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#![allow(dead_code, unused_variables)]
use std::collections::HashMap;
use teleia::*;
use teleia::renderer::UberFlags;
use wasm_bindgen::prelude::*;
use crate::assets;
const NUM_LIVES: usize = 4;
const LIFE_LOSS_FRAMES: u64 = 120;
#[derive(PartialEq, Eq)]
enum MrColor {
Green,
Blue,
}
impl MrColor {
fn texture(&self) -> assets::Texture {
match self {
Self::Green => assets::Texture::Mrgreen,
Self::Blue => assets::Texture::Mrblue,
}
}
fn hue(&self) -> f32 {
match self {
Self::Green => 0.3,
Self::Blue => 0.6,
}
}
}
struct Lives {
lives: [ui::Mode; NUM_LIVES],
}
impl Lives {
fn new() -> Self {
Self {
lives: [
ui::Mode::new(LIFE_LOSS_FRAMES),
ui::Mode::new(LIFE_LOSS_FRAMES),
ui::Mode::new(LIFE_LOSS_FRAMES),
ui::Mode::new(LIFE_LOSS_FRAMES),
],
}
}
fn last_life(&self) -> Option<usize> {
self.lives.iter().rposition(|l| !l.is_active())
}
fn lives_remaining(&self) -> i32 {
self.last_life().map(|x| (x + 1) as i32).unwrap_or(0)
}
fn lose_life(&mut self, _ctx: &context::Context, st: &state::State) {
if let Some(ll) = self.last_life() {
self.lives[ll].toggle(st.tick)
}
}
fn render(&self,
ctx: &context::Context, st: &mut state::State, r: &mut renderer::Renderer<assets::Assets>,
) -> Erm<()> {
let base = Vec2::new(90.0, 250.0);
let off = Vec2::new(90.0, 0.0);
let t = st.tick as f32 / 10.0;
for i in 0..NUM_LIVES {
let fi = i as f32;
let pos = base + fi * off;
let osc = (t + fi * 10.0).sin();
if self.lives[i].is_active() {
let hoff = self.lives[i].progress(st.tick) * st.render_dims.x;
draw_mr_armed(ctx, st, r, MrColor::Blue, pos + Vec2::new(hoff, 0.0), osc)?;
} else {
draw_mr_armed(ctx, st, r, MrColor::Green, pos, osc)?;
};
}
Ok(())
}
}
pub fn draw_texture_rotated_about(
ctx: &context::Context, st: &mut state::State, r: &mut renderer::Renderer<assets::Assets>,
texture: assets::Texture, flip: bool, hueset: Option<f32>,
pos: Vec2, dims: Vec2, joint: Vec2, angle: f32,
) -> Erm<()> {
let origin_offset = Vec3::new(-st.render_dims.x / 2.0, st.render_dims.y / 2.0, 0.0);
r.bind_uber_2d(ctx, st, UberFlags::TEXTURE_COLOR | UberFlags::TEXTURE_FLIP | UberFlags::HUE);
r.set_vec2(ctx, st, "texture_flip", Vec2::new(flip as i32 as f32, 1.0));
r.set_f32(ctx, st, "hue_scale", if hueset.is_some() { 0.0 } else { 1.0 });
r.set_f32(ctx, st, "hue_shift", hueset.unwrap_or(0.0));
r.bind_texture(ctx, st, texture);
r.set_position_2d_mat(ctx, st,
Mat4::from_translation(Vec3::new(pos.x, -pos.y, 0.0) + origin_offset)
.mul_mat4(&Mat4::from_translation(Vec3::new(joint.x, -joint.y, 0.0)))
.mul_mat4(&Mat4::from_rotation_z(angle))
.mul_mat4(&Mat4::from_translation(Vec3::new(-joint.x, joint.y, 0.0)))
.mul_mat4(&Mat4::from_scale(Vec3::new(dims.x / 2.0, dims.y / 2.0, 1.0))),
);
r.render_square(ctx, st);
Ok(())
}
fn draw_mr_armed(
ctx: &context::Context, st: &mut state::State, r: &mut renderer::Renderer<assets::Assets>,
mr: MrColor, center: Vec2, oscillation: f32,
) -> Erm<()> {
let dims = Vec2::new(48.0, 48.0);
let pos = center + Vec2::new(0.0, 4.0 * oscillation);
let topleft = pos - dims / 2.0;
let leftedge = pos.x - dims.x / 2.0;
let rightedge = pos.x + dims.x / 2.0;
let armheight = pos.y - dims.y / 3.0;
let legheight = pos.y + dims.y / 2.0;
let legangle = 0.2 * oscillation;
let armangle = 0.1 * oscillation;
let origin_offset = Vec3::new(-st.render_dims.x / 2.0, st.render_dims.y / 2.0, 0.0);
draw_texture_rotated_about(ctx, st, r,
assets::Texture::Timbs, true, None,
Vec2::new(leftedge, legheight),
dims,
Vec2::new(dims.x / 2.0, -dims.y / 2.0),
legangle,
)?;
draw_texture_rotated_about(ctx, st, r,
assets::Texture::Timbs, false, None,
Vec2::new(rightedge, legheight),
dims,
Vec2::new(-dims.x / 2.0, -dims.y / 2.0),
-legangle,
)?;
if mr == MrColor::Green {
draw_texture_rotated_about(ctx, st, r,
assets::Texture::Arm, true, Some(mr.hue()),
Vec2::new(leftedge, armheight),
dims,
Vec2::new(dims.x / 2.0, dims.y / 2.0),
armangle,
)?;
draw_texture_rotated_about(ctx, st, r,
assets::Texture::Arm, false, Some(mr.hue()),
Vec2::new(rightedge, armheight),
dims,
Vec2::new(-dims.x / 2.0, dims.y / 2.0),
-armangle,
)?;
}
r.texture_screen(ctx, st, topleft, mr.texture()).dimensions(dims).render();
Ok(())
}
pub enum Mode {
BetweenGames,
InGame,
}
pub struct Game {
mode: Mode,
mode_started: Tick,
renderer: renderer::Renderer<assets::Assets>,
lives: Lives,
}
impl Game {
pub fn new(ctx: &context::Context, st: &mut state::State) -> Self {
Self {
mode: Mode::BetweenGames,
mode_started: 0,
renderer: renderer::Renderer::new(ctx, st, assets::Assets::new),
lives: Lives::new(),
}
}
}
impl teleia::state::Game for Game {
fn initialize_audio(&self, ctx: &context::Context, st: &state::State, actx: &audio::Context) -> HashMap<String, audio::Audio> {
HashMap::from_iter(vec![
("footsteps".to_owned(), audio::Audio::new(actx, include_bytes!("assets/audio/footsteps.wav"))),
])
}
fn update(&mut self, ctx: &context::Context, st: &mut state::State) -> Erm<()> {
Ok(())
}
fn render(&mut self, ctx: &context::Context, st: &mut state::State) -> Erm<()> {
let t = st.tick - self.mode_started;
match self.mode {
Mode::BetweenGames => {
self.renderer.begin_frame(ctx, st, Vec4::ZERO);
self.renderer.bind_uber_2d(ctx, st, UberFlags::TEXTURE_COLOR | UberFlags::TEXTURE_FLIP | UberFlags::SPRITE);
self.renderer.bind_texture(ctx, st, assets::Texture::Mrworld);
self.renderer.set_texture_offset(ctx, st, 8, 1, (t / 20 % 2) as i32, 0);
self.renderer.set_position_2d(ctx, st, Vec2::ZERO, st.render_dims);
self.renderer.set_vec2(ctx, st, "texture_flip", glam::Vec2::new(0.0, 1.0));
self.renderer.render_square(ctx, st);
self.lives.render(ctx, st, &mut self.renderer)?;
},
Mode::InGame => {
self.renderer.begin_frame(ctx, st, Vec4::ZERO);
self.renderer.bind_uber_2d(ctx, st, UberFlags::TEXTURE_COLOR | UberFlags::TEXTURE_FLIP | UberFlags::SPRITE | UberFlags::OPACITY);
self.renderer.bind_texture(ctx, st, assets::Texture::Mrworld);
self.renderer.set_position_2d(ctx, st, Vec2::ZERO, st.render_dims);
self.renderer.set_vec2(ctx, st, "texture_flip", glam::Vec2::new(0.0, 1.0));
if t < 35 {
self.renderer.set_texture_offset(ctx, st, 8, 1, 2 + (t / 5).clamp(0, 5) as i32, 0);
self.renderer.set_f32(ctx, st, "opacity", 1.0);
self.renderer.render_square(ctx, st);
} else if t < 70 {
let since = ((t - 35) as f32).clamp(0.0, 34.0);
let opacity = (34.0 - since) / 34.0;
self.renderer.set_texture_offset(ctx, st, 8, 1, 7, 0);
self.renderer.set_f32(ctx, st, "opacity", opacity);
self.renderer.render_square(ctx, st);
}
// self.lives.render(ctx, st, &mut self.renderer)?;
}
}
Ok(())
}
fn mouse_press(&mut self, _ctx: &context::Context, st: &mut state::State) -> Erm<()> {
Ok(())
}
}
#[wasm_bindgen]
pub fn start_game() {
contextualize(|ctx, st, g: &mut Game| {
g.mode = Mode::InGame;
g.mode_started = st.tick;
});
}
#[wasm_bindgen]
pub fn end_game(win: bool) {
contextualize(|ctx, st, g: &mut Game| {
g.mode = Mode::BetweenGames;
g.mode_started = st.tick;
if !win {
g.lives.lose_life(ctx, st);
st.audio.play_sfx("footsteps");
}
});
}
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