add borders around panels

This commit is contained in:
Vinzenz Schroeter 2025-07-06 17:55:50 +02:00
commit 12f48497ae
6 changed files with 368 additions and 197 deletions

View file

@ -1,6 +1,10 @@
use crate::unlocks::{Unlock, UnlockSystem};
use crate::{Currency, bar::Bar};
use servicepoint::{Bitmap, CharGrid, CharGridMutExt, TILE_SIZE, WindowMut};
use crate::border_panel::{INNER_BORDER, OUTER_BORDER, draw_border_panel};
use crate::row::Row;
use crate::{
Currency,
unlocks::{Unlock, UnlockSystem},
};
use servicepoint::{Bitmap, CharGrid, CharGridMutExt, GridMut, TILE_SIZE, WindowMut};
use std::time::Duration;
#[derive(Debug)]
@ -12,14 +16,14 @@ pub struct Game {
#[derive(Debug)]
pub struct State {
pub(crate) currency: Currency,
pub(crate) speed: f64,
pub(crate) productivity: f64,
pub(crate) bars: Vec<Bar>,
pub currency: Currency,
pub speed: f64,
pub productivity: f64,
pub rows: Vec<Row>,
}
impl Game {
const BAR_NAMES: [&'static str; 11] = [
const BAR_NAMES: [&'static str; 10] = [
"Powering infrastructure",
"Dusting ServicePoint",
"Activating colorful lights",
@ -30,7 +34,7 @@ impl Game {
"Untangling 'block chain'",
"Refilling sticker box",
"Setting room to public",
"Welcoming creatures",
// "Welcoming creatures",
];
pub fn new() -> Self {
@ -38,7 +42,7 @@ impl Game {
.iter()
.enumerate()
.map(|(index, name)| {
Bar::new(
Row::new(
2usize.pow(index as u32) as f64,
1.0 * (0.5f64.powi(index as i32)),
*name,
@ -46,7 +50,7 @@ impl Game {
})
.collect();
let state = State {
bars,
rows: bars,
currency: 1f64,
speed: 1f64,
productivity: 1f64,
@ -58,93 +62,80 @@ impl Game {
}
}
pub(crate) fn progress(&mut self, delta: Duration) {
pub fn progress(&mut self, delta: Duration) {
let adjusted_delta = delta.mul_f64(self.state.speed);
let extra_currency = self.state.productivity
* self
.state
.bars
.rows
.iter_mut()
.map(|bar| bar.progress(adjusted_delta))
.sum::<Currency>();
self.state.currency += extra_currency;
self.total_currency += extra_currency;
self.unlocks.check_next(&mut self.state);
self.unlocks.progress(&mut self.state);
}
pub(crate) fn draw(
pub fn draw(
&self,
text_layer: &mut WindowMut<char, CharGrid>,
pixel_layer: &mut WindowMut<bool, Bitmap>,
text_layer: WindowMut<char, CharGrid>,
pixel_layer: WindowMut<bool, Bitmap>,
) {
text_layer
.set_row_str(0, "Discordia Boot Procedure")
let (text_layer, pixel_layer) = draw_border_panel(
text_layer,
pixel_layer,
" Discordia Boot Procedure ",
OUTER_BORDER,
);
let unlocks_height = 3 + 2;
let (unlocks_text, text_layer) = text_layer.split_vertical_mut(unlocks_height).unwrap();
let (unlocks_pixel, pixel_layer) = pixel_layer
.split_vertical_mut(unlocks_height * TILE_SIZE)
.unwrap();
self.draw_bars(text_layer, pixel_layer, 1);
self.unlocks.draw(unlocks_text, unlocks_pixel);
let mut row = text_layer.height() - 1;
self.draw_stats(text_layer, row);
row -= 1;
let bars_height = self.state.rows.len() + 2;
let (bars_text, text_layer) = text_layer.split_vertical_mut(bars_height).unwrap();
let (bars_pixel, _) = pixel_layer
.split_vertical_mut(bars_height * TILE_SIZE)
.unwrap();
self.draw_bars(bars_text, bars_pixel);
if let Some(next_upgrade) = self.unlocks.peek_next() {
self.draw_next_upgrade(text_layer, row, next_upgrade);
row -= 1;
}
if let Some(prev_unlock) = self.unlocks.previous() {
self.draw_prev_unlock(text_layer, row, prev_unlock);
}
let free_row_bottom = text_layer.height() - 1;
self.draw_stats(text_layer, free_row_bottom);
}
fn draw_next_upgrade(&self, text_layer: &mut WindowMut<char, CharGrid>, row: usize, next_upgrade: &Unlock) {
text_layer
.window_mut(0, row, text_layer.width(), 1)
.unwrap()
.set_row_str(0, &format!("Next unlock: {:.0}/{} Hacks", self.state.currency, next_upgrade.cost))
.unwrap();
}
fn draw_stats(&self, text_layer: &mut WindowMut<char, CharGrid>, row: usize) {
text_layer
.window_mut(0, row, text_layer.width() / 2, 1)
.unwrap()
.set_row_str(0, &format!("Hack Score: {:.2}", self.total_currency))
fn draw_stats<C: GridMut<char>>(&self, text_layer: WindowMut<char, C>, row: usize) {
let middle = text_layer.width() / 2;
let (mut left, mut right) = text_layer.split_horizontal_mut(middle).unwrap();
left.set_row_str(0, &format!("Hack Score: {:.2}", self.total_currency))
.unwrap();
if self.unlocks.bought() > 0 {
text_layer
.window_mut(
text_layer.width() / 2,
row,
text_layer.width() / 2,
1,
)
.unwrap()
right
.set_row_str(0, &format!(" Unlocks: {}", self.unlocks.bought()))
.unwrap();
}
}
fn draw_bars(&self, text_layer: &mut WindowMut<char, CharGrid>, pixel_layer: &mut WindowMut<bool, Bitmap>, mut row: usize) {
for bar in self.state.bars.iter() {
fn draw_bars<C: GridMut<char>, P: GridMut<bool>>(
&self,
text_layer: WindowMut<char, C>,
pixel_layer: WindowMut<bool, P>,
) {
let (mut text_layer, mut pixel_layer) =
draw_border_panel(text_layer, pixel_layer, " Processes ", INNER_BORDER);
for (index, row) in self.state.rows.iter().enumerate() {
let mut bar_window = pixel_layer
.window_mut(0, row * TILE_SIZE, pixel_layer.width(), TILE_SIZE)
.window_mut(0, index * TILE_SIZE, pixel_layer.width(), TILE_SIZE)
.unwrap();
let mut label_window = text_layer
.window_mut(0, row, text_layer.width(), 1)
.window_mut(0, index, text_layer.width(), 1)
.unwrap();
bar.draw(&mut label_window, &mut bar_window);
row += 1;
row.draw(&mut label_window, &mut bar_window);
}
}
fn draw_prev_unlock(&self, chars: &mut WindowMut<char, CharGrid>, row: usize, prev: &String) {
chars
.window_mut(0, row, chars.width(), 1)
.unwrap()
.set_row_str(0, &format!("Unlocked: {}", prev))
.unwrap();
}
}