use std::cmp; use std::collections::HashMap; use ggez::event::MouseButton; use ggez::graphics::{DrawMode, MeshBuilder, StrokeOptions}; use ggez::timer::check_update_time; use ggez::{event, graphics, input, Context, GameResult}; use crate::behavior::ItemBehavior; use crate::physics::util::scene_point_from_window_point; use crate::physics::util::window_point_from_scene_point; use crate::physics::GridPosition; use crate::physics::{util, MetaEvent, PhysicEvent}; use crate::scene::item::{ItemState, SceneItem, SceneItemType}; use crate::ui::scene_item_menu::SceneItemMenuItem; use crate::ui::{SceneItemPrepareOrder, UiItem, UiSpriteInfo, UserEvent}; use crate::{ Offset, ScenePoint, WindowPoint, ANIMATE_EACH, DEFAULT_SELECTED_SQUARE_SIDE, DEFAULT_SELECTED_SQUARE_SIDE_HALF, DISPLAY_OFFSET_BY, DISPLAY_OFFSET_BY_SPEED, MAX_FRAME_I, META_EACH, PHYSICS_EACH, SCENE_ITEMS_CHANGE_ERR_MSG, SPRITE_EACH, TARGET_FPS, }; use ggez::input::keyboard::KeyCode; pub struct MainState { // time frame_i: u32, // display display_offset: Offset, sprite_sheet_batch: graphics::spritebatch::SpriteBatch, map_batch: graphics::spritebatch::SpriteBatch, ui_batch: graphics::spritebatch::SpriteBatch, // scene items scene_items: Vec, scene_items_by_grid_position: HashMap>, // events physics_events: Vec, // user interactions left_click_down: Option, right_click_down: Option, current_cursor_position: WindowPoint, user_events: Vec, selected_scene_items: Vec, // scene_item usize scene_item_menu: Option<(usize, ScenePoint)>, // scene_item usize, display_at scene_item_prepare_order: Option, } impl MainState { pub fn new(ctx: &mut Context) -> GameResult { let sprite_sheet = graphics::Image::new(ctx, "/sprite_sheet.png").unwrap(); let sprite_sheet_batch = graphics::spritebatch::SpriteBatch::new(sprite_sheet); let map = graphics::Image::new(ctx, "/map1bg.png").unwrap(); let map_batch = graphics::spritebatch::SpriteBatch::new(map); let ui = graphics::Image::new(ctx, "/ui.png").unwrap(); let ui_batch = graphics::spritebatch::SpriteBatch::new(ui); let mut scene_items = vec![]; for x in 0..1 { for y in 0..4 { let current_behavior = if y % 2 == 0 { ItemBehavior::Walking(util::vec_from_angle(90.0)) } else { ItemBehavior::Crawling }; scene_items.push(SceneItem::new( SceneItemType::Soldier, ScenePoint::new((x as f32 * 24.0) + 100.0, (y as f32 * 24.0) + 100.0), ItemState::new(current_behavior), )); } } let mut main_state = MainState { frame_i: 0, display_offset: Offset::new(0.0, 0.0), sprite_sheet_batch, map_batch, ui_batch, scene_items, scene_items_by_grid_position: HashMap::new(), physics_events: vec![], left_click_down: None, right_click_down: None, current_cursor_position: WindowPoint::new(0.0, 0.0), user_events: vec![], selected_scene_items: vec![], scene_item_menu: None, scene_item_prepare_order: None, }; for (i, scene_item) in main_state.scene_items.iter().enumerate() { let grid_position = util::grid_position_from_scene_point(&scene_item.position); main_state .scene_items_by_grid_position .entry(grid_position) .or_default() .push(i); } Ok(main_state) } fn inputs(&mut self, ctx: &Context) { let display_offset_by = if input::keyboard::is_mod_active(ctx, input::keyboard::KeyMods::SHIFT) { DISPLAY_OFFSET_BY_SPEED } else { DISPLAY_OFFSET_BY }; if input::keyboard::is_key_pressed(ctx, KeyCode::Left) { self.display_offset.x += display_offset_by; } if input::keyboard::is_key_pressed(ctx, KeyCode::Right) { self.display_offset.x -= display_offset_by; } if input::keyboard::is_key_pressed(ctx, KeyCode::Up) { self.display_offset.y += display_offset_by; } if input::keyboard::is_key_pressed(ctx, KeyCode::Down) { self.display_offset.y -= display_offset_by; } while let Some(user_event) = self.user_events.pop() { match user_event { UserEvent::Click(window_click_point) => { let scene_position = scene_point_from_window_point(&window_click_point, &self.display_offset); self.selected_scene_items.drain(..); if let Some(scene_item_usize) = self.get_first_scene_item_for_scene_point(&scene_position) { self.selected_scene_items.push(scene_item_usize); } if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order { // TODO: Add order to scene_item self.scene_item_prepare_order = None; } // FIXME BS NOW: interpreter sur quel element du menu on a click ... if let Some((scene_item_usize, scene_menu_point)) = self.scene_item_menu { let window_menu_point = window_point_from_scene_point(&scene_menu_point, &self.display_offset); let menu_sprite_info = UiSpriteInfo::from_type(UiItem::SceneItemMenu); let scene_item = self .scene_items .get(scene_item_usize) .expect(SCENE_ITEMS_CHANGE_ERR_MSG); if window_click_point.x >= window_menu_point.x && window_click_point.x <= window_menu_point.x + menu_sprite_info.width && window_click_point.y >= window_menu_point.y && window_click_point.y <= window_menu_point.y + menu_sprite_info.height { if let Some(menu_item) = menu_sprite_info.which_item_clicked( window_menu_point, window_click_point, scene_item, ) { match menu_item { SceneItemMenuItem::Move => { self.scene_item_prepare_order = Some(SceneItemPrepareOrder::Move(scene_item_usize)); self.scene_item_menu = None; } } } } else { self.scene_item_menu = None; } }; } UserEvent::AreaSelection(window_from, window_to) => { let scene_from = scene_point_from_window_point(&window_from, &self.display_offset); let scene_to = scene_point_from_window_point(&window_to, &self.display_offset); self.selected_scene_items.drain(..); self.selected_scene_items .extend(self.get_scene_items_for_scene_area(&scene_from, &scene_to)); } UserEvent::RightClick(window_position) => { let scene_point = scene_point_from_window_point(&window_position, &self.display_offset); if let Some(scene_item_usize) = self.get_first_scene_item_for_scene_point(&scene_point) { if self.selected_scene_items.contains(&scene_item_usize) { let scene_item = self .scene_items .get(scene_item_usize) .expect(SCENE_ITEMS_CHANGE_ERR_MSG); self.scene_item_menu = Some((scene_item_usize, scene_item.position)) } } } } } } // TODO: manage errors fn physics(&mut self) { // Scene items movements for scene_item in self.scene_items.iter_mut() { match scene_item.state.current_behavior { ItemBehavior::Walking(vector) => { // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...) scene_item.position.x += 1.0; scene_item.grid_position = util::grid_position_from_scene_point(&scene_item.position); } _ => {} } } // (FAKE) Drop a bomb to motivate stop move if self.frame_i % 600 == 0 && self.frame_i != 0 { self.physics_events.push(PhysicEvent::Explosion); } } fn metas(&mut self) { for physic_event in &self.physics_events { match physic_event { PhysicEvent::Explosion => { for scene_item in self.scene_items.iter_mut() { scene_item.meta_events.push(MetaEvent::FeelExplosion); } } } } } fn animate(&mut self) { // TODO: ici il faut reflechir a comment organiser les comportements for scene_item in self.scene_items.iter_mut() { for meta_event in &scene_item.meta_events { match meta_event { MetaEvent::FeelExplosion => { scene_item.state = ItemState::new(ItemBehavior::Standing(self.frame_i)); } } } match scene_item.state.current_behavior { ItemBehavior::Crawling => { scene_item.state = ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0))); } ItemBehavior::Walking(_) => { scene_item.state = ItemState::new(ItemBehavior::Crawling); } ItemBehavior::Standing(since) => { if self.frame_i - since >= 120 { scene_item.state = ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0))); } } } scene_item.meta_events.drain(..); } } fn tick_sprites(&mut self) { for scene_item in self.scene_items.iter_mut() { scene_item.tick_sprite(); } } fn get_first_scene_item_for_scene_point(&self, scene_position: &ScenePoint) -> Option { // TODO: if found multiple: select nearest for (i, scene_item) in self.scene_items.iter().enumerate() { let sprite_info = scene_item.sprite_info(); if scene_item.position.x >= scene_position.x - sprite_info.tile_width && scene_item.position.x <= scene_position.x + sprite_info.tile_width && scene_item.position.y >= scene_position.y - sprite_info.tile_height && scene_item.position.y <= scene_position.y + sprite_info.tile_height { return Some(i); } } None } fn get_scene_items_for_scene_area(&self, from: &ScenePoint, to: &ScenePoint) -> Vec { let mut selection = vec![]; for (i, scene_item) in self.scene_items.iter().enumerate() { if scene_item.position.x >= from.x && scene_item.position.x <= to.x && scene_item.position.y >= from.y && scene_item.position.y <= to.y { selection.push(i); } } selection } } impl event::EventHandler for MainState { fn update(&mut self, ctx: &mut Context) -> GameResult { while check_update_time(ctx, TARGET_FPS) { self.inputs(ctx); // TODO: meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu // ennemi, dans animate il se mettra a tirer) let tick_sprite = self.frame_i % SPRITE_EACH == 0; let tick_animate = self.frame_i % ANIMATE_EACH == 0; let tick_physics = self.frame_i % PHYSICS_EACH == 0; let tick_meta = self.frame_i % META_EACH == 0; // Apply moves, explosions, etc if tick_physics { self.physics(); } // Generate meta events according to physics events and current physic state if tick_meta { self.metas(); } // Animate scene items according to meta events if tick_animate { self.animate(); }; // Change scene items tiles if tick_sprite { self.tick_sprites(); } // Increment frame counter self.frame_i += 1; if self.frame_i >= MAX_FRAME_I { self.frame_i = 0; } // Empty physics event self.physics_events.drain(..); } Ok(()) } fn draw(&mut self, ctx: &mut Context) -> GameResult { graphics::clear(ctx, graphics::BLACK); let mut scene_mesh_builder = MeshBuilder::new(); for scene_item in self.scene_items.iter() { self.sprite_sheet_batch.add( scene_item .as_draw_param(scene_item.current_frame as f32) .dest(scene_item.position.clone()), ); scene_mesh_builder.circle( DrawMode::fill(), scene_item.position.clone(), 2.0, 2.0, graphics::WHITE, )?; } for i in &self.selected_scene_items { let selected_scene_item = self.scene_items.get(*i).expect(SCENE_ITEMS_CHANGE_ERR_MSG); scene_mesh_builder.rectangle( DrawMode::Stroke(StrokeOptions::default()), graphics::Rect::new( selected_scene_item.position.x - DEFAULT_SELECTED_SQUARE_SIDE_HALF, selected_scene_item.position.y - DEFAULT_SELECTED_SQUARE_SIDE_HALF, DEFAULT_SELECTED_SQUARE_SIDE, DEFAULT_SELECTED_SQUARE_SIDE, ), graphics::GREEN, )?; } if let Some(left_click_down) = self.left_click_down { if left_click_down != self.current_cursor_position { scene_mesh_builder.rectangle( DrawMode::fill(), graphics::Rect::new( left_click_down.x - self.display_offset.x, left_click_down.y - self.display_offset.y, self.current_cursor_position.x - left_click_down.x, self.current_cursor_position.y - left_click_down.y, ), graphics::GREEN, )?; } scene_mesh_builder.circle( DrawMode::fill(), window_point_from_scene_point(&left_click_down, &self.display_offset), 2.0, 2.0, graphics::YELLOW, )?; } scene_mesh_builder.circle( DrawMode::fill(), scene_point_from_window_point(&self.current_cursor_position, &self.display_offset), 2.0, 2.0, graphics::BLUE, )?; if let Some((_, scene_point)) = self.scene_item_menu { self.ui_batch.add( UiSpriteInfo::from_type(UiItem::SceneItemMenu) .as_draw_param() .dest(scene_point), ); } if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order { match scene_item_prepare_order { SceneItemPrepareOrder::Move(scene_item_usize) => { let scene_item = self .scene_items .get(*scene_item_usize) .expect(SCENE_ITEMS_CHANGE_ERR_MSG); scene_mesh_builder.line( &vec![ scene_item.position.clone(), scene_point_from_window_point( &self.current_cursor_position, &self.display_offset, ), ], 2.0, graphics::WHITE, )?; } } } self.map_batch.add( graphics::DrawParam::new() .src(graphics::Rect::new(0.0, 0.0, 1.0, 1.0)) .dest(ScenePoint::new(0.0, 0.0)), ); let scene_mesh = scene_mesh_builder.build(ctx)?; graphics::draw( ctx, &self.map_batch, graphics::DrawParam::new().dest(window_point_from_scene_point( &ScenePoint::new(0.0, 0.0), &self.display_offset, )), )?; graphics::draw( ctx, &self.sprite_sheet_batch, graphics::DrawParam::new().dest(window_point_from_scene_point( &ScenePoint::new(0.0, 0.0), &self.display_offset, )), )?; graphics::draw( ctx, &scene_mesh, graphics::DrawParam::new().dest(window_point_from_scene_point( &ScenePoint::new(0.0, 0.0), &self.display_offset, )), )?; graphics::draw( ctx, &self.ui_batch, graphics::DrawParam::new().dest(window_point_from_scene_point( &ScenePoint::new(0.0, 0.0), &self.display_offset, )), )?; self.sprite_sheet_batch.clear(); self.map_batch.clear(); self.ui_batch.clear(); graphics::present(ctx)?; println!("FPS: {}", ggez::timer::fps(ctx)); Ok(()) } fn mouse_button_down_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) { match button { MouseButton::Left => { self.left_click_down = Some(WindowPoint::new(x, y)); } MouseButton::Right => { self.right_click_down = Some(WindowPoint::new(x, y)); } MouseButton::Middle => {} MouseButton::Other(_) => {} } } fn mouse_button_up_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) { match button { MouseButton::Left => { if let Some(left_click_down) = self.left_click_down { if left_click_down == WindowPoint::new(x, y) { self.user_events.push(UserEvent::Click(left_click_down)); } else { let from = WindowPoint::new( cmp::min(left_click_down.x as i32, x as i32) as f32, cmp::min(left_click_down.y as i32, y as i32) as f32, ); let to = WindowPoint::new( cmp::max(left_click_down.x as i32, x as i32) as f32, cmp::max(left_click_down.y as i32, y as i32) as f32, ); self.user_events.push(UserEvent::AreaSelection(from, to)); } } self.left_click_down = None; } MouseButton::Right => { if let Some(right_click_down) = self.right_click_down { self.user_events .push(UserEvent::RightClick(right_click_down)); } } MouseButton::Middle => {} MouseButton::Other(_) => {} } } fn mouse_motion_event(&mut self, _ctx: &mut Context, x: f32, y: f32, _dx: f32, _dy: f32) { self.current_cursor_position = WindowPoint::new(x, y); } }