Allow input to fall through flashing messages
This is for parity with the original game
This commit is contained in:
parent
550713aaf8
commit
094d8e8617
2 changed files with 66 additions and 57 deletions
109
src/input/mod.rs
109
src/input/mod.rs
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@ -5,7 +5,7 @@ use crate::resources::{flashing_message::FlashingMessageIntent, *};
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mod player;
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pub fn handle_intent(bterm: &mut BTerm, world: &mut World, resources: &mut Resources) {
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pub fn handle_intent(bterm: &mut BTerm, _world: &mut World, resources: &mut Resources) {
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if let Some(key) = bterm.key {
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if let Some(flashing_message) = &resources.flashing_message {
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if let Some(intent) = &flashing_message.intent {
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@ -25,61 +25,56 @@ pub fn handle_intent(bterm: &mut BTerm, world: &mut World, resources: &mut Resou
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}
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pub fn handle(world: &mut World, resources: &mut Resources, bterm: &mut BTerm) {
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if resources.flashing_message.is_some() {
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if bterm.key.is_some() {
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handle_intent(bterm, world, resources);
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resources.flashing_message = None;
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}
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} else {
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match bterm.key {
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None => {}
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Some(key) => match key {
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VirtualKeyCode::Left | VirtualKeyCode::J => {
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player::try_move(-1, 0, world, resources);
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}
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VirtualKeyCode::U | VirtualKeyCode::Home => {
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player::try_move(-1, -1, world, resources)
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}
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VirtualKeyCode::Up | VirtualKeyCode::I => {
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player::try_move(0, -1, world, resources);
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}
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VirtualKeyCode::O | VirtualKeyCode::PageUp => {
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player::try_move(1, -1, world, resources)
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}
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VirtualKeyCode::Right | VirtualKeyCode::K => {
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player::try_move(1, 0, world, resources);
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}
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VirtualKeyCode::Comma | VirtualKeyCode::PageDown => {
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player::try_move(1, 1, world, resources)
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}
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VirtualKeyCode::Down | VirtualKeyCode::M => {
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player::try_move(0, 1, world, resources);
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}
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VirtualKeyCode::N | VirtualKeyCode::End => {
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player::try_move(-1, 1, world, resources)
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}
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VirtualKeyCode::W => {
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player::whip(world, resources);
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}
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VirtualKeyCode::D => {
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resources.show_debug_info = !resources.show_debug_info;
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}
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VirtualKeyCode::Escape | VirtualKeyCode::Q => {
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resources.flashing_message = Some(FlashingMessage::new(
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" Are you sure you want to quit (Y/N)? ",
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Some(FlashingMessageIntent::Quit),
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));
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}
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VirtualKeyCode::P => {
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resources.flashing_message =
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Some(FlashingMessage::from(" Press any key to resume game. "));
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}
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_ => {
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resources
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.sound_output
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.play_sound(resources.sound_effects.bad_key.clone());
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}
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},
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}
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if resources.flashing_message.is_some() && bterm.key.is_some() {
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handle_intent(bterm, world, resources);
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resources.flashing_message = None;
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}
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match bterm.key {
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None => {}
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Some(key) => match key {
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VirtualKeyCode::Left | VirtualKeyCode::J => {
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player::try_move(-1, 0, world, resources);
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}
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VirtualKeyCode::U | VirtualKeyCode::Home => player::try_move(-1, -1, world, resources),
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VirtualKeyCode::Up | VirtualKeyCode::I => {
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player::try_move(0, -1, world, resources);
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}
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VirtualKeyCode::O | VirtualKeyCode::PageUp => player::try_move(1, -1, world, resources),
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VirtualKeyCode::Right | VirtualKeyCode::K => {
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player::try_move(1, 0, world, resources);
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}
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VirtualKeyCode::Comma | VirtualKeyCode::PageDown => {
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player::try_move(1, 1, world, resources)
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}
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VirtualKeyCode::Down | VirtualKeyCode::M => {
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player::try_move(0, 1, world, resources);
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}
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VirtualKeyCode::N | VirtualKeyCode::End => player::try_move(-1, 1, world, resources),
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VirtualKeyCode::W => {
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player::whip(world, resources);
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}
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VirtualKeyCode::D => {
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resources.show_debug_info = !resources.show_debug_info;
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}
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VirtualKeyCode::Escape | VirtualKeyCode::Q => {
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resources.flashing_message = Some(FlashingMessage::new(
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" Are you sure you want to quit (Y/N)? ",
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Some(FlashingMessageIntent::Quit),
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));
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}
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VirtualKeyCode::P => {
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resources
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.sound_output
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.play_sound(resources.sound_effects.pause.clone());
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resources.flashing_message =
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Some(FlashingMessage::from(" Press any key to resume game. "));
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}
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_ => {
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resources
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.sound_output
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.play_sound(resources.sound_effects.bad_key.clone());
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}
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},
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}
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}
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@ -38,6 +38,7 @@ pub struct SoundEffects {
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pub slow_hit: SoundSamples,
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pub medium_hit: SoundSamples,
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pub fast_hit: SoundSamples,
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pub pause: SoundSamples,
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rng: RandomNumberGenerator,
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}
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@ -153,6 +154,19 @@ impl SoundEffects {
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duration: Duration::from_millis(25),
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}],
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}),
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pause: sound_output.render_sound_effect(&SoundEffect {
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sounds: {
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let mut sounds = vec![Sound {
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sound_type: SoundType::Tone(500),
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duration: Duration::from_millis(100),
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}];
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sounds.extend((100..=200).rev().step_by(10).map(|x| Sound {
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sound_type: SoundType::Tone(x),
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duration: Duration::from_millis(20),
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}));
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sounds
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},
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}),
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rng: RandomNumberGenerator::new(),
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}
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}
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