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@nicolaracco
Created July 31, 2022 15:59
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#![warn(clippy::all, clippy::pedantic)]
use bracket_lib::prelude::*;
const SCREEN_WIDTH: i32 = 80;
const SCREEN_HEIGHT: i32 = 50;
const FRAME_DURATION: f32 = 75.0;
const DRAGON_FRAMES: [u16; 6] = [64, 1, 2, 3, 2, 1];
struct Obstacle {
x: i32,
gap_y: i32,
size: 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;
for y in 0..self.gap_y - half_size {
ctx.set(screen_x, y, RED, BLACK, to_cp437('|'));
}
for y in self.gap_y + half_size..SCREEN_HEIGHT {
ctx.set(screen_x, y, RED, BLACK, to_cp437('|'));
}
}
fn hit_obstacle(&self, player: &Player) -> bool {
let half_size = self.size / 2;
let does_x_match = player.x == self.x;
let player_above_gap = (player.y as i32) < self.gap_y - half_size;
let player_below_gap = (player.y as i32) > self.gap_y + half_size;
does_x_match && (player_above_gap || player_below_gap)
}
}
struct Player {
x: i32,
y: f32,
velocity: f32,
frame: usize,
}
impl Player {
fn new(x: i32, y: i32) -> Self {
Self {
x,
y: y as f32,
velocity: 0.0,
frame: 0,
}
}
fn render(&self, ctx: &mut BTerm) {
ctx.set_active_console(1);
ctx.cls();
ctx.set_fancy(
PointF::new(0.0, self.y),
1,
Degrees::new(0.0),
PointF::new(2.0, 2.0),
WHITE,
NAVY,
DRAGON_FRAMES[self.frame],
);
ctx.set_active_console(0);
}
fn gravity_and_move(&mut self) {
if self.velocity < 2.0 {
self.velocity += 0.2;
}
self.y += self.velocity;
if self.y < 0.0 {
self.y = 0.0;
}
self.x += 1;
self.frame = (self.frame + 1) % 6;
}
fn flap(&mut self) {
self.velocity = -2.0;
}
}
enum GameMode {
Menu,
Playing,
End,
}
struct State {
mode: GameMode,
player: Player,
frame_time: f32,
obstacle: Obstacle,
score: i32,
}
impl State {
fn new() -> Self {
State {
mode: GameMode::Menu,
player: Player::new(5, 25),
frame_time: 0.0,
obstacle: Obstacle::new(SCREEN_WIDTH, 0),
score: 0,
}
}
fn main_menu(&mut self, ctx: &mut BTerm) {
ctx.cls();
ctx.print_centered(5, "Welcome to Flappy Dragon");
ctx.print_centered(8, "(P) Play Game");
ctx.print_centered(9, "(Q) Quit Game");
if let Some(key) = ctx.key {
match key {
VirtualKeyCode::P => self.restart(),
VirtualKeyCode::Q => ctx.quitting = true,
_ => {}
}
}
}
fn dead(&mut self, ctx: &mut BTerm) {
ctx.set_active_console(1);
ctx.cls();
ctx.set_active_console(0);
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 Again");
ctx.print_centered(9, "(Q) Quit Game");
if let Some(key) = ctx.key {
match key {
VirtualKeyCode::P => self.restart(),
VirtualKeyCode::Q => ctx.quitting = true,
_ => {}
}
}
}
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 self.player.x > self.obstacle.x {
self.score += 1;
self.obstacle = Obstacle::new(self.player.x + SCREEN_WIDTH, self.score);
}
if (self.player.y as i32) > SCREEN_HEIGHT || self.obstacle.hit_obstacle(&self.player) {
self.mode = GameMode::End;
}
}
fn restart(&mut self) {
self.mode = GameMode::Playing;
self.player = Player::new(5, 25);
self.score = 0;
self.obstacle = Obstacle::new(SCREEN_WIDTH, 0);
self.frame_time = 0.0;
}
}
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 {
let context = BTermBuilder::new()
.with_font("../flappy32.png", 32, 32)
.with_simple_console(32, 32, "../flappy32.png")
.with_fancy_console(32, 32, "../flappy32.png")
.with_title("Flappy Dragon")
.with_tile_dimensions(16, 16)
.build()?;
main_loop(context, State::new())
}
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