looks like it works... for now?

This commit is contained in:
Michael Zhang 2019-08-09 23:47:46 -05:00
parent 77b263576c
commit 027d487adc
No known key found for this signature in database
GPG key ID: 5BAEFE5D04F0CE6C
6 changed files with 270 additions and 124 deletions

View file

@ -8,17 +8,27 @@ pub type AnimationFn = Box<Fn(BlockOffsets, f32) -> BlockOffsets>;
const ANIMATION_DURATION: f32 = 1.0 / 6.0;
#[derive(Default)]
#[derive(Default, Serialize)]
pub struct AnimationState {
pub is_animating: bool,
pub last_move_success: bool,
pub progress: f32,
pub block_offsets: BlockOffsets,
#[serde(skip)]
progress_function: Option<AnimationFn>,
}
impl AnimationState {
pub fn new() -> Self {
AnimationState {
is_animating: false,
last_move_success: true,
progress: 0.0,
block_offsets: BlockOffsets::new(),
progress_function: None,
}
}
pub fn begin_transition(&mut self, f: AnimationFn) {
self.is_animating = true;
self.progress = 0.0;

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@ -35,7 +35,7 @@ impl From<u32> for Orientation {
}
}
#[derive(Copy, Clone)]
#[derive(Copy, Clone, Debug, Hash, PartialEq, Eq)]
pub enum PushDir {
Up,
Down,
@ -63,6 +63,10 @@ impl Add<PushDir> for (i32, i32, Board) {
}
}
// /\
// /21\
// \34/
// \/
#[derive(Copy, Clone, Debug, PartialOrd, PartialEq)]
pub enum Shape {
Full = 0,

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@ -50,7 +50,7 @@ impl<'a> Game<'a> {
levels,
current_level: 0,
keymap: HashMap::new(),
animations: AnimationState::default(),
animations: AnimationState::new(),
}
}
@ -97,8 +97,10 @@ impl<'a> Game<'a> {
macro_rules! shit {
($key:expr, $board:expr, $direction:expr) => {
if self.is_pressed(&$key) {
println!("pushed: {:?}", $key);
let level = self.get_current_level_mut();
let result = level.try_move($board, $direction);
println!("game result: {:?}", result);
self.keymap.insert($key, false);
}
};

View file

@ -15,16 +15,14 @@ pub trait Blockish {
pub struct Block {
index: usize,
pub movable: bool,
position: (i32, i32),
color: Color,
orientation: Orientation,
segments: Vec<Segment>,
pub orientation: Orientation,
pub segments: Vec<Segment>,
}
impl Block {
pub fn from_data(index: usize, data: &BlockData) -> Self {
let movable = data.movable;
let position = (data.position.0, data.position.1);
let segments = data
.segments
.iter()
@ -43,7 +41,6 @@ impl Block {
Block {
index,
movable,
position,
color,
segments,
orientation,

40
src/level/macros.rs Normal file
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@ -0,0 +1,40 @@
macro_rules! set {
($($item:expr)*) => {
{
let mut set = std::collections::HashSet::new();
$(set.insert($item);)*
set
}
}
}
macro_rules! merge {
($(item:expr)*) => {
{
let mut set = std::collections::HashSet::new();
$(set.extend($item);)*
set
}
}
}
macro_rules! fail_set {
($change_set:expr) => {
$change_set
.iter()
.filter_map(|(entity, _)| match entity {
Entity::Block(index) => Some(*index),
Entity::Player(_) => None,
})
.collect()
};
}
macro_rules! entity_fail {
($item:expr) => {
match $item {
Some(index) => set!(index),
None => set!(),
}
};
}

View file

@ -1,8 +1,11 @@
#[macro_use]
mod macros;
mod block;
mod cell_map;
mod player;
use std::collections::{HashMap, VecDeque};
use std::collections::{HashMap, HashSet, VecDeque};
use crate::animations::AnimationState;
use crate::color::Color;
@ -30,6 +33,16 @@ pub struct Segment {
board: Board,
}
#[derive(Copy, Clone, Debug, Hash, PartialEq, Eq)]
pub enum Entity {
Block(usize),
Player(Board),
}
pub type ChangeSet = HashMap<Entity, PushDir>;
pub type FailSet = HashSet<usize>;
impl Level {
pub fn from_json(data: impl AsRef<str>) -> Level {
let data: LevelData = json5::from_str(data.as_ref()).unwrap();
@ -83,54 +96,95 @@ impl Level {
}
}
// pub fn handle_movement(&mut self, board: Board, direction: PushDir) -> bool {
// let player = match board {
// Board::Left => &self.player1,
// Board::Right => &self.player2
// };
pub fn try_move(&mut self, board: Board, direction: PushDir) {
let mut change_set = ChangeSet::default();
change_set.insert(Entity::Player(board), direction);
// // TODO: check out of bounds
// let movement = direction.as_pair();
// let x = player.position.0 + movement.0;
// let y = player.position.1 + movement.1;
let result = self.player_can_move(board, direction, change_set);
// let result = self.can_move(player1, direction).clone();
// let player = match board {
// Board::Left => &mut self.player1,
// Board::Right => &mut self.player2
// };
// if let Some(_) = result {
// player.position.0 = x;
// player.position.1 = y;
// true
// } else {
// false
// }
// }
pub fn try_move(&self, board: Board, direction: PushDir) {
let result = self.player_can_move(board, direction);
println!("result: {:?}", result);
match result {
Ok(change_set) => {
println!("change_set: {:?}", change_set);
for (entity, direction) in change_set {
let direction = direction.as_pair();
match entity {
Entity::Player(board) => {
let player = match board {
Board::Left => &mut self.player1,
Board::Right => &mut self.player2,
};
player.position.0 += direction.0;
player.position.1 += direction.1;
}
Entity::Block(index) => {
let block = self.blocks.get_mut(index).expect("big failure");
for segment in &mut block.segments {
segment.position.0 += direction.0;
segment.position.1 += direction.1;
}
}
}
}
}
Err(fail_set) => {}
};
}
fn player_can_move(&self, board: Board, direction: PushDir) {}
fn player_can_move(
&self,
board: Board,
direction: PushDir,
change_set: ChangeSet,
) -> Result<ChangeSet, FailSet> {
let player = match board {
Board::Left => &self.player1,
Board::Right => &self.player2,
};
let player_segment = Segment {
position: player.position,
shape: Shape::Full,
board,
};
self.segment_can_move(None, player_segment, direction, change_set)
}
fn block_can_move(&self, index: usize, direction: PushDir) -> Option<()> {
fn block_can_move(
&self,
index: usize,
direction: PushDir,
mut change_set: ChangeSet,
) -> Result<ChangeSet, FailSet> {
println!("block_can_move({:?}, {:?})", index, direction);
let block = match self.blocks.get(index) {
Some(block) => block,
None => return None,
None => return Err(set!()),
};
// is the block even movable?
if !block.movable {
return None;
return Err(set!(index));
}
for segment in block.get_segments() {
let result = self.segment_can_move(Some(index), segment, direction);
// does the direction match the orientation?
match (block.orientation, direction) {
(Orientation::Horizontal, PushDir::Left)
| (Orientation::Horizontal, PushDir::Right)
| (Orientation::Vertical, PushDir::Up)
| (Orientation::Vertical, PushDir::Down)
| (Orientation::Both, _) => (),
_ => return Err(set!(index)),
}
Some(())
// TODO: change this to use &mut instead of returning a new one each time
change_set.insert(Entity::Block(index), direction);
for segment in block.get_segments() {
match self.segment_can_move(Some(index), segment, direction, change_set.clone()) {
Ok(new_change_set) => change_set = new_change_set,
Err(fail_set) => return Err(fail_set),
}
}
Ok(change_set)
}
fn segment_can_move(
@ -138,89 +192,128 @@ impl Level {
block_index: Option<usize>,
segment: Segment,
direction: PushDir,
) -> Option<()> {
change_set: ChangeSet,
) -> Result<ChangeSet, FailSet> {
println!(
"segment_can_move({:?}, {:?}, {:?})",
block_index, segment, direction
);
let segment_loc = (segment.position.0, segment.position.1, segment.board);
let target = segment_loc + direction;
Some(())
// is the target actually in the map?
if target.0 < 0
|| target.0 >= self.dimensions.0 as i32
|| target.1 < 0
|| target.1 >= self.dimensions.1 as i32
{
return Err(entity_fail!(block_index));
}
// fn segment_can_move(&self, block: Block, segment: Segment, direction: PushDir) -> Option<()> {
// let triple = (segment.position.0, segment.position.1, segment.board);
// let target = triple + direction;
// retrieve other blocks that might be occupying this current space and the target space
let mut current_occupant = None;
let mut target_occupant = None;
for (i, block) in self.blocks.iter().enumerate() {
// skip other segments of the same block
if let Some(n) = block_index {
if n == i {
continue;
}
}
// // is the target in the map?
// if target.0 < 0
// || target.0 >= self.dimensions.0 as i32
// || target.1 < 0
// || target.1 >= self.dimensions.1 as i32
// {
// return None;
// }
// offset from the change set
let offset = match change_set.get(&Entity::Block(i)) {
Some(direction) => direction.as_pair(),
None => (0, 0),
};
// // check if we're sharing a triangle cell
// if let CellContents::Double((ind1, block1), (ind2, block2)) = self.cell_map.get(triple) {
// // figure out which one is the other block
for segment in block.get_segments() {
// don't get segments on different boards
if segment.board != segment_loc.2 {
continue;
}
// // check that we're pushing in the direction of the other block
let mut segment_pos = segment.position;
segment_pos.0 += offset.0;
segment_pos.1 += offset.1;
// }
if segment_pos == (segment_loc.0, segment_loc.1) {
current_occupant = Some((i, segment.shape));
}
if segment_pos == (target.0, target.1) {
target_occupant = Some((Entity::Block(i), segment.shape));
}
}
}
// Some(())
// }
println!(
" occupants: {:?} | {:?}",
current_occupant, target_occupant
);
// pub fn can_move(&self, board: Board, direction: PushDir) -> Option<()> {
// // an absolute segment (as opposed to relative to a block)
// #[derive(Copy, Clone, PartialOrd, PartialEq)]
// struct ASegment(i32, i32, Shape, Board);
// handle special pushes
// if-statement disguised as a loop
while let Some((other_block, other_shape)) = current_occupant {
// are both shapes triangles?
let both_triangles = match (segment.shape, other_shape) {
(Shape::Full, Shape::Full) => false,
_ => true,
// TODO: enumerate them to get rid of invalid states
};
// struct PushMap(CellMap);
// what directions could we be pushing the other block into?
let possible_directions = match segment.shape {
Shape::TopRight => [PushDir::Up, PushDir::Right],
Shape::TopLeft => [PushDir::Left, PushDir::Up],
Shape::BottomLeft => [PushDir::Down, PushDir::Left],
Shape::BottomRight => [PushDir::Right, PushDir::Down],
Shape::Full => unreachable!("already eliminated this possibility"),
};
// fn can_push_segment(src: ASegment, dst: ASegment) -> bool {
// if src.3 != dst.3 {
// return false;
// }
// does the direction we're pushing appear in this list?
if !possible_directions.contains(&direction) {
break;
}
// true
// }
// the other shape goes in the other direction
let other_direction = {
let mut set = possible_directions.iter().collect::<HashSet<_>>();
set.remove(&direction);
*set.into_iter().next().unwrap()
};
// let player = if player1 {
// (
// self.player1.position.0,
// self.player1.position.1,
// Board::Left,
// )
// } else {
// (
// self.player2.position.0,
// self.player2.position.1,
// Board::Right,
// )
// };
return self.block_can_move(other_block, other_direction, change_set);
}
// // check to make sure that the player isn't trying to go out of bounds
// let target = player + direction;
// if target.0 < 0
// || target.0 >= self.dimensions.0 as i32
// || target.1 < 0
// || target.1 >= self.dimensions.1 as i32
// {
// return None;
// }
// // check if we're sharing a triangle cell
// if let CellContents::Double(a, b) = self.cell_map.get(player) {
// // get the shape of the other block
// }
// // 08/06 pickup
// // need to determine whether or not segment should hold a reference back to block or not?
// // either way, segment in the cellmap should hold block information
// // maybe cellmap should just carry a block index? seems hacky
// // using refs to manage the whole thing is messy and probably doesn't work
// // ???
// Some(())
// }
// handle normal pushes
if let Some((entity, shape)) = target_occupant {
match entity {
Entity::Player(_) => {
// TODO: assert that the board is the same
Err(fail_set!(change_set))
}
Entity::Block(index) => {
// if it's part of the same block it's ok to push
if block_index.is_some() && block_index.unwrap() == index {
Ok(change_set)
}
// if the shapes are opposite, we can actually both fit into the same spot
else if segment.shape.is_opposite(&shape) {
Ok(change_set)
}
// if the block is already in the change set, it can't move
else if change_set.contains_key(&Entity::Block(index)) {
Err(fail_set!(change_set))
} else {
self.block_can_move(index, direction, change_set)
}
}
}
} else {
// coast is clear, push away!
Ok(change_set)
}
}
pub fn render(&self, renderer: &mut Renderer, animations: &AnimationState) {
// board positioning calculations