main.rs 21KB

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  1. use std::cmp;
  2. use std::collections::HashMap;
  3. use ggez::event::MouseButton;
  4. use ggez::graphics::{DrawMode, MeshBuilder, StrokeOptions};
  5. use ggez::timer::check_update_time;
  6. use ggez::{event, graphics, input, Context, GameResult};
  7. use crate::behavior::ItemBehavior;
  8. use crate::physics::util::scene_point_from_window_point;
  9. use crate::physics::util::window_point_from_scene_point;
  10. use crate::physics::GridPosition;
  11. use crate::physics::{util, MetaEvent, PhysicEvent};
  12. use crate::scene::item::{ItemState, SceneItem, SceneItemType};
  13. use crate::ui::scene_item_menu::SceneItemMenuItem;
  14. use crate::ui::{SceneItemPrepareOrder, UiItem, UiSpriteInfo, UserEvent};
  15. use crate::{
  16. Offset, ScenePoint, WindowPoint, ANIMATE_EACH, DEFAULT_SELECTED_SQUARE_SIDE,
  17. DEFAULT_SELECTED_SQUARE_SIDE_HALF, DISPLAY_OFFSET_BY, DISPLAY_OFFSET_BY_SPEED, MAX_FRAME_I,
  18. META_EACH, PHYSICS_EACH, SCENE_ITEMS_CHANGE_ERR_MSG, SPRITE_EACH, TARGET_FPS,
  19. };
  20. use ggez::input::keyboard::KeyCode;
  21. pub struct MainState {
  22. // time
  23. frame_i: u32,
  24. // display
  25. display_offset: Offset,
  26. sprite_sheet_batch: graphics::spritebatch::SpriteBatch,
  27. map_batch: graphics::spritebatch::SpriteBatch,
  28. ui_batch: graphics::spritebatch::SpriteBatch,
  29. // scene items
  30. scene_items: Vec<SceneItem>,
  31. scene_items_by_grid_position: HashMap<GridPosition, Vec<usize>>,
  32. // events
  33. physics_events: Vec<PhysicEvent>,
  34. // user interactions
  35. left_click_down: Option<WindowPoint>,
  36. right_click_down: Option<WindowPoint>,
  37. current_cursor_position: WindowPoint,
  38. user_events: Vec<UserEvent>,
  39. selected_scene_items: Vec<usize>, // scene_item usize
  40. scene_item_menu: Option<(usize, ScenePoint)>, // scene_item usize, display_at
  41. scene_item_prepare_order: Option<SceneItemPrepareOrder>,
  42. }
  43. impl MainState {
  44. pub fn new(ctx: &mut Context) -> GameResult<MainState> {
  45. let sprite_sheet = graphics::Image::new(ctx, "/sprite_sheet.png").unwrap();
  46. let sprite_sheet_batch = graphics::spritebatch::SpriteBatch::new(sprite_sheet);
  47. let map = graphics::Image::new(ctx, "/map1bg.png").unwrap();
  48. let map_batch = graphics::spritebatch::SpriteBatch::new(map);
  49. let ui = graphics::Image::new(ctx, "/ui.png").unwrap();
  50. let ui_batch = graphics::spritebatch::SpriteBatch::new(ui);
  51. let mut scene_items = vec![];
  52. for x in 0..1 {
  53. for y in 0..4 {
  54. let current_behavior = if y % 2 == 0 {
  55. ItemBehavior::Walking(util::vec_from_angle(90.0))
  56. } else {
  57. ItemBehavior::Crawling
  58. };
  59. scene_items.push(SceneItem::new(
  60. SceneItemType::Soldier,
  61. ScenePoint::new((x as f32 * 24.0) + 100.0, (y as f32 * 24.0) + 100.0),
  62. ItemState::new(current_behavior),
  63. ));
  64. }
  65. }
  66. let mut main_state = MainState {
  67. frame_i: 0,
  68. display_offset: Offset::new(0.0, 0.0),
  69. sprite_sheet_batch,
  70. map_batch,
  71. ui_batch,
  72. scene_items,
  73. scene_items_by_grid_position: HashMap::new(),
  74. physics_events: vec![],
  75. left_click_down: None,
  76. right_click_down: None,
  77. current_cursor_position: WindowPoint::new(0.0, 0.0),
  78. user_events: vec![],
  79. selected_scene_items: vec![],
  80. scene_item_menu: None,
  81. scene_item_prepare_order: None,
  82. };
  83. for (i, scene_item) in main_state.scene_items.iter().enumerate() {
  84. let grid_position = util::grid_position_from_scene_point(&scene_item.position);
  85. main_state
  86. .scene_items_by_grid_position
  87. .entry(grid_position)
  88. .or_default()
  89. .push(i);
  90. }
  91. Ok(main_state)
  92. }
  93. fn inputs(&mut self, ctx: &Context) {
  94. let display_offset_by =
  95. if input::keyboard::is_mod_active(ctx, input::keyboard::KeyMods::SHIFT) {
  96. DISPLAY_OFFSET_BY_SPEED
  97. } else {
  98. DISPLAY_OFFSET_BY
  99. };
  100. if input::keyboard::is_key_pressed(ctx, KeyCode::Left) {
  101. self.display_offset.x += display_offset_by;
  102. }
  103. if input::keyboard::is_key_pressed(ctx, KeyCode::Right) {
  104. self.display_offset.x -= display_offset_by;
  105. }
  106. if input::keyboard::is_key_pressed(ctx, KeyCode::Up) {
  107. self.display_offset.y += display_offset_by;
  108. }
  109. if input::keyboard::is_key_pressed(ctx, KeyCode::Down) {
  110. self.display_offset.y -= display_offset_by;
  111. }
  112. while let Some(user_event) = self.user_events.pop() {
  113. match user_event {
  114. UserEvent::Click(window_click_point) => {
  115. let scene_position =
  116. scene_point_from_window_point(&window_click_point, &self.display_offset);
  117. self.selected_scene_items.drain(..);
  118. if let Some(scene_item_usize) =
  119. self.get_first_scene_item_for_scene_point(&scene_position)
  120. {
  121. self.selected_scene_items.push(scene_item_usize);
  122. }
  123. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  124. // TODO: Add order to scene_item
  125. self.scene_item_prepare_order = None;
  126. }
  127. // FIXME BS NOW: interpreter sur quel element du menu on a click ...
  128. if let Some((scene_item_usize, scene_menu_point)) = self.scene_item_menu {
  129. let window_menu_point =
  130. window_point_from_scene_point(&scene_menu_point, &self.display_offset);
  131. let menu_sprite_info = UiSpriteInfo::from_type(UiItem::SceneItemMenu);
  132. let scene_item = self
  133. .scene_items
  134. .get(scene_item_usize)
  135. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  136. if window_click_point.x >= window_menu_point.x
  137. && window_click_point.x <= window_menu_point.x + menu_sprite_info.width
  138. && window_click_point.y >= window_menu_point.y
  139. && window_click_point.y <= window_menu_point.y + menu_sprite_info.height
  140. {
  141. if let Some(menu_item) = menu_sprite_info.which_item_clicked(
  142. window_menu_point,
  143. window_click_point,
  144. scene_item,
  145. ) {
  146. match menu_item {
  147. SceneItemMenuItem::Move => {
  148. self.scene_item_prepare_order =
  149. Some(SceneItemPrepareOrder::Move(scene_item_usize));
  150. self.scene_item_menu = None;
  151. }
  152. }
  153. }
  154. } else {
  155. self.scene_item_menu = None;
  156. }
  157. };
  158. }
  159. UserEvent::AreaSelection(window_from, window_to) => {
  160. let scene_from =
  161. scene_point_from_window_point(&window_from, &self.display_offset);
  162. let scene_to = scene_point_from_window_point(&window_to, &self.display_offset);
  163. self.selected_scene_items.drain(..);
  164. self.selected_scene_items
  165. .extend(self.get_scene_items_for_scene_area(&scene_from, &scene_to));
  166. }
  167. UserEvent::RightClick(window_right_click_point) => {
  168. let scene_right_click_point = scene_point_from_window_point(
  169. &window_right_click_point,
  170. &self.display_offset,
  171. );
  172. // TODO: aucune selection et right click sur un item: scene_item_menu sur un item
  173. // TODO: selection et right click sur un item de la selection: scene_item_menu sur un TOUS les item de la selection
  174. // TODO: selection et right click sur un item PAS dans la selection: scene_item_menu sur un item
  175. if let Some(scene_item_usize) =
  176. self.get_first_scene_item_for_scene_point(&scene_right_click_point)
  177. {
  178. if self.selected_scene_items.contains(&scene_item_usize) {
  179. let scene_item = self
  180. .scene_items
  181. .get(scene_item_usize)
  182. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  183. self.scene_item_menu = Some((scene_item_usize, scene_item.position))
  184. }
  185. }
  186. }
  187. }
  188. }
  189. }
  190. // TODO: manage errors
  191. fn physics(&mut self) {
  192. // Scene items movements
  193. for scene_item in self.scene_items.iter_mut() {
  194. match scene_item.state.current_behavior {
  195. ItemBehavior::Walking(vector) => {
  196. // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
  197. scene_item.position.x += 1.0;
  198. scene_item.grid_position =
  199. util::grid_position_from_scene_point(&scene_item.position);
  200. }
  201. _ => {}
  202. }
  203. }
  204. // (FAKE) Drop a bomb to motivate stop move
  205. if self.frame_i % 600 == 0 && self.frame_i != 0 {
  206. self.physics_events.push(PhysicEvent::Explosion);
  207. }
  208. }
  209. fn metas(&mut self) {
  210. for physic_event in &self.physics_events {
  211. match physic_event {
  212. PhysicEvent::Explosion => {
  213. for scene_item in self.scene_items.iter_mut() {
  214. scene_item.meta_events.push(MetaEvent::FeelExplosion);
  215. }
  216. }
  217. }
  218. }
  219. }
  220. fn animate(&mut self) {
  221. // TODO: ici il faut reflechir a comment organiser les comportements
  222. for scene_item in self.scene_items.iter_mut() {
  223. for meta_event in &scene_item.meta_events {
  224. match meta_event {
  225. MetaEvent::FeelExplosion => {
  226. scene_item.state = ItemState::new(ItemBehavior::Standing(self.frame_i));
  227. }
  228. }
  229. }
  230. match scene_item.state.current_behavior {
  231. ItemBehavior::Crawling => {
  232. scene_item.state =
  233. ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0)));
  234. }
  235. ItemBehavior::Walking(_) => {
  236. scene_item.state = ItemState::new(ItemBehavior::Crawling);
  237. }
  238. ItemBehavior::Standing(since) => {
  239. if self.frame_i - since >= 120 {
  240. scene_item.state =
  241. ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0)));
  242. }
  243. }
  244. }
  245. scene_item.meta_events.drain(..);
  246. }
  247. }
  248. fn tick_sprites(&mut self) {
  249. for scene_item in self.scene_items.iter_mut() {
  250. scene_item.tick_sprite();
  251. }
  252. }
  253. fn get_first_scene_item_for_scene_point(&self, scene_position: &ScenePoint) -> Option<usize> {
  254. // TODO: if found multiple: select nearest
  255. for (i, scene_item) in self.scene_items.iter().enumerate() {
  256. let sprite_info = scene_item.sprite_info();
  257. if scene_item.position.x >= scene_position.x - sprite_info.tile_width
  258. && scene_item.position.x <= scene_position.x + sprite_info.tile_width
  259. && scene_item.position.y >= scene_position.y - sprite_info.tile_height
  260. && scene_item.position.y <= scene_position.y + sprite_info.tile_height
  261. {
  262. return Some(i);
  263. }
  264. }
  265. None
  266. }
  267. fn get_scene_items_for_scene_area(&self, from: &ScenePoint, to: &ScenePoint) -> Vec<usize> {
  268. let mut selection = vec![];
  269. for (i, scene_item) in self.scene_items.iter().enumerate() {
  270. if scene_item.position.x >= from.x
  271. && scene_item.position.x <= to.x
  272. && scene_item.position.y >= from.y
  273. && scene_item.position.y <= to.y
  274. {
  275. selection.push(i);
  276. }
  277. }
  278. selection
  279. }
  280. }
  281. impl event::EventHandler for MainState {
  282. fn update(&mut self, ctx: &mut Context) -> GameResult {
  283. while check_update_time(ctx, TARGET_FPS) {
  284. self.inputs(ctx);
  285. // TODO: meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu
  286. // ennemi, dans animate il se mettra a tirer)
  287. let tick_sprite = self.frame_i % SPRITE_EACH == 0;
  288. let tick_animate = self.frame_i % ANIMATE_EACH == 0;
  289. let tick_physics = self.frame_i % PHYSICS_EACH == 0;
  290. let tick_meta = self.frame_i % META_EACH == 0;
  291. // Apply moves, explosions, etc
  292. if tick_physics {
  293. self.physics();
  294. }
  295. // Generate meta events according to physics events and current physic state
  296. if tick_meta {
  297. self.metas();
  298. }
  299. // Animate scene items according to meta events
  300. if tick_animate {
  301. self.animate();
  302. };
  303. // Change scene items tiles
  304. if tick_sprite {
  305. self.tick_sprites();
  306. }
  307. // Increment frame counter
  308. self.frame_i += 1;
  309. if self.frame_i >= MAX_FRAME_I {
  310. self.frame_i = 0;
  311. }
  312. // Empty physics event
  313. self.physics_events.drain(..);
  314. }
  315. Ok(())
  316. }
  317. fn draw(&mut self, ctx: &mut Context) -> GameResult {
  318. graphics::clear(ctx, graphics::BLACK);
  319. let mut scene_mesh_builder = MeshBuilder::new();
  320. for scene_item in self.scene_items.iter() {
  321. self.sprite_sheet_batch.add(
  322. scene_item
  323. .as_draw_param(scene_item.current_frame as f32)
  324. .dest(scene_item.position.clone()),
  325. );
  326. scene_mesh_builder.circle(
  327. DrawMode::fill(),
  328. scene_item.position.clone(),
  329. 2.0,
  330. 2.0,
  331. graphics::WHITE,
  332. )?;
  333. }
  334. for i in &self.selected_scene_items {
  335. let selected_scene_item = self.scene_items.get(*i).expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  336. scene_mesh_builder.rectangle(
  337. DrawMode::Stroke(StrokeOptions::default()),
  338. graphics::Rect::new(
  339. selected_scene_item.position.x - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  340. selected_scene_item.position.y - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  341. DEFAULT_SELECTED_SQUARE_SIDE,
  342. DEFAULT_SELECTED_SQUARE_SIDE,
  343. ),
  344. graphics::GREEN,
  345. )?;
  346. }
  347. if let Some(window_left_click_down_point) = self.left_click_down {
  348. let scene_left_click_down_point =
  349. scene_point_from_window_point(&window_left_click_down_point, &self.display_offset);
  350. let scene_current_cursor_position =
  351. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset);
  352. if scene_left_click_down_point != scene_current_cursor_position {
  353. scene_mesh_builder.rectangle(
  354. DrawMode::fill(),
  355. graphics::Rect::new(
  356. scene_left_click_down_point.x,
  357. scene_left_click_down_point.y,
  358. scene_current_cursor_position.x - scene_left_click_down_point.x,
  359. scene_current_cursor_position.y - scene_left_click_down_point.y,
  360. ),
  361. graphics::GREEN,
  362. )?;
  363. }
  364. scene_mesh_builder.circle(
  365. DrawMode::fill(),
  366. scene_left_click_down_point,
  367. 2.0,
  368. 2.0,
  369. graphics::YELLOW,
  370. )?;
  371. }
  372. scene_mesh_builder.circle(
  373. DrawMode::fill(),
  374. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset),
  375. 2.0,
  376. 2.0,
  377. graphics::BLUE,
  378. )?;
  379. if let Some((_, scene_point)) = self.scene_item_menu {
  380. self.ui_batch.add(
  381. UiSpriteInfo::from_type(UiItem::SceneItemMenu)
  382. .as_draw_param()
  383. .dest(scene_point),
  384. );
  385. }
  386. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  387. match scene_item_prepare_order {
  388. SceneItemPrepareOrder::Move(scene_item_usize) => {
  389. let scene_item = self
  390. .scene_items
  391. .get(*scene_item_usize)
  392. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  393. scene_mesh_builder.line(
  394. &vec![
  395. scene_item.position.clone(),
  396. scene_point_from_window_point(
  397. &self.current_cursor_position,
  398. &self.display_offset,
  399. ),
  400. ],
  401. 2.0,
  402. graphics::WHITE,
  403. )?;
  404. }
  405. }
  406. }
  407. self.map_batch.add(
  408. graphics::DrawParam::new()
  409. .src(graphics::Rect::new(0.0, 0.0, 1.0, 1.0))
  410. .dest(ScenePoint::new(0.0, 0.0)),
  411. );
  412. let scene_mesh = scene_mesh_builder.build(ctx)?;
  413. graphics::draw(
  414. ctx,
  415. &self.map_batch,
  416. graphics::DrawParam::new().dest(window_point_from_scene_point(
  417. &ScenePoint::new(0.0, 0.0),
  418. &self.display_offset,
  419. )),
  420. )?;
  421. graphics::draw(
  422. ctx,
  423. &self.sprite_sheet_batch,
  424. graphics::DrawParam::new().dest(window_point_from_scene_point(
  425. &ScenePoint::new(0.0, 0.0),
  426. &self.display_offset,
  427. )),
  428. )?;
  429. graphics::draw(
  430. ctx,
  431. &scene_mesh,
  432. graphics::DrawParam::new().dest(window_point_from_scene_point(
  433. &ScenePoint::new(0.0, 0.0),
  434. &self.display_offset,
  435. )),
  436. )?;
  437. graphics::draw(
  438. ctx,
  439. &self.ui_batch,
  440. graphics::DrawParam::new().dest(window_point_from_scene_point(
  441. &ScenePoint::new(0.0, 0.0),
  442. &self.display_offset,
  443. )),
  444. )?;
  445. self.sprite_sheet_batch.clear();
  446. self.map_batch.clear();
  447. self.ui_batch.clear();
  448. graphics::present(ctx)?;
  449. println!("FPS: {}", ggez::timer::fps(ctx));
  450. Ok(())
  451. }
  452. fn mouse_button_down_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  453. match button {
  454. MouseButton::Left => {
  455. self.left_click_down = Some(WindowPoint::new(x, y));
  456. }
  457. MouseButton::Right => {
  458. self.right_click_down = Some(WindowPoint::new(x, y));
  459. }
  460. MouseButton::Middle => {}
  461. MouseButton::Other(_) => {}
  462. }
  463. }
  464. fn mouse_button_up_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  465. match button {
  466. MouseButton::Left => {
  467. if let Some(left_click_down) = self.left_click_down {
  468. if left_click_down == WindowPoint::new(x, y) {
  469. self.user_events.push(UserEvent::Click(left_click_down));
  470. } else {
  471. let from = WindowPoint::new(
  472. cmp::min(left_click_down.x as i32, x as i32) as f32,
  473. cmp::min(left_click_down.y as i32, y as i32) as f32,
  474. );
  475. let to = WindowPoint::new(
  476. cmp::max(left_click_down.x as i32, x as i32) as f32,
  477. cmp::max(left_click_down.y as i32, y as i32) as f32,
  478. );
  479. self.user_events.push(UserEvent::AreaSelection(from, to));
  480. }
  481. }
  482. self.left_click_down = None;
  483. }
  484. MouseButton::Right => {
  485. if let Some(right_click_down) = self.right_click_down {
  486. self.user_events
  487. .push(UserEvent::RightClick(right_click_down));
  488. }
  489. }
  490. MouseButton::Middle => {}
  491. MouseButton::Other(_) => {}
  492. }
  493. }
  494. fn mouse_motion_event(&mut self, _ctx: &mut Context, x: f32, y: f32, _dx: f32, _dy: f32) {
  495. self.current_cursor_position = WindowPoint::new(x, y);
  496. }
  497. }