Allow input to fall through flashing messages

This is for parity with the original game
This commit is contained in:
Alex Page 2022-02-03 19:19:00 -05:00
parent 550713aaf8
commit 094d8e8617
2 changed files with 66 additions and 57 deletions

View file

@ -5,7 +5,7 @@ use crate::resources::{flashing_message::FlashingMessageIntent, *};
mod player;
pub fn handle_intent(bterm: &mut BTerm, world: &mut World, resources: &mut Resources) {
pub fn handle_intent(bterm: &mut BTerm, _world: &mut World, resources: &mut Resources) {
if let Some(key) = bterm.key {
if let Some(flashing_message) = &resources.flashing_message {
if let Some(intent) = &flashing_message.intent {
@ -25,61 +25,56 @@ pub fn handle_intent(bterm: &mut BTerm, world: &mut World, resources: &mut Resou
}
pub fn handle(world: &mut World, resources: &mut Resources, bterm: &mut BTerm) {
if resources.flashing_message.is_some() {
if bterm.key.is_some() {
handle_intent(bterm, world, resources);
resources.flashing_message = None;
}
} else {
match bterm.key {
None => {}
Some(key) => match key {
VirtualKeyCode::Left | VirtualKeyCode::J => {
player::try_move(-1, 0, world, resources);
}
VirtualKeyCode::U | VirtualKeyCode::Home => {
player::try_move(-1, -1, world, resources)
}
VirtualKeyCode::Up | VirtualKeyCode::I => {
player::try_move(0, -1, world, resources);
}
VirtualKeyCode::O | VirtualKeyCode::PageUp => {
player::try_move(1, -1, world, resources)
}
VirtualKeyCode::Right | VirtualKeyCode::K => {
player::try_move(1, 0, world, resources);
}
VirtualKeyCode::Comma | VirtualKeyCode::PageDown => {
player::try_move(1, 1, world, resources)
}
VirtualKeyCode::Down | VirtualKeyCode::M => {
player::try_move(0, 1, world, resources);
}
VirtualKeyCode::N | VirtualKeyCode::End => {
player::try_move(-1, 1, world, resources)
}
VirtualKeyCode::W => {
player::whip(world, resources);
}
VirtualKeyCode::D => {
resources.show_debug_info = !resources.show_debug_info;
}
VirtualKeyCode::Escape | VirtualKeyCode::Q => {
resources.flashing_message = Some(FlashingMessage::new(
" Are you sure you want to quit (Y/N)? ",
Some(FlashingMessageIntent::Quit),
));
}
VirtualKeyCode::P => {
resources.flashing_message =
Some(FlashingMessage::from(" Press any key to resume game. "));
}
_ => {
resources
.sound_output
.play_sound(resources.sound_effects.bad_key.clone());
}
},
}
if resources.flashing_message.is_some() && bterm.key.is_some() {
handle_intent(bterm, world, resources);
resources.flashing_message = None;
}
match bterm.key {
None => {}
Some(key) => match key {
VirtualKeyCode::Left | VirtualKeyCode::J => {
player::try_move(-1, 0, world, resources);
}
VirtualKeyCode::U | VirtualKeyCode::Home => player::try_move(-1, -1, world, resources),
VirtualKeyCode::Up | VirtualKeyCode::I => {
player::try_move(0, -1, world, resources);
}
VirtualKeyCode::O | VirtualKeyCode::PageUp => player::try_move(1, -1, world, resources),
VirtualKeyCode::Right | VirtualKeyCode::K => {
player::try_move(1, 0, world, resources);
}
VirtualKeyCode::Comma | VirtualKeyCode::PageDown => {
player::try_move(1, 1, world, resources)
}
VirtualKeyCode::Down | VirtualKeyCode::M => {
player::try_move(0, 1, world, resources);
}
VirtualKeyCode::N | VirtualKeyCode::End => player::try_move(-1, 1, world, resources),
VirtualKeyCode::W => {
player::whip(world, resources);
}
VirtualKeyCode::D => {
resources.show_debug_info = !resources.show_debug_info;
}
VirtualKeyCode::Escape | VirtualKeyCode::Q => {
resources.flashing_message = Some(FlashingMessage::new(
" Are you sure you want to quit (Y/N)? ",
Some(FlashingMessageIntent::Quit),
));
}
VirtualKeyCode::P => {
resources
.sound_output
.play_sound(resources.sound_effects.pause.clone());
resources.flashing_message =
Some(FlashingMessage::from(" Press any key to resume game. "));
}
_ => {
resources
.sound_output
.play_sound(resources.sound_effects.bad_key.clone());
}
},
}
}

View file

@ -38,6 +38,7 @@ pub struct SoundEffects {
pub slow_hit: SoundSamples,
pub medium_hit: SoundSamples,
pub fast_hit: SoundSamples,
pub pause: SoundSamples,
rng: RandomNumberGenerator,
}
@ -153,6 +154,19 @@ impl SoundEffects {
duration: Duration::from_millis(25),
}],
}),
pause: sound_output.render_sound_effect(&SoundEffect {
sounds: {
let mut sounds = vec![Sound {
sound_type: SoundType::Tone(500),
duration: Duration::from_millis(100),
}];
sounds.extend((100..=200).rev().step_by(10).map(|x| Sound {
sound_type: SoundType::Tone(x),
duration: Duration::from_millis(20),
}));
sounds
},
}),
rng: RandomNumberGenerator::new(),
}
}