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@@ -12,7 +12,7 @@ use crate::std::frame::{Position, Dimensions, RenderError, Frame, ColouredChar};
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use crate::std::io::{Color, ColorCode, KeyStroke, Screen, Stdin};
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use crate::std::random::Random;
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use crate::user::lib::libgui::cg_core::{CgComponent, Widget};
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use crate::user::lib::libgui::cg_widgets::{CgContainer, CgIndicatorWidget};
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use crate::user::lib::libgui::cg_widgets::{CgContainer, CgIndicatorWidget, CgLabel};
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#[derive(Clone)]
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pub struct Player {
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@@ -33,6 +33,9 @@ pub struct Game {
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pub player: Player,
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pub enemies: Vec<Enemy>,
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pub score: u32,
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pub hit: bool,
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pub difficulty_idx: u8,
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pub gamespeed: f64,
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}
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#[async_trait]
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@@ -41,7 +44,10 @@ impl Application for Game {
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Self {
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player: Player::new(),
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enemies: Vec::new(),
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score: 0
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score: 0,
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hit: false,
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difficulty_idx: 1,
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gamespeed: 1.0,
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}
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}
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async fn run(&mut self, args: Vec<String>) -> Result<(), Error> {
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@@ -55,23 +61,55 @@ impl Application for Game {
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true,
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);
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let score_label = Widget::insert(CgLabel::new(
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String::new(),
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Position::new(1, 1),
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78,
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true,
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));
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let self_ref = Widget::insert(self.clone());
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container_data.insert("app", self_ref);
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container_data.insert("score_label", score_label);
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let self_ref = container_data.fetch("app").unwrap();
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let score_ref = container_data.fetch("score_label").unwrap();
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loop {
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std::time::wait(0.1);
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match self.score {
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0..=9 => { self.gamespeed = 1.0; self.difficulty_idx = 1 },
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10..=24 => { self.gamespeed = 2.0; self.difficulty_idx = 2 },
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25..=49 => { self.gamespeed = 3.0; self.difficulty_idx = 3 },
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50..=99 => { self.gamespeed = 4.0; self.difficulty_idx = 4 },
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100..=199 => { self.gamespeed = 5.0; self.difficulty_idx = 5 },
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_ => self.gamespeed = 10.0,
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};
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std::time::wait(0.2 / self.gamespeed);
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spawn_timer += 1;
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if spawn_timer >= 8 {
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spawn_timer = 0;
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self.enemies.push(Enemy::new(Random::int(1, 21)));
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self.new_enemy();
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}
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self.enemies.retain(|e| {if e.position.x <= 0 {self.score += 1; false } else { true }});
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self.enemies.iter().for_each(|e| {
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});
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self.enemies.retain(|e| {
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if e.position.y == self.player.position.y && (0..5).map(|i| e.position.x + i).collect::<Vec<_>>().contains(&self.player.position.x) {
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self.player.health -= 1;
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self.hit = true;
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false
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} else if e.position.x <= 0 {
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self.score += 1;
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false
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} else {
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true
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}
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});
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self.enemies.iter_mut().for_each(|e| e.position.x -= 1);
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self.enemies.iter().for_each(|e| { if e.position.x == self.player.position.x && e.position.y == self.player.position.y { self.player.health -= 1; } });
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if self.player.health == 0 {
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break;
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@@ -90,9 +128,11 @@ impl Application for Game {
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}
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}
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self_ref.update(self.clone());
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score_ref.update(CgLabel::new(format!("< Score: {} >", self.score), Position::new(1, 1), 78, true, ));
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if let Ok(frame) = container_data.render() {
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frame.write_to_screen().unwrap();
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}
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self.hit = false;
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}
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let mut frame = Frame::new(Dimensions::new(0, 0), Dimensions::new(80, 25)).map_err(|_| ApplicationError("idk".to_string()))?;
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@@ -117,22 +157,48 @@ impl Application for Game {
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}
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}
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impl Game {
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fn new_enemy(&mut self) {
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let enemy_num = match self.difficulty_idx {
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1 => 1,
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2 => 2,
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3 => 3,
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4 => 5,
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_ => 7,
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};
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for _ in 0..enemy_num {
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self.enemies.push(Enemy::new(Random::int(1, 21)));
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}
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}
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}
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impl CgComponent for Game {
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fn render(&self) -> Result<Frame, RenderError> {
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let mut frame = Frame::new(Dimensions::new(1, 1), Dimensions::new(78, 23))?;
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let mut frame = Frame::new(Dimensions::new(1, 2), Dimensions::new(78, 22))?;
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let pos = self.player.position;
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let player_colour = match self.hit {
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true => Color::Red,
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false => Color::Cyan
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};
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frame[pos.y][pos.x] = ColouredChar {
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character: '@',
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colour: ColorCode::new(Color::Cyan, Color::Black),
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colour: ColorCode::new(player_colour, Color::Black),
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};
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for i in self.enemies.iter().map(|enemy| enemy.position).collect::<Vec<Position>>() {
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frame[i.y][i.x] = ColouredChar {
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character: '*',
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colour: ColorCode::new(Color::Red, Color::Black),
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}
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character: '<',
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colour: ColorCode::new(Color::LightGray, Color::Black),
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};
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(1..5).for_each(|offset| if i.x + offset < frame.dimensions.x { frame[i.y][i.x + offset] = ColouredChar {
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character: '=',
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colour: ColorCode::new(Color::LightGray, Color::Black),
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}});
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}
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Ok(frame)
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