feat: Add some enemies

This commit is contained in:
uttarayan21
2024-06-19 03:50:48 +05:30
parent 89c3c5b9de
commit a70e64d8b7
+80 -19
View File
@@ -1,6 +1,9 @@
#![allow(dead_code)]
use macroquad::prelude::*; use macroquad::prelude::*;
use miniquad::window::screen_size;
pub struct Character { #[derive(Debug, Default, Clone)]
pub struct Player {
pos: Vec2, pos: Vec2,
pointing: Vec2, pointing: Vec2,
velocity: Vec2, velocity: Vec2,
@@ -20,23 +23,21 @@ fn window_conf() -> Conf {
#[macroquad::main(window_conf)] #[macroquad::main(window_conf)]
async fn main() { async fn main() {
let mut character = Character::new(
Vec2::new(100.0, 100.0),
Vec2::new(0.0, 0.0),
vec2(0f32, 0f32),
);
let mut cursor = Cursor::default(); let mut cursor = Cursor::default();
let mut world = World::new();
loop { loop {
character.handle_inputs(); world.handle_inputs();
character.draw(); world.tick();
world.draw();
cursor.handle_mouse(); cursor.handle_mouse();
cursor.draw(); cursor.draw();
next_frame().await next_frame().await
} }
} }
impl Character { impl Player {
pub fn new(pos: Vec2, pointing: Vec2, velocity: Vec2) -> Self { pub fn new(pos: Vec2, pointing: Vec2, velocity: Vec2) -> Self {
Self { Self {
pos, pos,
@@ -50,7 +51,6 @@ impl Character {
let distance = self.pos.distance(self.pointing); let distance = self.pos.distance(self.pointing);
// increase the velocity scaled to the distance // increase the velocity scaled to the distance
self.velocity = (self.pointing - self.pos).normalize() * distance / 15f32; self.velocity = (self.pointing - self.pos).normalize() * distance / 15f32;
self.move_with_velocity();
} }
pub fn handle_mouse(&mut self) { pub fn handle_mouse(&mut self) {
@@ -95,28 +95,89 @@ impl Cursor {
pub struct Enemy { pub struct Enemy {
/// The current position of the enemy /// The current position of the enemy
pos: Vec2, pos: Vec2,
/// The class of the enemy
class: EnemyClass,
/// Health of the enemy /// Health of the enemy
health: u32, health: u32,
/// Velocity of the enemy moving towards the player // This is normalized to 1 /// Velocity of the enemy moving towards the player // This is normalized to 1
velocity: Vec2, velocity: Vec2,
} }
pub enum EnemyClass { impl Enemy {
Melee, pub fn new(pos: Vec2, health: u32, velocity: Vec2) -> Self {
Ranged, Self {
Boss, pos,
health,
velocity,
}
}
pub fn draw(&self) {
draw_circle(self.pos.x, self.pos.y, 16.0, RED);
}
}
/// The shot made by a player or an enemy
pub struct Bullet {
/// The position of the bullet
pos: Vec2,
/// The bullet travels at constant speed
speed: f32,
// velocity: Vec2,
damage: u32,
} }
/// The world struct /// The world struct
/// This contains the player, the enemies, and the center of the world /// This contains the player, the enemies, and the center of the world
pub struct World { pub struct World {
player: Character, player: Player,
enemies: Vec<Enemy>, enemies: Vec<Enemy>,
center: Vec2, center: Vec2,
size: Vec2,
} }
pub fn move_with_velocity(pos: &mut Vec2, velocity: Vec2) { impl World {
*pos += velocity; pub fn new() -> Self {
let (x, y) = screen_size();
let center = vec2(x / 2., y / 2.);
Self {
player: Player::new(center, center, center),
enemies: Vec::default(),
center,
size: vec2(x, y),
}
}
pub fn handle_inputs(&mut self) {
self.player.handle_inputs();
}
pub fn draw(&self) {
self.player.draw();
self.enemies.iter().for_each(|enemy| enemy.draw());
}
pub fn spawn_enemy(&mut self) {
let enemy = Enemy {
pos: random_vec2_in_bounds(self.size),
health: 100,
velocity: vec2(0., 0.),
};
self.enemies.push(enemy);
}
pub fn tick(&mut self) {
self.player.move_with_velocity();
let enemies_count = self.enemies.len();
if enemies_count < 10 && (macroquad::time::get_time() / (2 * enemies_count) as f64) > 1.0 {
self.spawn_enemy();
}
for enemy in self.enemies.iter_mut() {
enemy.velocity = (self.player.pos - enemy.pos).normalize();
enemy.pos += enemy.velocity;
}
}
}
fn random_vec2_in_bounds(bounds: Vec2) -> Vec2 {
vec2(
rand::gen_range(0.0, bounds.x),
rand::gen_range(0.0, bounds.y),
)
} }