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game_example.rs
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use rand::Rng;
use rand::seq::SliceRandom; // For random selection from slices
#[allow(unused_imports)]
use sdl2::image::LoadTexture;
use goku::*;
// Minimap properties
const MINIMAP_SCALE: f32 = 0.1; // Scale of the minimap compared to the main map
const MINIMAP_WIDTH: u32 = 800; // Width of the minimap
const MINIMAP_HEIGHT: u32 = 600; // Height of the minimap
const TILE_SIZE: i32 = 82;
struct Enemy<'a> {
position: nalgebra::Vector2<i32>,
grid_position: (i32, i32), // Add a grid_position to keep track of the enemy's position in grid terms
texture_manager: two_d::TextureManagerAnim<'a>,
speed: i32, // Speed of the enemy
last_move: std::time::Instant, // Timestamp of the last move
}
// A function to check if the given position collides with any enemy.
fn check_collision_with_enemies(enemies: &[Enemy], new_position: (usize, usize)) -> bool {
enemies.iter().any(|enemy| {
let enemy_grid_position = (
(enemy.position.x / 82) as usize,
(enemy.position.y / 82) as usize,
);
new_position == enemy_grid_position
})
}
// Helper function to check if the new position of an enemy would collide with any other enemy
fn enemy_collision_check(enemies: &[Enemy], current_index: usize, new_position: (i32, i32)) -> bool {
for (index, enemy) in enemies.iter().enumerate() {
if index != current_index && enemy.grid_position == new_position {
return true;
}
}
false
}
fn generate_level(width: usize, height: usize, player_pos: (usize, usize), door_pos: (usize, usize)) -> (Vec<Vec<u32>>, Vec<(usize, usize)>, (usize, usize)) {
let mut rng = rand::thread_rng();
let mut grid = vec![vec![0; width]; height]; // Initialize grid with empty spaces
let mut spawn_points = Vec::new();
// Set the perimeter walls
for x in 0..width {
grid[0][x] = 2;
grid[height-1][x] = 2;
}
for y in 0..height {
grid[y][0] = 2;
grid[y][width-1] = 2;
}
// Set the door position
grid[door_pos.0][door_pos.1] = 0;
// Fill the interior with random walls and obstacles, avoiding the player and door positions
for y in 1..(height - 1) {
for x in 1..(width - 1) {
if (x, y) != player_pos && (x, y) != door_pos {
grid[y][x] = if rng.gen_bool(0.2) { 2 } else { 0 }; // 20% chance of a wall, adjust as needed
}
}
}
// Collect valid spawn points
for y in 1..(height - 1) {
for x in 1..(width - 1) {
if (x, y) != player_pos && (x, y) != door_pos && grid[y][x] == 0 {
spawn_points.push((x, y));
}
}
}
// Determine a random position for the ladder
let ladder_pos = {
let mut pos;
loop {
pos = (rng.gen_range(1..width - 1), rng.gen_range(1..height - 1));
if pos != player_pos && pos != door_pos && grid[pos.1][pos.0] == 0 {
break;
}
}
pos
};
grid[ladder_pos.1][ladder_pos.0] = 3;
// grid
(grid, spawn_points, ladder_pos)
}
// Add this function to calculate the next move for an enemy to move towards the player
fn move_towards_player(
player_pos: (i32, i32),
enemy_pos: (i32, i32),
enemies: &[Enemy], // Pass the slice of all enemies
current_index: usize, // The index of the current enemy being moved
tile_map: &two_d::Tile,
speed: i32,
last_move: &mut std::time::Instant,
player_moved: bool,
) -> (i32, i32) {
let mut direction = (0, 0);
if player_moved {
// Only move if enough time has passed since the last move
if last_move.elapsed() >= core::time::Duration::from_millis((1000 / speed) as u64) {
// Calculate direction in the X-axis
if player_pos.0 < enemy_pos.0 && tile_map.tile_map[enemy_pos.1 as usize][(enemy_pos.0 - 1) as usize] == 0 {
direction.0 = -1; // Move left
} else if player_pos.0 > enemy_pos.0 && tile_map.tile_map[enemy_pos.1 as usize][(enemy_pos.0 + 1) as usize] == 0 {
direction.0 = 1; // Move right
}
// Calculate direction in the Y-axis
if player_pos.1 < enemy_pos.1 && tile_map.tile_map[(enemy_pos.1 - 1) as usize][enemy_pos.0 as usize] == 0 {
direction.1 = -1; // Move up
} else if player_pos.1 > enemy_pos.1 && tile_map.tile_map[(enemy_pos.1 + 1) as usize][enemy_pos.0 as usize] == 0 {
direction.1 = 1; // Move down
}
*last_move = std::time::Instant::now(); // Reset the last move timer
}
}
// Only update the direction if the new position does not result in a collision with another enemy
if player_moved && !enemy_collision_check(enemies, current_index, (enemy_pos.0 + direction.0, enemy_pos.1 + direction.1)) {
*last_move = std::time::Instant::now(); // Reset the last move timer
direction
} else {
(0, 0) // No movement if collision would occur
}
}
enum GameState {
Menu,
Playing,
}
fn render_menu(canvas: &mut sdl2::render::Canvas<sdl2::video::Window>, title: &two_d::TextBox, play_button: &two_d::Button, quit_button: &two_d::Button, color: sdl2::pixels::Color) -> Result<(), String> {
// Clear the screen with a dark background
canvas.set_draw_color(sdl2::pixels::Color::RGB(0, 0, 0));
canvas.clear();
title.render(canvas, color)?;
// Render buttons
play_button.render(canvas, color)?;
quit_button.render(canvas, color)?;
Ok(())
}
fn handle_menu_event(event: sdl2::event::Event, play_button: &two_d::Button, quit_button: &two_d::Button, game_state: &mut GameState) {
match event {
sdl2::event::Event::Quit { .. } | sdl2::event::Event::KeyDown { keycode: Some(sdl2::keyboard::Keycode::Escape), .. } => {
*game_state = GameState::Menu;
},
sdl2::event::Event::MouseButtonDown { x, y, .. } => {
if play_button.is_pressed(x, y) {
*game_state = GameState::Playing;
} else if quit_button.is_pressed(x, y) {
// Exit the game
std::process::exit(0);
}
},
_ => {}
}
}
fn render_minimap(
canvas: &mut sdl2::render::Canvas<sdl2::video::Window>,
tile_map: &two_d::Tile,
player_position: (usize, usize),
enemies: &[Enemy],
minimap_rect: sdl2::rect::Rect,
) -> Result<(), String> {
let tile_size = (82 as f32 * MINIMAP_SCALE) as u32;
// Draw the minimap background
canvas.set_draw_color(sdl2::pixels::Color::RGB(0, 0, 0));
canvas.fill_rect(minimap_rect)?;
// Render the tiles
for (y, row) in tile_map.tile_map.iter().enumerate() {
for (x, &tile) in row.iter().enumerate() {
if tile != 0 {
let x_pos = minimap_rect.x() + (x as i32 * tile_size as i32);
let y_pos = minimap_rect.y() + (y as i32 * tile_size as i32);
let tile_rect = sdl2::rect::Rect::new(x_pos, y_pos, tile_size, tile_size);
// Choose color based on the tile type
let color = match tile {
2 => sdl2::pixels::Color::RGB(100, 100, 100), // Wall
3 => sdl2::pixels::Color::RGB(255, 215, 0), // Ladder
_ => sdl2::pixels::Color::RGB(255, 255, 255),
};
canvas.set_draw_color(color);
canvas.fill_rect(tile_rect)?;
}
}
}
// Render the player
let player_rect = sdl2::rect::Rect::new(
minimap_rect.x() + (player_position.0 as i32 * tile_size as i32),
minimap_rect.y() + (player_position.1 as i32 * tile_size as i32),
tile_size,
tile_size,
);
canvas.set_draw_color(sdl2::pixels::Color::RGB(0, 255, 0));
canvas.fill_rect(player_rect)?;
// Render enemies
for enemy in enemies {
let enemy_rect = sdl2::rect::Rect::new(
minimap_rect.x() + (enemy.grid_position.0 as i32 * tile_size as i32),
minimap_rect.y() + (enemy.grid_position.1 as i32 * tile_size as i32),
tile_size,
tile_size,
);
canvas.set_draw_color(sdl2::pixels::Color::RGB(255, 0, 0));
canvas.fill_rect(enemy_rect)?;
}
Ok(())
}
fn main() -> Result<(), Box<dyn std::error::Error>> {
// Set current directory to the root of the project
std::env::set_current_dir(std::path::Path::new(env!("CARGO_MANIFEST_DIR")))
.expect("Failed to set project root as current directory");
let mut window = two_d::Window::new("Whispering Depths", 800, 600, false)?;
let texture_creator = window.canvas.texture_creator();
let texture_manager = two_d::TextureManagerAnim::new(&texture_creator);
let mut input_handler = two_d::InputHandler::new(&window.sdl_context)?;
// Assuming each tile is 82x82 pixels
let mut player_grid_position = (2, 2); // Grid position (x, y)
let mut player = two_d::GameObject::new(texture_manager, nalgebra::Vector2::new(player_grid_position.0 as i32 * TILE_SIZE as i32, player_grid_position.1 as i32 * TILE_SIZE as i32));
player.load_texture("idle", std::path::Path::new("test_assets/character_idle_anim.png"), 16, 18, 150, 0)?;
player.load_texture("walk_down", std::path::Path::new("test_assets/character_walk_anim.png"), 16, 18, 150, 0)?;
player.load_texture("walk_up", std::path::Path::new("test_assets/character_walk_anim.png"), 16, 17, 150, 1)?;
player.load_texture("walk_right", std::path::Path::new("test_assets/character_walk_anim.png"), 16, 17, 150, 2)?;
let mut player_health = 100;
let mut last_player_attacked_time = std::time::Instant::now();
let mut floor = two_d::TextureManager::new(&texture_creator);
floor.load_texture(&std::path::Path::new("test_assets/ground.png"))?;
let mut wall = two_d::TextureManager::new(&texture_creator);
wall.load_texture(&std::path::Path::new("test_assets/door.png"))?;
let mut obstacle = two_d::TextureManager::new(&texture_creator);
obstacle.load_texture(&std::path::Path::new("test_assets/stone.png"))?;
let mut ladder = two_d::TextureManager::new(&texture_creator);
ladder.load_texture(&std::path::Path::new("test_assets/ladder.png"))?;
let (generated_map, mut spawn_points, mut ladder_position) = generate_level(10, 10, player_grid_position, (1, 8));
let mut rng = rand::thread_rng();
let mut enemies = Vec::new();
for _ in 0..5 {
if let Some(spawn_point) = spawn_points.choose(&mut rng).cloned() {
let mut enemy_texture_manager = two_d::TextureManagerAnim::new(&texture_creator);
// Load enemy textures here. This should be adapted to your actual texture loading logic.
// For example:
enemy_texture_manager.load_animation("enemy_idle", std::path::Path::new("test_assets/enemy_idle.png"), 16, 18, 150, 0)?;
let enemy = Enemy {
position: nalgebra::Vector2::new(spawn_point.0 as i32 * TILE_SIZE, spawn_point.1 as i32 * TILE_SIZE),
grid_position: (spawn_point.0 as i32, spawn_point.1 as i32), // Initialize grid_position
texture_manager: enemy_texture_manager,
speed: 3, // The speed at which the enemy moves, you can adjust this as needed
last_move: std::time::Instant::now(), // Set the last move to the current time
};
enemies.push(enemy);
spawn_points.retain(|&p| p != spawn_point); // Remove the used spawn point
}
}
let mut tile_map = two_d::Tile::from_generated_map(
generated_map,
vec![&floor, &wall, &obstacle, &ladder],
None,
)?;
let mut camera = two_d::Camera::new(nalgebra::Vector2::new(0, 0), nalgebra::Vector2::new(800, 600));
let mut flip_horizontal = false;
let mut light_spot_texture = texture_creator.load_texture("test_assets/point_light.png")?;
let light = two_d::PointLight::new(
nalgebra::Vector2::new(400.0, 300.0),
100.0,
0.6, // Intensity: 0.0 (off) to 1.0 (full intensity)
two_d::Color::new(255, 255, 255) // White color for pure light. You can change this!
);
let mut darkness_texture = texture_creator.create_texture_target(None, 800, 600)?;
darkness_texture.set_blend_mode(sdl2::render::BlendMode::Mod);
// Key press state tracking
let mut left_key_pressed = false;
let mut right_key_pressed = false;
let mut up_key_pressed = false;
let mut down_key_pressed = false;
let mut player_moved = false;
// Key press state tracking for attacking
let mut attack_key_pressed = false;
let mut game_state = GameState::Menu;
// layer + button
let ttf_context = sdl2::ttf::init().map_err(|e| e.to_string())?;
let mut ui_layer = two_d::Layer::new();
// Load a font:
let font_path = std::path::Path::new("test_assets/ARIALUNI.TTF");
let font_size = 24;
let font = std::sync::Arc::new(sdl2::ttf::Sdl2TtfContext::load_font(&ttf_context, font_path, font_size)?);
let text_box = std::rc::Rc::new(two_d::TextBox::new("Play".to_lowercase(), font, sdl2::rect::Rect::new(340, 340, 80, 50)));
let play_button = std::rc::Rc::new(two_d::Button::new(text_box.clone(),
sdl2::pixels::Color::RGB(0, 0, 0),
sdl2::rect::Rect::new(340, 340, 120, 50), (0, 0), 0,
Box::new(|| {
println!("Button pressed!");
}),));
let font2 = std::sync::Arc::new(sdl2::ttf::Sdl2TtfContext::load_font(&ttf_context, font_path, font_size)?);
let text_box2 = std::rc::Rc::new(two_d::TextBox::new("Quit".to_lowercase(), font2, sdl2::rect::Rect::new(340, 420, 80, 50)));
let quit_button = std::rc::Rc::new(two_d::Button::new(text_box2.clone(),
sdl2::pixels::Color::RGB(0, 0, 0),
sdl2::rect::Rect::new(340, 420, 120, 50), (0, 0), 0,
Box::new(|| {
println!("Button pressed!");
}),));
let title_font_size = 36; // Larger font for the title
let title_font = std::sync::Arc::new(sdl2::ttf::Sdl2TtfContext::load_font(&ttf_context, font_path, title_font_size)?);
let title_text = "Whispering Depths";
let title_width = 300; // Width of the title box, adjust as needed
let title_height = 50; // Height of the title box, adjust as needed
let title_x = (800 - title_width) / 2; // Center the title
let title_y = 50; // Position the title at 50 pixels from the top
let text_box_title = std::rc::Rc::new(two_d::TextBox::new(
title_text.to_string(),
title_font,
sdl2::rect::Rect::new(title_x, title_y, title_width as u32, title_height),
));
// Load font for health display
let health_font = std::sync::Arc::new(sdl2::ttf::Sdl2TtfContext::load_font(&ttf_context, font_path, 24)?);
let mut health_text_box = two_d::TextBox::new(format!("Health: {}", player_health), health_font, sdl2::rect::Rect::new(10, 10, 150, 50));
ui_layer.add_button(play_button.clone());
ui_layer.add_button(quit_button.clone());
let mut audio = two_d::audio::AudioPlayer::new(4);
let _music = audio.play(std::path::Path::new("test_assets/Dragon-Mystery.ogg"), -1, 35);
let minimap_rect = sdl2::rect::Rect::new(650, 10, (MINIMAP_WIDTH as f32 * MINIMAP_SCALE) as u32, (MINIMAP_HEIGHT as f32 * MINIMAP_SCALE) as u32);
'mainloop: loop {
match game_state {
GameState::Menu => {
// Render menu and handle menu events
for event in input_handler.poll_events() {
handle_menu_event(event, &play_button, &quit_button, &mut game_state);
}
render_menu(&mut window.canvas, &text_box_title, &play_button, &quit_button, sdl2::pixels::Color::RGB(255, 255, 255))?;
},
GameState::Playing => {
// Existing game logic goes here
player_moved = false;
for event in input_handler.poll_events() {
if let Some(event) = two_d::from_sdl_event(event) {
match event {
two_d::GEvent::Quit | two_d::GEvent::KeyDown(two_d::KeyEvent::Escape) => break 'mainloop,
two_d::GEvent::KeyDown(ref key_event) => {
match key_event {
// Check collisions for left movement
two_d::KeyEvent::Left if !left_key_pressed => {
let new_position = (player_grid_position.0 - 1, player_grid_position.1);
if player_grid_position.0 > 0
&& (tile_map.tile_map[new_position.1][new_position.0] == 0 || tile_map.tile_map[new_position.1][new_position.0] == 3)
&& !check_collision_with_enemies(&enemies, new_position)
{
left_key_pressed = true;
player_grid_position = new_position;
flip_horizontal = true;
player.texture_manager_anim.set_animation("walk_right");
player_moved = true;
}
},
// Check collisions for right movement
two_d::KeyEvent::Right if !right_key_pressed => {
let new_position = (player_grid_position.0 + 1, player_grid_position.1);
if player_grid_position.0 < tile_map.tile_map[0].len() - 1
&& (tile_map.tile_map[new_position.1][new_position.0] == 0 || tile_map.tile_map[new_position.1][new_position.0] == 3) // Allow movement if tile is empty or ladder
&& !check_collision_with_enemies(&enemies, new_position)
{
right_key_pressed = true;
player_grid_position = new_position;
flip_horizontal = false;
player.texture_manager_anim.set_animation("walk_right");
player_moved = true;
}
},
// Check collisions for up movement
two_d::KeyEvent::Up if !up_key_pressed => {
let new_position = (player_grid_position.0, player_grid_position.1 - 1);
if player_grid_position.1 > 0
&& (tile_map.tile_map[new_position.1][new_position.0] == 0 || tile_map.tile_map[new_position.1][new_position.0] == 3)
&& !check_collision_with_enemies(&enemies, new_position)
{
up_key_pressed = true;
player_grid_position = new_position;
player.texture_manager_anim.set_animation("walk_up");
player_moved = true;
}
},
// Check collisions for down movement
two_d::KeyEvent::Down if !down_key_pressed => {
let new_position = (player_grid_position.0, player_grid_position.1 + 1);
if player_grid_position.1 < tile_map.tile_map.len() - 1
&& (tile_map.tile_map[new_position.1][new_position.0] == 0 || tile_map.tile_map[new_position.1][new_position.0] == 3)
&& !check_collision_with_enemies(&enemies, new_position)
{
down_key_pressed = true;
player_grid_position = new_position;
player.texture_manager_anim.set_animation("walk_down");
player_moved = true;
}
},
// Handle attack key event
two_d::KeyEvent::Other(sdl2::keyboard::Keycode::Space) if !attack_key_pressed => {
attack_key_pressed = true;
},
_ => {},
}
},
two_d::GEvent::KeyUp(ref key_event) => {
match key_event {
two_d::KeyEvent::Left | two_d::KeyEvent::Right | two_d::KeyEvent::Up | two_d::KeyEvent::Down | two_d::KeyEvent::Other(sdl2::keyboard::Keycode::Space) => {
left_key_pressed = false;
right_key_pressed = false;
up_key_pressed = false;
down_key_pressed = false;
player.texture_manager_anim.set_animation("idle");
player_moved = false;
attack_key_pressed = false;
},
_ => {},
}
}
}
}
}
// Update player pixel position
player.position = nalgebra::Vector2::new(player_grid_position.0 as i32 * TILE_SIZE as i32, player_grid_position.1 as i32 * TILE_SIZE as i32);
// Update camera position to follow player
camera.update(player.get_position());
if player_grid_position == ladder_position {
let (new_map, new_spawn_points, new_ladder_position) = generate_level(10, 10, player_grid_position, (1, 8));
ladder_position = new_ladder_position;
// Update tile_map with the new level
tile_map = two_d::Tile::from_generated_map(
new_map,
vec![&floor, &wall, &obstacle, &ladder],
None,
)?;
// Clear and repopulate enemies for the new level
enemies.clear();
for _ in 0..5 {
if let Some(spawn_point) = new_spawn_points.choose(&mut rng).cloned() {
let mut enemy_texture_manager = two_d::TextureManagerAnim::new(&texture_creator);
enemy_texture_manager.load_animation("enemy_idle", std::path::Path::new("test_assets/enemy_idle.png"), 16, 18, 150, 0)?;
let enemy = Enemy {
position: nalgebra::Vector2::new(spawn_point.0 as i32 * TILE_SIZE, spawn_point.1 as i32 * TILE_SIZE),
grid_position: (spawn_point.0 as i32, spawn_point.1 as i32),
texture_manager: enemy_texture_manager,
speed: 3,
last_move: std::time::Instant::now(),
};
enemies.push(enemy);
}
}
// Reset player animation state
player.texture_manager_anim.set_animation("idle");
}
window.canvas.clear();
// Render tile map
for y in 0..tile_map.tile_map.len() {
for x in 0..tile_map.tile_map[0].len() {
let tile_index = tile_map.tile_map[y][x] as usize;
let texture_manager = &tile_map.textures[tile_index];
let rect = &two_d::Rect::new((x as i32 * TILE_SIZE as i32) as i32, (y as i32 * TILE_SIZE as i32) as i32, TILE_SIZE as u32, TILE_SIZE as u32);
let transformed_rect = camera.transform_rect(rect);
texture_manager.render_texture(&mut window.canvas, transformed_rect.unwrap())?;
}
}
// Render player
if let Some(current_animation_tag) = &player.texture_manager_anim.current_animation {
if let Some(animated_texture) = player.texture_manager_anim.animations.get(current_animation_tag) {
let player_rect = &two_d::Rect::new(
player.position.x as i32,
player.position.y as i32,
animated_texture.sprite_sheet.frame_width * 2,
animated_texture.sprite_sheet.frame_height * 2
);
let transformed_player_rect = camera.transform_rect(player_rect);
player.texture_manager_anim.render_texture(&mut window.canvas, transformed_player_rect.unwrap(), flip_horizontal as u32)?;
}
}
// Render enemies inside the game loop
for enemy in &mut enemies {
// Render the enemy using its texture and position
if let Some(current_animation_tag) = &enemy.texture_manager.current_animation {
if let Some(animated_texture) = enemy.texture_manager.animations.get(current_animation_tag) {
let player_rect = &two_d::Rect::new(
enemy.position.x as i32,
enemy.position.y as i32,
animated_texture.sprite_sheet.frame_width * 2,
animated_texture.sprite_sheet.frame_height * 2
);
let transformed_player_rect = camera.transform_rect(player_rect);
enemy.texture_manager.render_texture(&mut window.canvas, transformed_player_rect.unwrap(), 0)?;
}
}
}
// Assuming you're using a similar rendering method for the ladder as for other tiles
let ladder_rect = &two_d::Rect::new(
(ladder_position.0 as i32 * TILE_SIZE as i32) as i32,
(ladder_position.1 as i32 * TILE_SIZE as i32) as i32,
TILE_SIZE as u32, TILE_SIZE as u32
);
let transformed_ladder_rect = camera.transform_rect(ladder_rect);
ladder.render_texture(&mut window.canvas, transformed_ladder_rect.unwrap())?;
// Call the move_towards_player function for each enemy
if player_moved {
// In the game loop, when updating enemy positions
for index in 0..enemies.len() {
let player_position = (player_grid_position.0 as i32, player_grid_position.1 as i32);
let enemy_position = (enemies[index].grid_position.0, enemies[index].grid_position.1);
// Temporarily clone the enemy's last_move to pass it to the function
let mut last_move_clone = enemies[index].last_move.clone();
let direction = move_towards_player(
player_position,
enemy_position,
&enemies, // This is safe because we are not mutating enemies here
index,
&tile_map,
enemies[index].speed,
&mut last_move_clone, // Use the clone instead of the original
player_moved
);
// If move_towards_player determined a valid direction, update the enemy
if direction != (0, 0) {
enemies[index].grid_position.0 += direction.0;
enemies[index].grid_position.1 += direction.1;
enemies[index].position = nalgebra::Vector2::new(enemies[index].grid_position.0 * TILE_SIZE, enemies[index].grid_position.1 * TILE_SIZE);
enemies[index].last_move = last_move_clone; // Update the last_move with the clone
}
}
}
// Game loop
if attack_key_pressed {
// Define the attack range
let attack_range = 1; // One tile around the player
// Use retain to keep only the enemies that are not hit
enemies.retain(|enemy| {
let distance_x = (player_grid_position.0 as i32 - enemy.grid_position.0).abs();
let distance_y = (player_grid_position.1 as i32 - enemy.grid_position.1).abs();
// If the enemy is outside the attack range, keep it
distance_x > attack_range || distance_y > attack_range
});
attack_key_pressed = false; // Reset the attack key after handling the attack
}
let attack_cooldown = std::time::Duration::from_secs(1); // Set a cooldown period, e.g., 1 second
let mut attacked_by_enemy = false;
for enemy in &enemies {
if !attacked_by_enemy
&& player_grid_position == (enemy.grid_position.0 as usize, enemy.grid_position.1 as usize)
&& last_player_attacked_time.elapsed() >= attack_cooldown {
// Enemy is in the same cell and can attack
player_health -= 5; // Adjust this value as needed
println!("{}", player_health);
attacked_by_enemy = true; // Mark that player was attacked
last_player_attacked_time = std::time::Instant::now(); // Update last attacked time
}
}
if attacked_by_enemy {
// Handle post-attack logic here if necessary
}
// Still inside the GameState::Playing branch of the game loop
if player_health <= 0 {
println!("Game Over");
// Implement game over logic here
break; // Or transition to a different game state
}
// Render each light onto the light texture
window.canvas.with_texture_canvas(&mut darkness_texture, |canvas| {
// Clear the texture with a semi-transparent black for darkness
canvas.set_draw_color(sdl2::pixels::Color::RGBA(0, 0, 0, 150));
canvas.clear();
// Render each light onto this dark texture
light.render(canvas, &mut light_spot_texture);
})?;
// Set blend mode to Mod for blending the light texture onto the main scene
// Now, set the blend mode and render the darkness_texture over the main canvas to achieve the lighting effect
window.canvas.set_blend_mode(sdl2::render::BlendMode::Mod);
window.canvas.copy(&darkness_texture, None, None)?;
window.canvas.set_blend_mode(sdl2::render::BlendMode::None);
// Inside the game loop, under GameState::Playing
render_minimap(&mut window.canvas, &tile_map, player_grid_position, &enemies, minimap_rect)?;
// Update the health display
health_text_box.set_text(format!("Health: {}", player_health));
// Render the health display
health_text_box.render(&mut window.canvas, sdl2::pixels::Color::RGB(255, 255, 255))?;
},
}
window.canvas.present();
::std::thread::sleep(std::time::Duration::from_millis(16)); // ~60 FPS
}
Ok(())
}