Browse Source

add display offset

Bastien Sevajol 3 years ago
parent
commit
112d05bb6c
1 changed files with 45 additions and 7 deletions
  1. 45 7
      src/main.rs

+ 45 - 7
src/main.rs View File

@@ -1,9 +1,10 @@
1 1
 use ggez;
2
-use ggez::event;
2
+use ggez::event::KeyCode;
3 3
 use ggez::graphics;
4 4
 use ggez::graphics::{DrawMode, MeshBuilder};
5 5
 use ggez::nalgebra as na;
6 6
 use ggez::timer::check_update_time;
7
+use ggez::{event, input};
7 8
 use ggez::{Context, GameResult};
8 9
 use glam::Vec2;
9 10
 use std::env;
@@ -17,7 +18,8 @@ const PHYSICS_EACH: u32 = 10; // execute physics code each 10 frames
17 18
 const ANIMATE_EACH: u32 = 60; // execute animate code each 30 frames
18 19
 const SPRITE_EACH: u32 = 10; // change sprite animation tile 30 frames
19 20
 const MAX_FRAME_I: u32 = 4294967295; // max of frame_i used to calculate ticks
20
-
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+const DISPLAY_OFFSET_BY: f32 = 3.0;
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+const DISPLAY_OFFSET_BY_SPEED: f32 = 10.0;
21 23
 const SPRITE_SHEET_WIDTH: f32 = 800.0;
22 24
 const SPRITE_SHEET_HEIGHT: f32 = 600.0;
23 25
 
@@ -145,6 +147,7 @@ struct MainState {
145 147
     map_batch: graphics::spritebatch::SpriteBatch,
146 148
     scene_items: Vec<SceneItem>,
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     physics_events: Vec<PhysicEvent>,
150
+    display_offset: na::Point2<f32>,
148 151
 }
149 152
 
150 153
 impl MainState {
@@ -176,10 +179,33 @@ impl MainState {
176 179
             map_batch,
177 180
             scene_items,
178 181
             physics_events: vec![],
182
+            display_offset: na::Point2::new(0.0, 0.0),
179 183
         };
180 184
         Ok(s)
181 185
     }
182 186
 
187
+    fn inputs(&mut self, ctx: &Context) {
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+        let display_offset_by =
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+            if input::keyboard::is_mod_active(ctx, input::keyboard::KeyMods::SHIFT) {
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+                DISPLAY_OFFSET_BY_SPEED
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+            } else {
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+                DISPLAY_OFFSET_BY
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+            };
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+
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+        if input::keyboard::is_key_pressed(ctx, KeyCode::Left) {
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+            self.display_offset.x += display_offset_by;
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+        }
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+        if input::keyboard::is_key_pressed(ctx, KeyCode::Right) {
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+            self.display_offset.x -= display_offset_by;
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+        }
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+        if input::keyboard::is_key_pressed(ctx, KeyCode::Up) {
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+            self.display_offset.y += display_offset_by;
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+        }
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+        if input::keyboard::is_key_pressed(ctx, KeyCode::Down) {
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+            self.display_offset.y -= display_offset_by;
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+        }
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+    }
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+
183 209
     // TODO: manage errors
184 210
     fn physics(&mut self) {
185 211
         // Scene items movements
@@ -247,11 +273,20 @@ impl MainState {
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             scene_item.tick_sprite();
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         }
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     }
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+
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+    fn position_with_display_offset(&self, position: &na::Point2<f32>) -> na::Point2<f32> {
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+        na::Point2::new(
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+            position.x + self.display_offset.x,
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+            position.y + self.display_offset.y,
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+        )
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+    }
250 283
 }
251 284
 
252 285
 impl event::EventHandler for MainState {
253 286
     fn update(&mut self, ctx: &mut Context) -> GameResult {
254 287
         while check_update_time(ctx, TARGET_FPS) {
288
+            self.inputs(ctx);
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+
255 290
             // TODO: meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu
256 291
             // ennemi, dans animate il se mettra a tirer)
257 292
             let tick_sprite = self.frame_i % SPRITE_EACH == 0;
@@ -313,25 +348,28 @@ impl event::EventHandler for MainState {
313 348
         }
314 349
         self.map_batch.add(
315 350
             graphics::DrawParam::new()
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-            .src(graphics::Rect::new(0.0, 0.0, 1.0, 1.0))
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-            .dest(na::Point2::new(0.0, 0.0))
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+                .src(graphics::Rect::new(0.0, 0.0, 1.0, 1.0))
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+                .dest(na::Point2::new(0.0, 0.0)),
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         );
319 354
 
320 355
         let mesh = mesh_builder.build(ctx)?;
321 356
         graphics::draw(
322 357
             ctx,
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             &self.map_batch,
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-            graphics::DrawParam::new().dest(na::Point2::new(0.0, 0.0)),
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+            graphics::DrawParam::new()
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+                .dest(self.position_with_display_offset(&na::Point2::new(0.0, 0.0))),
325 361
         )?;
326 362
         graphics::draw(
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             ctx,
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             &self.sprite_sheet_batch,
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-            graphics::DrawParam::new().dest(na::Point2::new(0.0, 0.0)),
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+            graphics::DrawParam::new()
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+                .dest(self.position_with_display_offset(&na::Point2::new(0.0, 0.0))),
330 367
         )?;
331 368
         graphics::draw(
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             ctx,
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             &mesh,
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-            graphics::DrawParam::new().dest(na::Point2::new(0.0, 0.0)),
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+            graphics::DrawParam::new()
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+                .dest(self.position_with_display_offset(&na::Point2::new(0.0, 0.0))),
335 373
         )?;
336 374
 
337 375
         self.sprite_sheet_batch.clear();