实现游戏基本功能
现在角色可以推动箱子在区域内移动了.有些(并不是全部)游戏还会设定些目标让玩家去完成.比如有些推箱子类的游戏会让玩家把箱子推到特定的点才算赢.目前我们还没实现类似的功能,还没有检查什么时候玩家赢了并停止游戏,有可能玩家已经把箱子推到目标点了,但我们的游戏并没意识到.接下来就让我们完成这些功能吧!
首先我们需要想一下要检查是否赢了并通知玩家需要添加那些功能. 当玩家闯关时:
- 需要一个用于保存游戏状态的
resource
- 游戏是在进行中还是已经完成了?
- 玩家目前一共走了多少步了?
- 需要一个用于检查玩家是否完成任务的
system
- 需要一个用于更新移动步数的
system
- 需要一个用于展示游戏状态的界面(UI )
游戏状态资源
我们之所以选择使用资源(resource)
保存游戏状态,是因为游戏状态信息不跟任何一个实体绑定.接下来我们就开始定义一个Gameplay
资源.
#![allow(unused)] fn main() { // resources.rs #[derive(Default)] pub struct Gameplay { pub state: GameplayState, pub moves_count: u32 } }
Gameplay
有俩个属性: state
和 moves_count
. 分别用于保存当前游戏状态(当前游戏正在进行还是已经有了赢家)和玩家操作的步数. state
是枚举(enum)
类型, 可以这样定义:
#![allow(unused)] fn main() { // resources.rs pub enum GameplayState { Playing, Won } }
眼尖的你应该已经发现,我们使用了宏为Gameplay
实现了Default
特征,但是枚举GameplayState
却没有.如果我们需要把Gameplay
用做资源,那它必须具备Default
特征.Rust并没有提供为枚举类型实现Default
特征的宏,我们只能自己为枚举GameplayState
实现Default
特征了.
#![allow(unused)] fn main() { // resources.rs impl Default for GameplayState { fn default() -> Self { Self::Playing } } }
定义好资源别忘了注册下:
#![allow(unused)] fn main() { // resources.rs pub fn register_resources(world: &mut World) { world.insert(InputQueue::default()); world.insert(Gameplay::default()); } }
当游戏开始时,资源Gameplay
应该是这样地:
#![allow(unused)] fn main() { Gameplay { state: GameplayState::Playing, moves_count: 0 } }
计步System
我们可以通过增加Gameplay
的moves_count
属性值来记录玩家操作的步数.
可以在先前定义的处理用户输入的InputSystem
中实现计步的功能.因为我们需要在InputSystem
中修改Gameplay
的属性值,所以需要在InputSystem
中定义SystemData
类型时使用Write<'a, Gameplay>
.
#![allow(unused)] fn main() { // input_system.rs use crate::components::*; use crate::constants::*; use crate::resources::{InputQueue, Gameplay}; use ggez::event::KeyCode; use specs::{world::Index, Entities, Join, ReadStorage, System, Write, WriteStorage}; use std::collections::HashMap; pub struct InputSystem {} // System implementation impl<'a> System<'a> for InputSystem { // Data type SystemData = ( Write<'a, InputQueue>, Write<'a, Gameplay>, Entities<'a>, WriteStorage<'a, Position>, ReadStorage<'a, Player>, ReadStorage<'a, Movable>, ReadStorage<'a, Immovable>, ); fn run(&mut self, data: Self::SystemData) { let (mut input_queue, mut gameplay, entities, mut positions, players, movables, immovables) = data; ... }
我们先前已经编写过根据玩家按键移动角色的代码,在此基础上再添加增加操作步骤计数的代码就可以了.
#![allow(unused)] fn main() { // input_system.rs ... // We've just moved, so let's increase the number of moves if to_move.len() > 0 { gameplay.moves_count += 1; } // Now actually move what needs to be moved for (key, id) in to_move { let position = positions.get_mut(entities.entity(id)); if let Some(position) = position { match key { KeyCode::Up => position.y -= 1, KeyCode::Down => position.y += 1, KeyCode::Left => position.x -= 1, KeyCode::Right => position.x += 1, _ => (), } } } } } }
Gameplay System
接下来是添加一个GamePlayStateSystem
用于检查所有的箱子是否已经推到了目标点,如果已经推到了就赢了.除了 Gameplay
, 要完成这个功能还需要只读访问Position
, Box
, 和 BoxSpot
.这里使用 Join
结合Box(箱子)
和 Position(位置)
创建一个包含每个箱子位置信息的Vector
(集合).我们只需要遍历这个集合判断每个箱子是否在目标点上,如果在就胜利了,如果不在游戏继续.
#![allow(unused)] fn main() { // gameplay_state_system.rs use specs::{Join, ReadStorage, System, Write}; use std::collections::HashMap; use crate::{ components::{Box, BoxSpot, Position}, resources::{Gameplay, GameplayState}, }; pub struct GameplayStateSystem {} impl<'a> System<'a> for GameplayStateSystem { // Data type SystemData = ( Write<'a, Gameplay>, ReadStorage<'a, Position>, ReadStorage<'a, Box>, ReadStorage<'a, BoxSpot>, ); fn run(&mut self, data: Self::SystemData) { let (mut gameplay_state, positions, boxes, box_spots) = data; // get all boxes indexed by position let boxes_by_position: HashMap<(u8, u8), &Box> = (&positions, &boxes) .join() .map(|t| ((t.0.x, t.0.y), t.1)) .collect::<HashMap<_, _>>(); // loop through all box spots and check if there is a corresponding // box at that position for (_box_spot, position) in (&box_spots, &positions).join() { if boxes_by_position.contains_key(&(position.x, position.y)) { // continue } else { gameplay_state.state = GameplayState::Playing; return; } } // If we made it this far, then all box spots have boxes on them, and the // game has been won gameplay_state.state = GameplayState::Won; } } }
最后还需要在渲染循环中执行我们的代码:
#![allow(unused)] fn main() { // main.rs impl event::EventHandler<ggez::GameError> for Game { fn update(&mut self, _context: &mut Context) -> GameResult { // Run input system { let mut is = InputSystem {}; is.run_now(&self.world); } // Run gameplay state system { let mut gss = GameplayStateSystem {}; gss.run_now(&self.world); } Ok(()) } // ... } }
游戏信息界面
最后一步是需要提供一个向玩家展示当前游戏状态的界面.我们需要一个用于记录游戏状态的资源和一个更新状态信息的System.可以把这些放到资源GameplayState
和RenderingSystem
中.
首先需要为GameplayState
实现Display特征,这样才能以文本的形式展示游戏状态.这里又用到了模式匹配,根据游戏的状态显示"Playing(进行中)"或"Won(赢了)".
#![allow(unused)] fn main() { // resources.rs impl Display for GameplayState { fn fmt(&self, fmt: &mut fmt::Formatter) -> fmt::Result { fmt.write_str(match self { GameplayState::Playing => "Playing", GameplayState::Won => "Won" })?; Ok(()) } } }
接下来我们需要在RenderingSystem
中添加一个方法draw_text
,这样它就可以把游戏状态信息GameplayState
显示到屏幕上了.
#![allow(unused)] fn main() { // rendering_systems.rs impl RenderingSystem<'_> { pub fn draw_text(&mut self, text_string: &str, x: f32, y: f32) { let text = graphics::Text::new(text_string); let destination = Vec2::new(x, y); let color = Some(Color::new(0.0, 0.0, 0.0, 1.0)); let dimensions = Vec2::new(0.0, 20.0); graphics::queue_text(self.context, &text, dimensions, color); graphics::draw_queued_text( self.context, graphics::DrawParam::new().dest(destination), None, graphics::FilterMode::Linear, ) .expect("expected drawing queued text"); } } }
...为了调用drwa_text
我们还需要把资源 Gameplay
添加 RenderingSystem
中,这样 RenderingSystem
才能获取到资源 Gameplay
.
#![allow(unused)] fn main() { // rendering_system.rs impl<'a> System<'a> for RenderingSystem<'a> { // Data type SystemData = (Read<'a, Gameplay>, ReadStorage<'a, Position>, ReadStorage<'a, Renderable>); fn run(&mut self, data: Self::SystemData) { let (gameplay, positions, renderables) = data; // Clearing the screen (this gives us the backround colour) graphics::clear(self.context, graphics::Color::new(0.95, 0.95, 0.95, 1.0)); // Get all the renderables with their positions and sort by the position z // This will allow us to have entities layered visually. let mut rendering_data = (&positions, &renderables).join().collect::<Vec<_>>(); rendering_data.sort_by_key(|&k| k.0.z); // Iterate through all pairs of positions & renderables, load the image // and draw it at the specified position. for (position, renderable) in rendering_data.iter() { // Load the image let image = Image::new(self.context, renderable.path.clone()).expect("expected image"); let x = position.x as f32 * TILE_WIDTH; let y = position.y as f32 * TILE_WIDTH; // draw let draw_params = DrawParam::new().dest(Vec2::new(x, y)); graphics::draw(self.context, &image, draw_params).expect("expected render"); } // Render any text self.draw_text(&gameplay.state.to_string(), 525.0, 80.0); self.draw_text(&gameplay.moves_count.to_string(), 525.0, 100.0); // Finally, present the context, this will actually display everything // on the screen. graphics::present(self.context).expect("expected to present"); } } }
至此我们编写的推箱子游戏已经可以向玩家展示基本的信息了:
- 当前的操作步数
- 当玩家胜利时告诉他们
看起来就像这个样子:
还有很多可以改进增强的!
CODELINK: 点 这里获取目前的完整代码.