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Add Level and Exp component
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@ -22,5 +22,5 @@ pub use inputs::{
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pub use inventory::{item, Inventory};
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pub use phys::{ForceUpdate, Ori, Pos, Vel};
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pub use player::Player;
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pub use stats::{Dying, HealthSource, Stats};
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pub use stats::{Dying, Exp, HealthSource, Level, Stats};
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pub use visual::LightEmitter;
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@ -17,6 +17,17 @@ pub struct Health {
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pub last_change: Option<(i32, f64, HealthSource)>,
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}
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#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
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pub struct Exp {
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current: f64,
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maximum: f64,
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}
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#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
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pub struct Level {
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amount: u32,
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}
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impl Health {
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pub fn get_current(&self) -> u32 {
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self.current
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@ -35,11 +46,56 @@ impl Health {
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}
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}
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impl Exp {
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pub fn get_current(&self) -> f64 {
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self.current
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}
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pub fn get_maximum(&self) -> f64 {
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self.maximum
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}
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pub fn set_current(&mut self, current: f64) {
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if self.current < self.maximum {
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self.current = current;
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}
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}
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pub fn set_maximum(&mut self, maximum: f64) {
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self.maximum = maximum;
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}
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pub fn change_current_by(&mut self, current: f64) {
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if self.current < self.maximum {
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self.current + current;
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}
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}
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pub fn change_maximum_by(&mut self, maximum: f64) {
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self.maximum + maximum;
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}
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}
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impl Level {
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pub fn set_level(&mut self, level: u32) {
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self.amount = level;
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}
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pub fn get_level(&self) -> u32 {
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self.amount
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}
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pub fn change_by(&mut self, level: u32) {
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self.amount + level;
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}
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}
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct Stats {
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pub name: String,
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pub health: Health,
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pub xp: u32,
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pub level: Level,
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pub exp: Exp,
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pub is_dead: bool,
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}
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@ -64,7 +120,11 @@ impl Stats {
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maximum: 100,
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last_change: None,
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},
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xp: 0,
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level: Level { amount: 1 },
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exp: Exp {
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current: 0.0,
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maximum: 50.0,
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},
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is_dead: false,
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}
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}
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@ -71,12 +71,12 @@ impl<'a> Widget for Skillbar<'a> {
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fn update(self, args: widget::UpdateArgs<Self>) -> Self::Event {
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let widget::UpdateArgs { state, ui, .. } = args;
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// TODO: remove this
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let level = (self.stats.xp as f64).log(4.0).trunc() as u32 + 1;
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let start_level_xp = ((level - 1) as f64).powi(4);
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let next_level_xp = (level as f64).powi(4) - start_level_xp;
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let level = (self.stats.level.get_level()).to_string();
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let next_level = self.stats.level.get_level() + 1;
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// TODO: We need a max xp value
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let xp_percentage = (self.stats.xp as f64 - start_level_xp) / next_level_xp;
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let xp_percentage = self.stats.exp.get_current();
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let max_xp = self.stats.exp.get_maximum();
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let hp_percentage =
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self.stats.health.get_current() as f64 / self.stats.health.get_maximum() as f64;
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let mana_percentage = 1.0;
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@ -167,16 +167,13 @@ impl<'a> Widget for Skillbar<'a> {
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// Level Display
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// TODO: don't construct a new string here
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// TODO: Insert actual Level here.
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Text::new(&level.to_string())
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Text::new(&level)
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.left_from(state.ids.xp_bar, -15.0)
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.font_size(10)
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.color(TEXT_COLOR)
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.set(state.ids.level_text, ui);
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// TODO: Insert next Level here.
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Text::new(&(level + 1).to_string())
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Text::new(&next_level.to_string())
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.right_from(state.ids.xp_bar, -15.0)
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.font_size(10)
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.color(TEXT_COLOR)
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