main.rs 10KB

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  1. use ggez;
  2. use ggez::event;
  3. use ggez::graphics;
  4. use ggez::graphics::{DrawMode, MeshBuilder};
  5. use ggez::nalgebra as na;
  6. use ggez::timer::check_update_time;
  7. use ggez::{Context, GameResult};
  8. use glam::Vec2;
  9. use std::env;
  10. use std::path;
  11. type Vector2 = Vec2;
  12. const TARGET_FPS: u32 = 60; // execute update code 60x per seconds
  13. const META_EACH: u32 = 20; // execute meta code each 20 frames
  14. const PHYSICS_EACH: u32 = 10; // execute physics code each 10 frames
  15. const ANIMATE_EACH: u32 = 60; // execute animate code each 30 frames
  16. const SPRITE_EACH: u32 = 10; // change sprite animation tile 30 frames
  17. const MAX_FRAME_I: u32 = 4294967295; // max of frame_i used to calculate ticks
  18. const SPRITE_SHEET_WIDTH: f32 = 800.0;
  19. const SPRITE_SHEET_HEIGHT: f32 = 600.0;
  20. fn vec_from_angle(angle: f32) -> Vector2 {
  21. let vx = angle.sin();
  22. let vy = angle.cos();
  23. Vector2::new(vx, vy)
  24. }
  25. struct SpriteInfo {
  26. relative_start_y: f32,
  27. relative_tile_width: f32,
  28. relative_tile_height: f32,
  29. tile_count: u16,
  30. tile_width: f32,
  31. tile_height: f32,
  32. }
  33. impl SpriteInfo {
  34. // TODO: ask on rust community if this is performant, or how to make it static
  35. pub fn from_type(type_: &SpriteType) -> Self {
  36. let (start_y, tile_width, tile_height, tile_count) = match type_ {
  37. SpriteType::WalkingSoldier => (12.0, 12.0, 12.0, 8),
  38. SpriteType::CrawlingSoldier => (26.0, 26.0, 26.0, 8),
  39. SpriteType::StandingSoldier => (0.0, 12.0, 12.0, 1),
  40. };
  41. Self {
  42. relative_start_y: start_y / SPRITE_SHEET_HEIGHT,
  43. relative_tile_width: tile_width / SPRITE_SHEET_WIDTH,
  44. relative_tile_height: tile_height / SPRITE_SHEET_HEIGHT,
  45. tile_count,
  46. tile_width,
  47. tile_height,
  48. }
  49. }
  50. }
  51. enum SpriteType {
  52. WalkingSoldier,
  53. CrawlingSoldier,
  54. StandingSoldier,
  55. }
  56. enum ItemBehavior {
  57. Standing(u32), // since
  58. Crawling,
  59. Walking(Vector2),
  60. }
  61. struct ItemState {
  62. current_behavior: ItemBehavior,
  63. }
  64. impl ItemState {
  65. pub fn new(current_behavior: ItemBehavior) -> Self {
  66. Self { current_behavior }
  67. }
  68. pub fn sprite_type(&self) -> SpriteType {
  69. // Here some logical about state and current behavior to determine sprite type
  70. match self.current_behavior {
  71. ItemBehavior::Crawling => SpriteType::CrawlingSoldier,
  72. ItemBehavior::Walking(_) => SpriteType::WalkingSoldier,
  73. ItemBehavior::Standing(_) => SpriteType::StandingSoldier,
  74. }
  75. }
  76. }
  77. struct SceneItem {
  78. position: na::Point2<f32>,
  79. state: ItemState,
  80. meta_events: Vec<MetaEvent>,
  81. current_frame: u16,
  82. }
  83. impl SceneItem {
  84. pub fn new(position: na::Point2<f32>, state: ItemState) -> Self {
  85. let sprite_type = state.sprite_type();
  86. Self {
  87. position,
  88. state,
  89. meta_events: vec![],
  90. current_frame: 0,
  91. }
  92. }
  93. pub fn sprite_info(&self) -> SpriteInfo {
  94. SpriteInfo::from_type(&self.state.sprite_type())
  95. }
  96. pub fn tick_sprite(&mut self) {
  97. self.current_frame += 1;
  98. // TODO: good way to have sprite info ? performant ?
  99. if self.current_frame >= self.sprite_info().tile_count {
  100. self.current_frame = 0;
  101. }
  102. }
  103. pub fn as_draw_param(&self, current_frame: f32) -> graphics::DrawParam {
  104. let sprite_info = self.sprite_info();
  105. graphics::DrawParam::new()
  106. .src(graphics::Rect::new(
  107. current_frame as f32 * sprite_info.relative_tile_width,
  108. sprite_info.relative_start_y,
  109. sprite_info.relative_tile_width,
  110. sprite_info.relative_tile_height,
  111. ))
  112. .rotation(90.0f32.to_radians())
  113. .offset(na::Point2::new(0.5, 0.5))
  114. }
  115. }
  116. enum PhysicEvent {
  117. Explosion,
  118. }
  119. enum MetaEvent {
  120. FearAboutExplosion,
  121. }
  122. struct MainState {
  123. frame_i: u32,
  124. scene_items_sprite_batch: graphics::spritebatch::SpriteBatch,
  125. scene_items: Vec<SceneItem>,
  126. physics_events: Vec<PhysicEvent>,
  127. }
  128. impl MainState {
  129. fn new(ctx: &mut Context) -> GameResult<MainState> {
  130. let image = graphics::Image::new(ctx, "/sprite_sheet.png").unwrap();
  131. let batch = graphics::spritebatch::SpriteBatch::new(image);
  132. let mut scene_items = vec![];
  133. for x in 0..1 {
  134. for y in 0..4 {
  135. let current_behavior = if y % 2 == 0 {
  136. ItemBehavior::Walking(vec_from_angle(90.0))
  137. } else {
  138. ItemBehavior::Crawling
  139. };
  140. scene_items.push(SceneItem::new(
  141. na::Point2::new((x as f32 * 24.0) + 100.0, (y as f32 * 24.0) + 100.0),
  142. ItemState::new(current_behavior),
  143. ));
  144. }
  145. }
  146. let s = MainState {
  147. frame_i: 0,
  148. scene_items_sprite_batch: batch,
  149. scene_items,
  150. physics_events: vec![],
  151. };
  152. Ok(s)
  153. }
  154. // TODO: manage errors
  155. fn physics(&mut self) {
  156. // Scene items movements
  157. for scene_item in self.scene_items.iter_mut() {
  158. match scene_item.state.current_behavior {
  159. ItemBehavior::Walking(vector) => {
  160. // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
  161. scene_item.position.x += 1.0;
  162. }
  163. _ => {}
  164. }
  165. }
  166. // (FAKE) Drop a bomb to motivate stop move
  167. if self.frame_i % 600 == 0 && self.frame_i != 0 {
  168. self.physics_events.push(PhysicEvent::Explosion);
  169. }
  170. }
  171. fn metas(&mut self) {
  172. for physic_event in &self.physics_events {
  173. match physic_event {
  174. PhysicEvent::Explosion => {
  175. for scene_item in self.scene_items.iter_mut() {
  176. scene_item.meta_events.push(MetaEvent::FearAboutExplosion);
  177. }
  178. }
  179. }
  180. }
  181. }
  182. fn animate(&mut self) {
  183. // TODO: ici il faut reflechir a comment organiser les comportements
  184. for scene_item in self.scene_items.iter_mut() {
  185. for meta_event in &scene_item.meta_events {
  186. match meta_event {
  187. MetaEvent::FearAboutExplosion => {
  188. scene_item.state = ItemState::new(ItemBehavior::Standing(self.frame_i));
  189. }
  190. }
  191. }
  192. match scene_item.state.current_behavior {
  193. ItemBehavior::Crawling => {
  194. scene_item.state = ItemState::new(ItemBehavior::Walking(vec_from_angle(90.0)));
  195. }
  196. ItemBehavior::Walking(_) => {
  197. scene_item.state = ItemState::new(ItemBehavior::Crawling);
  198. }
  199. ItemBehavior::Standing(since) => {
  200. if self.frame_i - since >= 120 {
  201. scene_item.state =
  202. ItemState::new(ItemBehavior::Walking(vec_from_angle(90.0)));
  203. }
  204. }
  205. }
  206. scene_item.meta_events.drain(..);
  207. }
  208. }
  209. fn tick_sprites(&mut self) {
  210. for scene_item in self.scene_items.iter_mut() {
  211. scene_item.tick_sprite();
  212. }
  213. }
  214. }
  215. impl event::EventHandler for MainState {
  216. fn update(&mut self, ctx: &mut Context) -> GameResult {
  217. while check_update_time(ctx, TARGET_FPS) {
  218. // TODO: meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu
  219. // ennemi, dans animate il se mettra a tirer)
  220. let tick_sprite = self.frame_i % SPRITE_EACH == 0;
  221. let tick_animate = self.frame_i % ANIMATE_EACH == 0;
  222. let tick_physics = self.frame_i % PHYSICS_EACH == 0;
  223. let tick_meta = self.frame_i % META_EACH == 0;
  224. // Apply moves, explosions, etc
  225. if tick_physics {
  226. self.physics();
  227. }
  228. // Generate meta events according to physics events and current physic state
  229. if tick_meta {
  230. self.metas();
  231. }
  232. // Animate scene items according to meta events
  233. if tick_animate {
  234. self.animate();
  235. };
  236. // Change scene items tiles
  237. if tick_sprite {
  238. self.tick_sprites();
  239. }
  240. // Increment frame counter
  241. self.frame_i += 1;
  242. if self.frame_i >= MAX_FRAME_I {
  243. self.frame_i = 0;
  244. }
  245. // Empty physics event
  246. self.physics_events.drain(..);
  247. }
  248. Ok(())
  249. }
  250. fn draw(&mut self, ctx: &mut Context) -> GameResult {
  251. graphics::clear(ctx, graphics::BLACK);
  252. let mut mesh_builder = MeshBuilder::new();
  253. for scene_item in self.scene_items.iter() {
  254. self.scene_items_sprite_batch.add(
  255. scene_item
  256. .as_draw_param(scene_item.current_frame as f32)
  257. .dest(scene_item.position.clone()),
  258. );
  259. mesh_builder.circle(
  260. DrawMode::fill(),
  261. scene_item.position.clone(),
  262. 2.0,
  263. 2.0,
  264. graphics::WHITE,
  265. );
  266. }
  267. let mesh = mesh_builder.build(ctx)?;
  268. graphics::draw(
  269. ctx,
  270. &self.scene_items_sprite_batch,
  271. graphics::DrawParam::new().dest(na::Point2::new(0.0, 0.0)),
  272. )?;
  273. graphics::draw(
  274. ctx,
  275. &mesh,
  276. graphics::DrawParam::new().dest(na::Point2::new(0.0, 0.0)),
  277. )?;
  278. self.scene_items_sprite_batch.clear();
  279. graphics::present(ctx)?;
  280. println!("FPS: {}", ggez::timer::fps(ctx));
  281. Ok(())
  282. }
  283. }
  284. pub fn main() -> GameResult {
  285. let resource_dir = if let Ok(manifest_dir) = env::var("CARGO_MANIFEST_DIR") {
  286. let mut path = path::PathBuf::from(manifest_dir);
  287. path.push("resources");
  288. path
  289. } else {
  290. path::PathBuf::from("./resources")
  291. };
  292. let cb = ggez::ContextBuilder::new("oc", "bux")
  293. .add_resource_path(resource_dir)
  294. .window_mode(ggez::conf::WindowMode::default().dimensions(800.0, 600.0));
  295. let (ctx, event_loop) = &mut cb.build()?;
  296. let state = &mut MainState::new(ctx)?;
  297. event::run(ctx, event_loop, state)
  298. }