main.rs 20KB

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  1. use std::cmp;
  2. use std::collections::HashMap;
  3. use ggez::{Context, event, GameResult, graphics, input};
  4. use ggez::event::MouseButton;
  5. use ggez::graphics::{DrawMode, MeshBuilder, StrokeOptions};
  6. use ggez::timer::check_update_time;
  7. use crate::{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, Point2, SCENE_ITEMS_CHANGE_ERR_MSG, SPRITE_EACH, TARGET_FPS};
  8. use crate::behavior::ItemBehavior;
  9. use crate::physics::{MetaEvent, PhysicEvent, util};
  10. use crate::physics::position::GridPosition;
  11. use crate::scene::item::{ItemState, SceneItem, SceneItemType};
  12. use crate::ui::{SceneItemPrepareOrder, UiItem, UiSpriteInfo, UserEvent};
  13. use crate::ui::scene_item_menu::SceneItemMenuItem;
  14. use ggez::input::keyboard::KeyCode;
  15. pub struct MainState {
  16. // time
  17. frame_i: u32,
  18. // display
  19. display_offset: Point2,
  20. sprite_sheet_batch: graphics::spritebatch::SpriteBatch,
  21. map_batch: graphics::spritebatch::SpriteBatch,
  22. ui_batch: graphics::spritebatch::SpriteBatch,
  23. // scene items
  24. scene_items: Vec<SceneItem>,
  25. scene_items_by_grid_position: HashMap<GridPosition, Vec<usize>>,
  26. // events
  27. physics_events: Vec<PhysicEvent>,
  28. // user interactions
  29. left_click_down: Option<Point2>,
  30. right_click_down: Option<Point2>,
  31. current_cursor_position: Point2,
  32. user_events: Vec<UserEvent>,
  33. selected_scene_items: Vec<usize>, // scene_item usize
  34. scene_item_menu: Option<(usize, Point2)>, // scene_item usize, display_at
  35. scene_item_prepare_order: Option<SceneItemPrepareOrder>,
  36. }
  37. impl MainState {
  38. pub fn new(ctx: &mut Context) -> GameResult<MainState> {
  39. let sprite_sheet = graphics::Image::new(ctx, "/sprite_sheet.png").unwrap();
  40. let sprite_sheet_batch = graphics::spritebatch::SpriteBatch::new(sprite_sheet);
  41. let map = graphics::Image::new(ctx, "/map1bg.png").unwrap();
  42. let map_batch = graphics::spritebatch::SpriteBatch::new(map);
  43. let ui = graphics::Image::new(ctx, "/ui.png").unwrap();
  44. let ui_batch = graphics::spritebatch::SpriteBatch::new(ui);
  45. let mut scene_items = vec![];
  46. for x in 0..1 {
  47. for y in 0..4 {
  48. let current_behavior = if y % 2 == 0 {
  49. ItemBehavior::Walking(util::vec_from_angle(90.0))
  50. } else {
  51. ItemBehavior::Crawling
  52. };
  53. scene_items.push(SceneItem::new(
  54. SceneItemType::Soldier,
  55. Point2::new((x as f32 * 24.0) + 100.0, (y as f32 * 24.0) + 100.0),
  56. ItemState::new(current_behavior),
  57. ));
  58. }
  59. }
  60. let mut main_state = MainState {
  61. frame_i: 0,
  62. display_offset: Point2::new(0.0, 0.0),
  63. sprite_sheet_batch,
  64. map_batch,
  65. ui_batch,
  66. scene_items,
  67. scene_items_by_grid_position: HashMap::new(),
  68. physics_events: vec![],
  69. left_click_down: None,
  70. right_click_down: None,
  71. current_cursor_position: Point2::new(0.0, 0.0),
  72. user_events: vec![],
  73. selected_scene_items: vec![],
  74. scene_item_menu: None,
  75. scene_item_prepare_order: None,
  76. };
  77. for (i, scene_item) in main_state.scene_items.iter().enumerate() {
  78. let grid_position = util::grid_position_from_position(&scene_item.position);
  79. main_state
  80. .scene_items_by_grid_position
  81. .entry(grid_position)
  82. .or_default()
  83. .push(i);
  84. }
  85. Ok(main_state)
  86. }
  87. fn inputs(&mut self, ctx: &Context) {
  88. let display_offset_by =
  89. if input::keyboard::is_mod_active(ctx, input::keyboard::KeyMods::SHIFT) {
  90. DISPLAY_OFFSET_BY_SPEED
  91. } else {
  92. DISPLAY_OFFSET_BY
  93. };
  94. if input::keyboard::is_key_pressed(ctx, KeyCode::Left) {
  95. self.display_offset.x += display_offset_by;
  96. }
  97. if input::keyboard::is_key_pressed(ctx, KeyCode::Right) {
  98. self.display_offset.x -= display_offset_by;
  99. }
  100. if input::keyboard::is_key_pressed(ctx, KeyCode::Up) {
  101. self.display_offset.y += display_offset_by;
  102. }
  103. if input::keyboard::is_key_pressed(ctx, KeyCode::Down) {
  104. self.display_offset.y -= display_offset_by;
  105. }
  106. while let Some(user_event) = self.user_events.pop() {
  107. match user_event {
  108. UserEvent::Click(click_position) => {
  109. let scene_position = Point2::new(
  110. click_position.x - self.display_offset.x,
  111. click_position.y - self.display_offset.y,
  112. );
  113. self.selected_scene_items.drain(..);
  114. if let Some(scene_item_usize) =
  115. self.get_first_scene_item_for_position(&scene_position)
  116. {
  117. self.selected_scene_items.push(scene_item_usize);
  118. }
  119. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  120. // TODO: Add order to scene_item
  121. self.scene_item_prepare_order = None;
  122. }
  123. // FIXME BS NOW: interpreter sur quel element du menu on a click ...
  124. if let Some((scene_item_usize, menu_position)) = self.scene_item_menu {
  125. let menu_sprite_info = UiSpriteInfo::from_type(UiItem::SceneItemMenu);
  126. let scene_item = self
  127. .scene_items
  128. .get(scene_item_usize)
  129. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  130. if click_position.x >= menu_position.x
  131. && click_position.x <= menu_position.x + menu_sprite_info.width
  132. && click_position.y >= menu_position.y
  133. && click_position.y <= menu_position.y + menu_sprite_info.height
  134. {
  135. if let Some(menu_item) = menu_sprite_info.which_item_clicked(
  136. menu_position,
  137. click_position,
  138. scene_item,
  139. ) {
  140. match menu_item {
  141. SceneItemMenuItem::Move => {
  142. self.scene_item_prepare_order =
  143. Some(SceneItemPrepareOrder::Move(scene_item_usize));
  144. self.scene_item_menu = None;
  145. }
  146. }
  147. }
  148. } else {
  149. self.scene_item_menu = None;
  150. }
  151. };
  152. }
  153. UserEvent::AreaSelection(from, to) => {
  154. let scene_from = Point2::new(
  155. from.x - self.display_offset.x,
  156. from.y - self.display_offset.y,
  157. );
  158. let scene_to =
  159. Point2::new(to.x - self.display_offset.x, to.y - self.display_offset.y);
  160. self.selected_scene_items.drain(..);
  161. self.selected_scene_items
  162. .extend(self.get_scene_items_for_area(&scene_from, &scene_to));
  163. }
  164. UserEvent::RightClick(position) => {
  165. if let Some(scene_item_usize) =
  166. self.get_first_scene_item_for_position(&position)
  167. {
  168. if self.selected_scene_items.contains(&scene_item_usize) {
  169. let scene_item = self
  170. .scene_items
  171. .get(scene_item_usize)
  172. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  173. self.scene_item_menu =
  174. Some((scene_item_usize, scene_item.position.clone()))
  175. }
  176. }
  177. }
  178. }
  179. }
  180. }
  181. // TODO: manage errors
  182. fn physics(&mut self) {
  183. // Scene items movements
  184. for scene_item in self.scene_items.iter_mut() {
  185. match scene_item.state.current_behavior {
  186. ItemBehavior::Walking(vector) => {
  187. // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
  188. scene_item.position.x += 1.0;
  189. scene_item.grid_position =
  190. util::grid_position_from_position(&scene_item.position);
  191. }
  192. _ => {}
  193. }
  194. }
  195. // (FAKE) Drop a bomb to motivate stop move
  196. if self.frame_i % 600 == 0 && self.frame_i != 0 {
  197. self.physics_events.push(PhysicEvent::Explosion);
  198. }
  199. }
  200. fn metas(&mut self) {
  201. for physic_event in &self.physics_events {
  202. match physic_event {
  203. PhysicEvent::Explosion => {
  204. for scene_item in self.scene_items.iter_mut() {
  205. scene_item.meta_events.push(MetaEvent::FeelExplosion);
  206. }
  207. }
  208. }
  209. }
  210. }
  211. fn animate(&mut self) {
  212. // TODO: ici il faut reflechir a comment organiser les comportements
  213. for scene_item in self.scene_items.iter_mut() {
  214. for meta_event in &scene_item.meta_events {
  215. match meta_event {
  216. MetaEvent::FeelExplosion => {
  217. scene_item.state = ItemState::new(ItemBehavior::Standing(self.frame_i));
  218. }
  219. }
  220. }
  221. match scene_item.state.current_behavior {
  222. ItemBehavior::Crawling => {
  223. scene_item.state =
  224. ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0)));
  225. }
  226. ItemBehavior::Walking(_) => {
  227. scene_item.state = ItemState::new(ItemBehavior::Crawling);
  228. }
  229. ItemBehavior::Standing(since) => {
  230. if self.frame_i - since >= 120 {
  231. scene_item.state =
  232. ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0)));
  233. }
  234. }
  235. }
  236. scene_item.meta_events.drain(..);
  237. }
  238. }
  239. fn tick_sprites(&mut self) {
  240. for scene_item in self.scene_items.iter_mut() {
  241. scene_item.tick_sprite();
  242. }
  243. }
  244. fn position_with_display_offset(&self, position: &Point2) -> Point2 {
  245. Point2::new(
  246. position.x + self.display_offset.x,
  247. position.y + self.display_offset.y,
  248. )
  249. }
  250. fn get_first_scene_item_for_position(&self, position: &Point2) -> Option<usize> {
  251. // TODO: if found multiple: select nearest
  252. for (i, scene_item) in self.scene_items.iter().enumerate() {
  253. let sprite_info = scene_item.sprite_info();
  254. if scene_item.position.x >= position.x - sprite_info.tile_width
  255. && scene_item.position.x <= position.x + sprite_info.tile_width
  256. && scene_item.position.y >= position.y - sprite_info.tile_height
  257. && scene_item.position.y <= position.y + sprite_info.tile_height
  258. {
  259. return Some(i);
  260. }
  261. }
  262. None
  263. }
  264. fn get_scene_items_for_area(&self, from: &Point2, to: &Point2) -> Vec<usize> {
  265. let mut selection = vec![];
  266. for (i, scene_item) in self.scene_items.iter().enumerate() {
  267. if scene_item.position.x >= from.x
  268. && scene_item.position.x <= to.x
  269. && scene_item.position.y >= from.y
  270. && scene_item.position.y <= to.y
  271. {
  272. selection.push(i);
  273. }
  274. }
  275. selection
  276. }
  277. }
  278. impl event::EventHandler for MainState {
  279. fn update(&mut self, ctx: &mut Context) -> GameResult {
  280. while check_update_time(ctx, TARGET_FPS) {
  281. self.inputs(ctx);
  282. // TODO: meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu
  283. // ennemi, dans animate il se mettra a tirer)
  284. let tick_sprite = self.frame_i % SPRITE_EACH == 0;
  285. let tick_animate = self.frame_i % ANIMATE_EACH == 0;
  286. let tick_physics = self.frame_i % PHYSICS_EACH == 0;
  287. let tick_meta = self.frame_i % META_EACH == 0;
  288. // Apply moves, explosions, etc
  289. if tick_physics {
  290. self.physics();
  291. }
  292. // Generate meta events according to physics events and current physic state
  293. if tick_meta {
  294. self.metas();
  295. }
  296. // Animate scene items according to meta events
  297. if tick_animate {
  298. self.animate();
  299. };
  300. // Change scene items tiles
  301. if tick_sprite {
  302. self.tick_sprites();
  303. }
  304. // Increment frame counter
  305. self.frame_i += 1;
  306. if self.frame_i >= MAX_FRAME_I {
  307. self.frame_i = 0;
  308. }
  309. // Empty physics event
  310. self.physics_events.drain(..);
  311. }
  312. Ok(())
  313. }
  314. fn draw(&mut self, ctx: &mut Context) -> GameResult {
  315. graphics::clear(ctx, graphics::BLACK);
  316. let mut scene_mesh_builder = MeshBuilder::new();
  317. for scene_item in self.scene_items.iter() {
  318. self.sprite_sheet_batch.add(
  319. scene_item
  320. .as_draw_param(scene_item.current_frame as f32)
  321. .dest(scene_item.position.clone()),
  322. );
  323. scene_mesh_builder.circle(
  324. DrawMode::fill(),
  325. scene_item.position.clone(),
  326. 2.0,
  327. 2.0,
  328. graphics::WHITE,
  329. )?;
  330. }
  331. for i in &self.selected_scene_items {
  332. let selected_scene_item = self.scene_items.get(*i).expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  333. scene_mesh_builder.rectangle(
  334. DrawMode::Stroke(StrokeOptions::default()),
  335. graphics::Rect::new(
  336. selected_scene_item.position.x - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  337. selected_scene_item.position.y - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  338. DEFAULT_SELECTED_SQUARE_SIDE,
  339. DEFAULT_SELECTED_SQUARE_SIDE,
  340. ),
  341. graphics::GREEN,
  342. )?;
  343. }
  344. if let Some(left_click_down) = self.left_click_down {
  345. if left_click_down != self.current_cursor_position {
  346. scene_mesh_builder.rectangle(
  347. DrawMode::fill(),
  348. graphics::Rect::new(
  349. left_click_down.x - self.display_offset.x,
  350. left_click_down.y - self.display_offset.y,
  351. self.current_cursor_position.x - left_click_down.x,
  352. self.current_cursor_position.y - left_click_down.y,
  353. ),
  354. graphics::GREEN,
  355. )?;
  356. }
  357. scene_mesh_builder.circle(
  358. DrawMode::fill(),
  359. left_click_down,
  360. 2.0,
  361. 2.0,
  362. graphics::YELLOW,
  363. )?;
  364. }
  365. if let Some((_, position)) = self.scene_item_menu {
  366. self.ui_batch.add(
  367. UiSpriteInfo::from_type(UiItem::SceneItemMenu)
  368. .as_draw_param()
  369. .dest(position),
  370. );
  371. }
  372. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  373. match scene_item_prepare_order {
  374. SceneItemPrepareOrder::Move(scene_item_usize) => {
  375. let scene_item = self
  376. .scene_items
  377. .get(*scene_item_usize)
  378. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  379. scene_mesh_builder.line(
  380. &vec![scene_item.position.clone(), self.current_cursor_position],
  381. 2.0,
  382. graphics::WHITE,
  383. )?;
  384. }
  385. }
  386. }
  387. self.map_batch.add(
  388. graphics::DrawParam::new()
  389. .src(graphics::Rect::new(0.0, 0.0, 1.0, 1.0))
  390. .dest(Point2::new(0.0, 0.0)),
  391. );
  392. let scene_mesh = scene_mesh_builder.build(ctx)?;
  393. graphics::draw(
  394. ctx,
  395. &self.map_batch,
  396. graphics::DrawParam::new()
  397. .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
  398. )?;
  399. graphics::draw(
  400. ctx,
  401. &self.sprite_sheet_batch,
  402. graphics::DrawParam::new()
  403. .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
  404. )?;
  405. graphics::draw(
  406. ctx,
  407. &scene_mesh,
  408. graphics::DrawParam::new()
  409. .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
  410. )?;
  411. graphics::draw(
  412. ctx,
  413. &self.ui_batch,
  414. graphics::DrawParam::new()
  415. .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
  416. )?;
  417. self.sprite_sheet_batch.clear();
  418. self.map_batch.clear();
  419. self.ui_batch.clear();
  420. graphics::present(ctx)?;
  421. println!("FPS: {}", ggez::timer::fps(ctx));
  422. Ok(())
  423. }
  424. fn mouse_button_down_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  425. match button {
  426. MouseButton::Left => {
  427. self.left_click_down = Some(Point2::new(x, y));
  428. }
  429. MouseButton::Right => {
  430. self.right_click_down = Some(Point2::new(x, y));
  431. }
  432. MouseButton::Middle => {}
  433. MouseButton::Other(_) => {}
  434. }
  435. }
  436. fn mouse_button_up_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  437. match button {
  438. MouseButton::Left => {
  439. if let Some(left_click_down) = self.left_click_down {
  440. if left_click_down == Point2::new(x, y) {
  441. self.user_events.push(UserEvent::Click(left_click_down));
  442. } else {
  443. let from = Point2::new(
  444. cmp::min(left_click_down.x as i32, x as i32) as f32,
  445. cmp::min(left_click_down.y as i32, y as i32) as f32,
  446. );
  447. let to = Point2::new(
  448. cmp::max(left_click_down.x as i32, x as i32) as f32,
  449. cmp::max(left_click_down.y as i32, y as i32) as f32,
  450. );
  451. self.user_events.push(UserEvent::AreaSelection(from, to));
  452. }
  453. }
  454. self.left_click_down = None;
  455. }
  456. MouseButton::Right => {
  457. if let Some(right_click_down) = self.right_click_down {
  458. self.user_events
  459. .push(UserEvent::RightClick(right_click_down));
  460. }
  461. }
  462. MouseButton::Middle => {}
  463. MouseButton::Other(_) => {}
  464. }
  465. }
  466. fn mouse_motion_event(&mut self, _ctx: &mut Context, x: f32, y: f32, _dx: f32, _dy: f32) {
  467. self.current_cursor_position = Point2::new(x, y);
  468. }
  469. }