Finish project from first half of the book
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							| @@ -1,7 +1,15 @@ | ||||
| use bracket_lib::prelude::*; | ||||
|  | ||||
| const SCREEN_WIDTH: i32 = 80; | ||||
| const SCREEN_HEIGHT: i32 = 50; | ||||
| const FRAME_DURATION: f32 = 75.0; | ||||
|  | ||||
| struct State { | ||||
|     player: Player, | ||||
|     frame_time: f32, | ||||
|     obstacle: Obstacle, | ||||
|     mode: GameMode, | ||||
|     score: i32, | ||||
| } | ||||
|  | ||||
| struct Player { | ||||
| @@ -10,19 +18,120 @@ struct Player { | ||||
|     velocity: f32, | ||||
| } | ||||
|  | ||||
| impl Player { | ||||
|     fn new(x: i32, y: i32) -> Self { | ||||
|         Player { | ||||
|             x, | ||||
|             y, | ||||
|             velocity: 0.0, | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     fn render(&mut self, ctx: &mut BTerm) { | ||||
|         ctx.set(0, self.y, YELLOW, BLACK, to_cp437('@')) | ||||
|     } | ||||
|  | ||||
|     fn gravity_and_move(&mut self) { | ||||
|         if self.velocity < 2.0 { | ||||
|             self.velocity += 0.2; | ||||
|         } | ||||
|         self.y += self.velocity as i32; | ||||
|         self.x += 1; | ||||
|         if self.y < 0 { | ||||
|             self.y = 0; | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     fn flap(&mut self) { | ||||
|         self.velocity = -2.0; | ||||
|     } | ||||
| } | ||||
|  | ||||
| struct Obstacle { | ||||
|     x: i32, | ||||
|     gap_y: i32, | ||||
|     size: i32, | ||||
| } | ||||
|  | ||||
| impl Obstacle { | ||||
|     fn new(x: i32, score: i32) -> Self { | ||||
|         let mut random = RandomNumberGenerator::new(); | ||||
|         Obstacle { | ||||
|             x, | ||||
|             gap_y: random.range(10, 40), | ||||
|             size: i32::max(2, 20 - score), | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     fn render(&mut self, ctx: &mut BTerm, player_x: i32) { | ||||
|         let screen_x = self.x - player_x; | ||||
|         let half_size = self.size / 2; | ||||
|  | ||||
|         // Draw the top half of the obstacle | ||||
|         for y in 0..self.gap_y - half_size { | ||||
|             ctx.set(screen_x, y, RED, BLACK, to_cp437('|')); | ||||
|         } | ||||
|  | ||||
|         // Draw the lower half of the obstacle | ||||
|         for y in self.gap_y + half_size..SCREEN_HEIGHT { | ||||
|             ctx.set(screen_x, y, RED, BLACK, to_cp437('|')); | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     fn hit_obstacle(&self, player: &Player) -> bool { | ||||
|         let half_size = self.size / 2; | ||||
|         let does_x_match = player.x == self.x; | ||||
|         let player_above_gap = player.y < self.gap_y - half_size; | ||||
|         let player_below_gap = player.y > self.gap_y + half_size; | ||||
|  | ||||
|         does_x_match && (player_above_gap || player_below_gap) | ||||
|     } | ||||
| } | ||||
|  | ||||
| impl State { | ||||
|     fn new() -> State { | ||||
|         State { | ||||
|             player: Player::new(5, 25), | ||||
|             frame_time: 0.0, | ||||
|             obstacle: Obstacle::new(SCREEN_WIDTH, 0), | ||||
|             mode: GameMode::Menu, | ||||
|             score: 0, | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     fn play(&mut self, ctx: &mut BTerm) { | ||||
|         self.mode = GameMode::End; | ||||
|         ctx.cls_bg(NAVY); | ||||
|         self.frame_time += ctx.frame_time_ms; | ||||
|         if self.frame_time > FRAME_DURATION { | ||||
|             self.frame_time = 0.0; | ||||
|             self.player.gravity_and_move(); | ||||
|         } | ||||
|  | ||||
|         if let Some(VirtualKeyCode::Space) = ctx.key { | ||||
|             self.player.flap(); | ||||
|         } | ||||
|  | ||||
|         self.player.render(ctx); | ||||
|         ctx.print(0, 0, "Press SPACE to flap."); | ||||
|         ctx.print(0, 1, &format!("Score: {}", self.score)); | ||||
|  | ||||
|         self.obstacle.render(ctx, self.player.x); | ||||
|         if self.player.x > self.obstacle.x { | ||||
|             self.score += 1; | ||||
|             self.obstacle = Obstacle::new(self.player.x + SCREEN_WIDTH, self.score); | ||||
|         } | ||||
|  | ||||
|         if self.player.y > SCREEN_HEIGHT || self.obstacle.hit_obstacle(&self.player) { | ||||
|             self.mode = GameMode::End; | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     fn restart(&mut self) { | ||||
|         self.player = Player::new(5, 25); | ||||
|  | ||||
|         self.frame_time = 0.0; | ||||
|         self.mode = GameMode::Playing; | ||||
|         self.score = 0; | ||||
|     } | ||||
|  | ||||
|     fn main_menu(&mut self, ctx: &mut BTerm) { | ||||
| @@ -44,6 +153,7 @@ impl State { | ||||
|         ctx.cls(); | ||||
|  | ||||
|         ctx.print_centered(5, "You are dead!"); | ||||
|         ctx.print_centered(6, &format!("You earned {} points", self.score)); | ||||
|         ctx.print_centered(8, "(P) Play Game"); | ||||
|         ctx.print_centered(9, "(Q) Quit Game"); | ||||
|  | ||||
| @@ -57,6 +167,12 @@ impl State { | ||||
|     } | ||||
| } | ||||
|  | ||||
| impl Default for State { | ||||
|     fn default() -> Self { | ||||
|         Self::new() | ||||
|     } | ||||
| } | ||||
|  | ||||
| enum GameMode { | ||||
|     Menu, | ||||
|     Playing, | ||||
|   | ||||
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