion {
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Self {
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Self {
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position,
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position,
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health: rand::thread_rng().gen_range(min_health_gain..=max_health_gain),
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health: rand::thread_rng().gen_range(min_health_gain..=max_health_gain),
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was_collected: false,
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}
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}
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}
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}
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pub fn get_health(&self) -> usize {
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self.health
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}
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}
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}
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impl Artifact for Potion {
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impl Artifact for Potion {
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fn get_representation(&self) -> (&str, Color) {
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fn get_representation(&self) -> (&str, Color) {
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("P", Color::Green)
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("P", Color::Green)
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}
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}
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fn get_immutable_position(&self) -> &Position {
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fn get_immutable_position(&self) -> &Position {
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&self.position
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&self.position
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}
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}
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fn collect(&mut self, player: &mut Player, messages: &mut Vec<String>) {
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fn collect(&mut self, player: &mut Player, messages: &mut Vec<String>) {
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//! called when the player walked on to a potion.
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// only consume potion of the player can gain at least one health point
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//!
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//! Depending on health status and inventory usage the potion will
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//! be consumed directly or moved to inventory.
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if !player.is_healthy() {
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if !player.is_healthy() {
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let old = player.get_life();
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let old = player.get_life();
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player.change_life(self.health.try_into().unwrap());
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player.change_life(self.health.try_into().unwrap());
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@ -107,16 +89,15 @@ impl Artifact for Potion {
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format!("picked up potion and gained {} health.", new - old).to_string(),
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format!("picked up potion and gained {} health.", new - old).to_string(),
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);
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);
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self.health = 0;
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self.health = 0;
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self.was_collected = true;
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} else if player.add_to_inventory(self) {
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messages.insert(0, "move potion to inventory.".to_string());
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self.was_collected = true;
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} else {
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} else {
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messages.insert(0, "inventory is full.".to_string());
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messages.insert(
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0,
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"not using the potion because you're healthy.".to_string(),
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);
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}
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}
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}
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}
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fn was_collected(&self) -> bool {
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fn was_collected(&self) -> bool {
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self.was_collected
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self.health == 0
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}
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}
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}
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}
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@ -22,7 +22,6 @@ pub struct Game {
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player: Player,
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player: Player,
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/// the levels of the game
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/// the levels of the game
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levels: Vec<Level>,
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levels: Vec<Level>,
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/// messages that are displayed in the ui
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pub messages: Vec<String>,
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pub messages: Vec<String>,
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}
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}
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@ -131,7 +130,7 @@ impl Game {
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let (next_level, x, y) = self.next_start();
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let (next_level, x, y) = self.next_start();
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player_level = next_level;
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player_level = next_level;
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self.messages
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self.messages
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.insert(0, format!("you climb down to level {}.", next_level + 1));
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.insert(0, format!("you climb down to level {}.", next_level));
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self.get_mutable_player()
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self.get_mutable_player()
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.get_position()
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.get_position()
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.set(next_level, x, y);
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.set(next_level, x, y);
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@ -141,7 +140,7 @@ impl Game {
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let (next_level, x, y) = self.prev_end();
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let (next_level, x, y) = self.prev_end();
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player_level = next_level;
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player_level = next_level;
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self.messages
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self.messages
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.insert(0, format!("you climb up to level {}.", next_level + 1));
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.insert(0, format!("you climb up to level {}.", next_level));
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self.get_mutable_player()
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self.get_mutable_player()
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.get_position()
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.get_position()
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.set(next_level, x, y);
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.set(next_level, x, y);
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@ -6,10 +6,6 @@ use rand::Rng;
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use crate::artifacts::Artifact;
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use crate::artifacts::Artifact;
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#[cfg(test)]
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#[cfg(test)]
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use crate::artifacts::{Chest, Potion};
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use crate::artifacts::{Chest, Potion};
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use crate::level_generator::ROOMS_HORIZONTAL;
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use crate::level_generator::ROOMS_VERTICAL;
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use crate::level_generator::ROOM_HEIGHT;
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use crate::level_generator::ROOM_WIDTH;
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use crate::monster::Monster;
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use crate::monster::Monster;
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#[cfg(test)]
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#[cfg(test)]
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use crate::monster::{Orc, Rat};
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use crate::monster::{Orc, Rat};
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@ -17,8 +13,8 @@ use crate::player::Player;
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use crate::position::HasPosition;
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use crate::position::HasPosition;
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use crate::position::Position;
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use crate::position::Position;
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pub const LEVEL_WIDTH: usize = 1 + ROOMS_VERTICAL * ROOM_WIDTH;
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pub const LEVEL_WIDTH: usize = 50;
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pub const LEVEL_HEIGHT: usize = 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT;
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pub const LEVEL_HEIGHT: usize = 25;
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#[derive(Copy, Clone, Debug, PartialEq)]
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#[derive(Copy, Clone, Debug, PartialEq)]
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pub enum StructureElement {
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pub enum StructureElement {
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@ -14,11 +14,11 @@ use crate::level::{Level, StructureElement};
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use crate::monster::{Monster, Orc, Rat, Snake};
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use crate::monster::{Monster, Orc, Rat, Snake};
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use crate::position::Position;
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use crate::position::Position;
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pub const ROOMS_VERTICAL: usize = 9;
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const ROOMS_VERTICAL: usize = 7;
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pub const ROOMS_HORIZONTAL: usize = 7;
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const ROOMS_HORIZONTAL: usize = 4;
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pub const ROOM_WIDTH: usize = 7;
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const ROOM_WIDTH: usize = 7;
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pub const ROOM_HEIGHT: usize = 6;
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const ROOM_HEIGHT: usize = 6;
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#[derive(PartialEq, Copy, Clone)]
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#[derive(PartialEq, Copy, Clone)]
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enum RoomType {
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enum RoomType {
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59
src/main.rs
59
src/main.rs
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@ -33,9 +33,6 @@ mod position;
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/// length of a game frame in ms
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/// length of a game frame in ms
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pub const FRAME_LENGTH: u64 = 100;
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pub const FRAME_LENGTH: u64 = 100;
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pub const MIN_WIDTH: u16 = 120;
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pub const MIN_HEIGHT: u16 = 30;
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//
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//
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fn main() -> Result<()> {
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fn main() -> Result<()> {
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let mut game = Game::new(Player::new(realname().as_str(), 30));
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let mut game = Game::new(Player::new(realname().as_str(), 30));
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@ -57,30 +54,27 @@ fn main() -> Result<()> {
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// don't draw stuff except an info box if the terminal is too small (less than 80x25)
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// don't draw stuff except an info box if the terminal is too small (less than 80x25)
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// to prevent the read drawing code from crashing the game.
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// to prevent the read drawing code from crashing the game.
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if area.width < MIN_WIDTH || area.height < MIN_HEIGHT {
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if area.width < 80 || area.height < 25 {
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let block = Block::default()
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let block = Block::default()
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.title("Info")
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.title("Info")
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.borders(Borders::ALL)
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.borders(Borders::ALL)
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.border_style(Style::default().fg(Color::White))
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.border_style(Style::default().fg(Color::White))
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.border_type(BorderType::Rounded)
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.border_type(BorderType::Rounded)
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.style(Style::default().bg(Color::Black));
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.style(Style::default().bg(Color::Black));
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let paragraph = Paragraph::new(format!(
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let paragraph = Paragraph::new("Terminal needs to be at leas 80x25!")
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"Terminal needs to be at leas {}x{}!",
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.block(block)
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MIN_WIDTH, MIN_HEIGHT
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.wrap(Wrap { trim: true });
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))
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.block(block)
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.wrap(Wrap { trim: true });
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frame.render_widget(paragraph, area);
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frame.render_widget(paragraph, area);
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return;
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return;
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}
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}
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if area.width > MIN_WIDTH {
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if area.width > 80 {
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area.x = (area.width - MIN_WIDTH) / 2;
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area.x = (area.width - 80) / 2;
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area.width = MIN_WIDTH;
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area.width = 80;
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}
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}
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if area.height > MIN_HEIGHT {
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if area.height > 25 {
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area.y = (area.height - level::LEVEL_HEIGHT as u16) / 2;
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area.y = (area.height - 25) / 2;
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area.height = level::LEVEL_HEIGHT as u16;
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area.height = 25;
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}
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}
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let map_area = Rect {
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let map_area = Rect {
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@ -92,10 +86,10 @@ fn main() -> Result<()> {
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frame.render_stateful_widget(LevelWidget {}, map_area, &mut game);
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frame.render_stateful_widget(LevelWidget {}, map_area, &mut game);
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let stats_area = Rect {
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let stats_area = Rect {
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x: area.x + map_area.width,
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x: area.x + 50,
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y: area.y,
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y: area.y,
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width: MIN_WIDTH - map_area.width,
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width: 30,
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height: map_area.height / 2 + 1,
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height: 15,
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};
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};
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let block = Block::default()
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let block = Block::default()
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.title(
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.title(
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|
@ -109,24 +103,22 @@ fn main() -> Result<()> {
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.style(Style::default().bg(Color::Blue));
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.style(Style::default().bg(Color::Blue));
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frame.render_widget(
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frame.render_widget(
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Paragraph::new(format!(
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Paragraph::new(format!(
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"Health: {}/{}\nExp: {}\nGold: {}\nLevel: {}\nInventory: {}/{}",
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"Health: {}/{}\nExp: {}\nGold: {}\nLevel: {}",
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game.get_player().get_life(),
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game.get_player().get_life(),
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game.get_player().get_max_life(),
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game.get_player().get_max_life(),
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game.get_player().get_experience(),
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game.get_player().get_experience(),
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game.get_player().get_gold(),
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game.get_player().get_gold(),
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game.get_player().get_immutable_position().get_level() + 1,
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game.get_player().get_immutable_position().get_level() + 1
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game.get_player().inventory_size().0,
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game.get_player().inventory_size().1,
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))
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))
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.block(block)
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.block(block)
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.wrap(Wrap { trim: true }),
|
.wrap(Wrap { trim: true }),
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stats_area,
|
stats_area,
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);
|
);
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let messages_area = Rect {
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let messages_area = Rect {
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x: area.x + map_area.width,
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x: area.x + 50,
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y: area.y + map_area.height / 2 + 1,
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y: area.y + 15,
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width: MIN_WIDTH - map_area.width,
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width: 30,
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height: map_area.height / 2,
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height: 10,
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||||||
};
|
};
|
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// Display the latest messages from the game to the user
|
// Display the latest messages from the game to the user
|
||||||
let block = Block::default()
|
let block = Block::default()
|
||||||
|
@ -163,19 +155,6 @@ fn main() -> Result<()> {
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.to_string(),
|
.to_string(),
|
||||||
);
|
);
|
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}
|
}
|
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KeyCode::Char('p') => {
|
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let gained_health = game.get_mutable_player().consume_inventory();
|
|
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if gained_health > 0 {
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game.messages.insert(
|
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0,
|
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format!(
|
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"used a potion from inventory and gained {} health.",
|
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gained_health
|
|
||||||
)
|
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||||||
.to_string(),
|
|
||||||
);
|
|
||||||
}
|
|
||||||
}
|
|
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KeyCode::Char('q') => {
|
KeyCode::Char('q') => {
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,7 +1,6 @@
|
||||||
use rand::Rng;
|
use rand::Rng;
|
||||||
use std::cmp::{max, min};
|
use std::cmp::{max, min};
|
||||||
|
|
||||||
use crate::artifacts::Potion;
|
|
||||||
use crate::position::{HasPosition, Position};
|
use crate::position::{HasPosition, Position};
|
||||||
|
|
||||||
pub struct Player {
|
pub struct Player {
|
||||||
|
@ -11,8 +10,6 @@ pub struct Player {
|
||||||
max_life: i16,
|
max_life: i16,
|
||||||
gold: usize,
|
gold: usize,
|
||||||
experience: usize,
|
experience: usize,
|
||||||
inventory: Vec<Potion>,
|
|
||||||
inventory_slots: usize,
|
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Player {
|
impl Player {
|
||||||
|
@ -24,8 +21,6 @@ impl Player {
|
||||||
max_life,
|
max_life,
|
||||||
gold: 0,
|
gold: 0,
|
||||||
experience: 0,
|
experience: 0,
|
||||||
inventory: vec![],
|
|
||||||
inventory_slots: 2,
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
pub fn get_name(&self) -> String {
|
pub fn get_name(&self) -> String {
|
||||||
|
@ -70,30 +65,6 @@ impl Player {
|
||||||
pub fn damage(&self) -> usize {
|
pub fn damage(&self) -> usize {
|
||||||
rand::thread_rng().gen_range(1..4)
|
rand::thread_rng().gen_range(1..4)
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn add_to_inventory(&mut self, potion: &Potion) -> bool {
|
|
||||||
if self.inventory.len() < self.inventory_slots {
|
|
||||||
self.inventory.push(*potion);
|
|
||||||
true
|
|
||||||
} else {
|
|
||||||
false
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
pub fn inventory_size(&self) -> (usize, usize) {
|
|
||||||
(self.inventory.len(), self.inventory_slots)
|
|
||||||
}
|
|
||||||
|
|
||||||
pub fn consume_inventory(&mut self) -> usize {
|
|
||||||
if self.is_healthy() {
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
if let Some(potion) = self.inventory.pop() {
|
|
||||||
self.change_life(potion.get_health() as i16);
|
|
||||||
return potion.get_health();
|
|
||||||
}
|
|
||||||
0
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
impl HasPosition for Player {
|
impl HasPosition for Player {
|
||||||
|
@ -114,7 +85,6 @@ fn test_get_name() {
|
||||||
max_life: 10,
|
max_life: 10,
|
||||||
gold: 0,
|
gold: 0,
|
||||||
experience: 0,
|
experience: 0,
|
||||||
inventory: vec![],
|
|
||||||
};
|
};
|
||||||
assert_eq!(p.get_name(), "Teddy Tester");
|
assert_eq!(p.get_name(), "Teddy Tester");
|
||||||
}
|
}
|
||||||
|
@ -138,7 +108,6 @@ fn test_change_life() {
|
||||||
max_life: 10,
|
max_life: 10,
|
||||||
gold: 0,
|
gold: 0,
|
||||||
experience: 0,
|
experience: 0,
|
||||||
inventory: vec![],
|
|
||||||
};
|
};
|
||||||
assert_eq!(p.get_life(), 5);
|
assert_eq!(p.get_life(), 5);
|
||||||
p.change_life(-2);
|
p.change_life(-2);
|
||||||
|
@ -172,7 +141,6 @@ fn test_max_life() {
|
||||||
max_life: 10,
|
max_life: 10,
|
||||||
gold: 0,
|
gold: 0,
|
||||||
experience: 0,
|
experience: 0,
|
||||||
inventory: vec![],
|
|
||||||
};
|
};
|
||||||
assert_eq!(p.get_max_life(), 10);
|
assert_eq!(p.get_max_life(), 10);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue