Add GameOver turn state and screen

This commit is contained in:
Daniel Lynn 2021-07-08 23:30:42 -05:00
parent 8b763db714
commit a44c3466e0
4 changed files with 57 additions and 2 deletions

View File

@ -62,6 +62,47 @@ impl State {
monster_systems: build_monster_scheduler(),
}
}
fn game_over(&mut self, ctx: &mut BTerm) {
ctx.set_active_console(2);
ctx.print_color_centered(2, RED, BLACK, "Your quest has ended.");
ctx.print_color_centered(
4,
WHITE,
BLACK,
"Slain by a monster, your hero's journey has come to a premature end.",
);
ctx.print_color_centered(
5,
WHITE,
BLACK,
"The Amulet of Yala remains unclaimed, and your home town is not saved.",
);
ctx.print_color_centered(
8,
YELLOW,
BLACK,
"Don't worry, you can always try again with a new hero.",
);
ctx.print_color_centered(9, GREEN, BLACK, "Press 1 to play again.");
if let Some(VirtualKeyCode::Key1) = ctx.key {
self.ecs = World::default();
self.resources = Resources::default();
let mut rng = RandomNumberGenerator::new();
let map_builder = MapBuilder::new(&mut rng);
spawn_player(&mut self.ecs, map_builder.player_start);
map_builder
.rooms
.iter()
.skip(1)
.map(|r| r.center())
.for_each(|pos| spawn_monster(&mut self.ecs, &mut rng, pos));
self.resources.insert(map_builder.map);
self.resources.insert(Camera::new(map_builder.player_start));
self.resources.insert(TurnState::AwaitingInput);
}
}
}
impl GameState for State {
@ -89,6 +130,7 @@ impl GameState for State {
TurnState::MonsterTurn => self
.monster_systems
.execute(&mut self.ecs, &mut self.resources),
TurnState::GameOver => self.game_over(ctx),
}
render_draw_buffer(ctx).expect("Render error");

View File

@ -2,6 +2,7 @@ use crate::prelude::*;
#[system]
#[read_component(WantsToAttack)]
#[read_component(Player)]
#[write_component(Health)]
pub fn combat(ecs: &mut SubWorld, commands: &mut CommandBuffer) {
let mut attackers = <(Entity, &WantsToAttack)>::query();

View File

@ -1,12 +1,23 @@
use crate::prelude::*;
#[system]
pub fn end_turn(#[resource] turn_state: &mut TurnState) {
let new_state = match turn_state {
#[read_component(Health)]
#[read_component(Player)]
pub fn end_turn(ecs: &SubWorld, #[resource] turn_state: &mut TurnState) {
let mut player_hp = <&Health>::query().filter(component::<Player>());
let current_state = *turn_state;
let mut new_state = match current_state {
TurnState::AwaitingInput => return,
TurnState::PlayerTurn => TurnState::MonsterTurn,
TurnState::MonsterTurn => TurnState::AwaitingInput,
_ => current_state,
};
player_hp.iter(ecs).for_each(|hp| {
if hp.current < 1 {
new_state = TurnState::GameOver;
}
});
*turn_state = new_state;
}

View File

@ -3,4 +3,5 @@ pub enum TurnState {
AwaitingInput,
PlayerTurn,
MonsterTurn,
GameOver,
}