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i32 +} + +impl Obstacle{ + fn new(x: i32, score: i32) -> Self{ + let mut random = RandomNumberGenerator::new(); + Obstacle { + x, + gap_y: random.range(10, 40), + size: i32::max(2, 20 - score) + } + } + + fn render(&mut self, ctx: &mut BTerm, player_x : i32){ + let screen_x = self.x - player_x; + let half_size = self.size / 2; + + // Draw the top half of the obstacle + for y in 0..self.gap_y - half_size{ + ctx.set( + screen_x, + y, + RED, + BLACK, + to_cp437('|'), + ); + } + // Draw the bottom half of the obstacle + for y in self.gap_y + half_size..SCREEN_HEIGHT{ + ctx.set( + screen_x, + y, + RED, + BLACK, + to_cp437('|') + ) + } + } + + fn hit_obstacle(&self, player: &Dragon) -> bool{ + let half_size = self.size / 2; + let does_x_match = player.x == self.x; + let player_above_gap = player.y < self.gap_y - half_size; + let player_below_gap = player.y > self.gap_y + half_size; + + does_x_match && ( player_below_gap || player_above_gap) + } + +} + +struct Dragon { + x: i32, + y: i32, + velocity: f32, +} + +impl Dragon{ + fn new(x: i32, y: i32)-> Self { + Dragon{ + x, + y, + velocity: 0.0, + } + } + + fn render(&mut self, ctx: &mut BTerm){ + ctx.set( + 0, + self. y, + YELLOW, + BLACK, + to_cp437('@') + ); + } + + fn gravity_and_move(&mut self){ + if self.velocity < 2.0 { + self.velocity += 0.2; + } + self.y += self.velocity as i32; + self.x += 1; + if self.y < 0 { + self.y = 0; + } + } + + fn flap(&mut self){ + self.velocity = - 2.0; + } +} + +struct State{ + mode: GameMode, + player: Dragon, + frame_time: f32, + score: i32, + obstacle: Obstacle, +} + +impl State{ + fn new()-> Self{ + State { + mode: GameMode::Menu, + player: Dragon::new(5, 25), + frame_time: 0.0, + obstacle: Obstacle::new(SCREEN_WIDTH, 0), + score: 0, + } + } + + fn play(&mut self, ctx: &mut BTerm){ + ctx.cls_bg(NAVY); + self.frame_time += ctx.frame_time_ms; + if self.frame_time > FRAME_DURATION { + self.frame_time = 0.0; + self.player.gravity_and_move(); + } + if let Some(VirtualKeyCode::Space) = ctx.key { + self.player.flap(); + } + self.player.render(ctx); + + ctx.print(0,0, "Press SPACE to flap"); + ctx.print(0,1, &format!("Score: {}", self.score)); + + self.obstacle.render(ctx,self.player.x); + // if the player is over the obstacle, update + // score and create a new obstacle + if self.player.x > self.obstacle.x { + self.score += 1; + self.obstacle = Obstacle::new( + self.player.x + SCREEN_WIDTH, self.score + ); + } + // End conditions + // Hit the floor: + if self.player.y > SCREEN_HEIGHT { + self.mode = GameMode::End; + } + // Hit an obstacle + if self.obstacle.hit_obstacle(&self.player){ + self.mode = GameMode::End; + } + } + fn dead(&mut self, ctx: &mut BTerm){ + //Print text to screen + ctx.cls(); + ctx.print_centered(5, "You are dead!"); + ctx.print_centered(6, &format!("You earned {} points", self.score)); + ctx.print_centered(8, "(P) Play Game"); + ctx.print_centered(9, "(Q) Quit Game"); + // Handle user input + if let Some(key) = ctx.key { + match key { + VirtualKeyCode::P => self.restart(), + VirtualKeyCode::Q => ctx.quitting = true, + _ => {} + } + } + + } + fn main_menu(&mut self, ctx: &mut BTerm){ + // Print text to screen + ctx.cls(); + ctx.print_centered(5, "Welcome to Flappy Dragon"); + ctx.print_centered(8, "(P) Play Game"); + ctx.print_centered(9, "(Q) Quit Game"); + // Handle user input + if let Some(key) = ctx.key { + match key { + VirtualKeyCode::P => self.restart(), + VirtualKeyCode::Q => ctx.quitting = true, + _ => {} + } + } + } + fn restart(&mut self){ + self.player = Dragon::new(5, 25); + self.frame_time = 0.0; + self.obstacle = Obstacle::new(SCREEN_WIDTH, 0); + self.score = 0; + + self.mode = GameMode::Playing; + } +} + +impl GameState for State{ + fn tick(&mut self, ctx: &mut BTerm){ + match self.mode{ + GameMode::Menu => self.main_menu(ctx), + GameMode::End => self.dead(ctx), + GameMode::Playing => self.play(ctx), + } + } +} + +fn main() -> BError { + println!("Hello, world!"); + let context = BTermBuilder::simple80x50() + .with_title("Flappy Dragon") + .build()?; + + main_loop(context, State::new()) +}