main menu runstate

This commit is contained in:
Llywelwyn 2023-09-30 01:16:14 +01:00
parent ac0da55d14
commit 855304abc0
3 changed files with 131 additions and 129 deletions

View file

@ -177,10 +177,6 @@ pub fn draw_ui2(
&hunger, &hunger,
&skills, &skills,
).join() { ).join() {
let initial_x = 24.0 * TILESIZE;
let mut x = initial_x;
let row1 = 53.0 * TILESIZE;
let row2 = row1 + TILESIZE;
const BAR_X: f32 = 1.0; const BAR_X: f32 = 1.0;
const BAR_WIDTH: f32 = 22.0; const BAR_WIDTH: f32 = 22.0;
draw_bar( draw_bar(
@ -205,32 +201,51 @@ pub fn draw_ui2(
Color::BLUE, Color::BLUE,
Color::BLACK Color::BLACK
); );
/*draw_bar_sprite( let initial_x = 24.0 * TILESIZE;
draw, let mut x = initial_x;
atlas, let row1 = 53.0 * TILESIZE;
2.0 * TILESIZE, let row2 = row1 + TILESIZE;
row1, let hp_colours: (RGB, RGB, RGB) = (
22, RGB::named(GREEN),
stats.hit_points.current, RGB::named(RED),
stats.hit_points.max, RGB::from_f32(0.0, 0.5, 0.0),
"ui_hp"
); );
draw_bar_sprite( let mp_colours: (RGB, RGB, RGB) = (
draw, RGB::named(CYAN),
atlas, RGB::named(RED),
2.0 * TILESIZE, RGB::from_f32(0.0, 0.5, 0.5),
row2, );
22, let hp: RGB = hp_colours.1.lerp(
stats.mana.current, hp_colours.0,
stats.mana.max, (stats.hit_points.current as f32) / (stats.hit_points.max as f32)
"ui_mp" );
);*/ let mp: RGB = mp_colours.1.lerp(
draw.text(&font, &format!("HP{}({})", stats.hit_points.current, stats.hit_points.max)) mp_colours.0,
(stats.mana.current as f32) / (stats.mana.max as f32)
);
draw.text(&font, "HP").position(x, row1).size(FONTSIZE);
x = draw.last_text_bounds().max_x();
draw.text(&font, &format!("{}", stats.hit_points.current))
.position(x, row1) .position(x, row1)
.size(FONTSIZE); .size(FONTSIZE)
draw.text(&font, &format!("MP{}({})", stats.mana.current, stats.mana.max)) .color(Color::from_rgb(hp.r, hp.g, hp.b));
x = draw.last_text_bounds().max_x();
draw.text(&font, &format!("({})", stats.hit_points.max))
.position(x, row1)
.size(FONTSIZE)
.color(Color::from_rgb(hp_colours.2.r, hp_colours.2.g, hp_colours.2.b));
x = initial_x;
draw.text(&font, "MP").position(x, row2).size(FONTSIZE);
x = draw.last_text_bounds().max_x();
draw.text(&font, &format!("{}", stats.mana.current))
.position(x, row2) .position(x, row2)
.size(FONTSIZE); .size(FONTSIZE)
.color(Color::from_rgb(mp.r, mp.g, mp.b));
x = draw.last_text_bounds().max_x();
draw.text(&font, &format!("({})", stats.mana.max))
.position(x, row2)
.size(FONTSIZE)
.color(Color::from_rgb(mp_colours.2.r, mp_colours.2.g, mp_colours.2.b));
// Draw AC // Draw AC
let skill_ac_bonus = gamesystem::skill_bonus(Skill::Defence, &*skills); let skill_ac_bonus = gamesystem::skill_bonus(Skill::Defence, &*skills);
let mut armour_ac_bonus = 0; let mut armour_ac_bonus = 0;
@ -1631,68 +1646,27 @@ pub enum MainMenuResult {
}, },
} }
pub fn main_menu(gs: &mut State, ctx: &mut BTerm) -> MainMenuResult { pub fn main_menu(gs: &mut State, ctx: &mut App) -> MainMenuResult {
let save_exists = super::saveload_system::does_save_exist(); let save_exists = super::saveload_system::does_save_exist();
let runstate = gs.ecs.fetch::<RunState>(); let runstate = gs.ecs.fetch::<RunState>();
let assets = gs.ecs.fetch::<RexAssets>(); let selection = match *runstate {
RunState::MainMenu { menu_selection: sel } => sel,
_ => MainMenuSelection::NewGame,
};
ctx.render_xp_sprite(&assets.menu, 0, 0); let key = &ctx.keyboard;
for keycode in key.pressed.iter() {
let x = 46; match *keycode {
let mut y = 26; KeyCode::Escape | KeyCode::C => {
let mut height = 8;
if !save_exists {
height -= 1;
}
ctx.draw_box_double(x, y - 4, 13, height, RGB::named(WHITE), RGB::named(BLACK));
ctx.print_color(x + 3, y - 2, RGB::named(YELLOW), RGB::named(BLACK), "RUST-RL!");
if let RunState::MainMenu { menu_selection: selection } = *runstate {
if save_exists {
if selection == MainMenuSelection::LoadGame {
ctx.print_color(x + 2, y, RGB::named(YELLOW), RGB::named(BLACK), "[");
ctx.print_color(x + 3, y, RGB::named(GREEN), RGB::named(BLACK), "continue");
ctx.print_color(x + 11, y, RGB::named(YELLOW), RGB::named(BLACK), "]");
} else {
ctx.print_color(x + 3, y, RGB::named(WHITE), RGB::named(BLACK), "continue");
}
y += 1;
}
if selection == MainMenuSelection::NewGame {
ctx.print_color(x + 2, y, RGB::named(YELLOW), RGB::named(BLACK), "[");
ctx.print_color(x + 3, y, RGB::named(GREEN), RGB::named(BLACK), "new game");
ctx.print_color(x + 11, y, RGB::named(YELLOW), RGB::named(BLACK), "]");
} else {
ctx.print_color(x + 3, y, RGB::named(WHITE), RGB::named(BLACK), "new game");
}
y += 1;
if selection == MainMenuSelection::Quit {
ctx.print_color(x + 2, y, RGB::named(YELLOW), RGB::named(BLACK), "[");
ctx.print_color(x + 3, y, RGB::named(GREEN), RGB::named(BLACK), "goodbye!");
ctx.print_color(x + 11, y, RGB::named(YELLOW), RGB::named(BLACK), "]");
} else {
ctx.print_color(x + 5, y, RGB::named(WHITE), RGB::named(BLACK), "quit");
}
match ctx.key {
None => {
return MainMenuResult::NoSelection { selected: selection };
}
Some(key) =>
match key {
VirtualKeyCode::Escape | VirtualKeyCode::C => {
return MainMenuResult::NoSelection { selected: MainMenuSelection::Quit }; return MainMenuResult::NoSelection { selected: MainMenuSelection::Quit };
} }
VirtualKeyCode::N => { KeyCode::N => {
return MainMenuResult::NoSelection { selected: MainMenuSelection::NewGame }; return MainMenuResult::NoSelection { selected: MainMenuSelection::NewGame };
} }
VirtualKeyCode::L => { KeyCode::L => {
return MainMenuResult::NoSelection { return MainMenuResult::NoSelection { selected: MainMenuSelection::LoadGame };
selected: MainMenuSelection::LoadGame,
};
} }
VirtualKeyCode::Up | VirtualKeyCode::Numpad8 | VirtualKeyCode::K => { KeyCode::Up | KeyCode::Numpad8 | KeyCode::K => {
let mut new_selection; let mut new_selection;
match selection { match selection {
MainMenuSelection::NewGame => { MainMenuSelection::NewGame => {
@ -1710,7 +1684,7 @@ pub fn main_menu(gs: &mut State, ctx: &mut BTerm) -> MainMenuResult {
} }
return MainMenuResult::NoSelection { selected: new_selection }; return MainMenuResult::NoSelection { selected: new_selection };
} }
VirtualKeyCode::Down | VirtualKeyCode::Numpad2 | VirtualKeyCode::J => { KeyCode::Down | KeyCode::Numpad2 | KeyCode::J => {
let mut new_selection; let mut new_selection;
match selection { match selection {
MainMenuSelection::NewGame => { MainMenuSelection::NewGame => {
@ -1728,16 +1702,13 @@ pub fn main_menu(gs: &mut State, ctx: &mut BTerm) -> MainMenuResult {
} }
return MainMenuResult::NoSelection { selected: new_selection }; return MainMenuResult::NoSelection { selected: new_selection };
} }
VirtualKeyCode::Return | VirtualKeyCode::NumpadEnter => { KeyCode::Return | KeyCode::NumpadEnter => {
return MainMenuResult::Selected { selected: selection }; return MainMenuResult::Selected { selected: selection };
} }
_ => { _ => {}
}
}
return MainMenuResult::NoSelection { selected: selection }; return MainMenuResult::NoSelection { selected: selection };
}
}
}
}
MainMenuResult::NoSelection { selected: MainMenuSelection::NewGame }
} }
#[derive(PartialEq, Copy, Clone)] #[derive(PartialEq, Copy, Clone)]

View file

@ -139,7 +139,7 @@ fn setup(gfx: &mut Graphics) -> State {
gs.ecs.insert(gui::Ancestry::Human); // ancestry gs.ecs.insert(gui::Ancestry::Human); // ancestry
let player_entity = spawner::player(&mut gs.ecs, 0, 0); let player_entity = spawner::player(&mut gs.ecs, 0, 0);
gs.ecs.insert(player_entity); // Player entity gs.ecs.insert(player_entity); // Player entity
gs.ecs.insert(RunState::AwaitingInput {}); // TODO: Set this back to RunState::MapGen gs.ecs.insert(RunState::MapGeneration {}); // TODO: Set this back to RunState::MapGen
gs.ecs.insert(particle_system::ParticleBuilder::new()); gs.ecs.insert(particle_system::ParticleBuilder::new());
gs.ecs.insert(rex_assets::RexAssets::new()); gs.ecs.insert(rex_assets::RexAssets::new());
@ -492,9 +492,13 @@ fn draw(_app: &mut App, gfx: &mut Graphics, gs: &mut State) {
let mut log = false; let mut log = false;
let runstate = *gs.ecs.fetch::<RunState>(); let runstate = *gs.ecs.fetch::<RunState>();
match runstate { match runstate {
| RunState::MainMenu { .. } RunState::MainMenu { .. } => {
| RunState::CharacterCreation { .. } // Draw main menu
| RunState::PreRun { .. } => {} }
RunState::CharacterCreation { .. } => {
// Draw character creation
}
RunState::PreRun { .. } => {}
RunState::MapGeneration => { RunState::MapGeneration => {
draw_bg(&gs.ecs, &mut draw, &gs.atlas); draw_bg(&gs.ecs, &mut draw, &gs.atlas);
if config::CONFIG.logging.show_mapgen && gs.mapgen_history.len() > 0 { if config::CONFIG.logging.show_mapgen && gs.mapgen_history.len() > 0 {
@ -506,6 +510,7 @@ fn draw(_app: &mut App, gfx: &mut Graphics, gs: &mut State) {
true true
); );
} }
gui::draw_ui2(&gs.ecs, &mut draw, &gs.atlas, &gs.font);
} }
_ => { _ => {
let map = gs.ecs.fetch::<Map>(); let map = gs.ecs.fetch::<Map>();

View file

@ -282,7 +282,31 @@ impl State {
RunState::ActionWithDirection { function } => { RunState::ActionWithDirection { function } => {
new_runstate = gui::get_input_direction(&mut self.ecs, ctx, function); new_runstate = gui::get_input_direction(&mut self.ecs, ctx, function);
} }
// RunState::MainMenu RunState::MainMenu { .. } => {
let result = gui::main_menu(self, ctx);
match result {
gui::MainMenuResult::NoSelection { selected } => {
new_runstate = RunState::MainMenu { menu_selection: selected };
}
gui::MainMenuResult::Selected { selected } =>
match selected {
gui::MainMenuSelection::NewGame => {
new_runstate = RunState::CharacterCreation {
ancestry: gui::Ancestry::Human,
class: gui::Class::Fighter,
};
}
gui::MainMenuSelection::LoadGame => {
saveload_system::load_game(&mut self.ecs);
new_runstate = RunState::AwaitingInput;
saveload_system::delete_save();
}
gui::MainMenuSelection::Quit => {
::std::process::exit(0);
}
}
}
}
// RunState::CharacterCreation // RunState::CharacterCreation
RunState::SaveGame => { RunState::SaveGame => {
saveload_system::save_game(&mut self.ecs); saveload_system::save_game(&mut self.ecs);
@ -669,7 +693,9 @@ impl State {
new_runstate = RunState::AwaitingInput; //gui::get_input_direction(&mut self.ecs, ctx, function); new_runstate = RunState::AwaitingInput; //gui::get_input_direction(&mut self.ecs, ctx, function);
} }
RunState::MainMenu { .. } => { RunState::MainMenu { .. } => {
let result = gui::main_menu(self, ctx); let result = gui::MainMenuResult::Selected {
selected: gui::MainMenuSelection::NewGame,
}; //gui::main_menu(self, ctx);
match result { match result {
gui::MainMenuResult::NoSelection { selected } => { gui::MainMenuResult::NoSelection { selected } => {
new_runstate = RunState::MainMenu { menu_selection: selected }; new_runstate = RunState::MainMenu { menu_selection: selected };