main.rs 20KB

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  1. use ggez;
  2. use ggez::event::{KeyCode, MouseButton};
  3. use ggez::graphics;
  4. use ggez::graphics::{Color, DrawMode, FillOptions, MeshBuilder, StrokeOptions};
  5. use ggez::timer::check_update_time;
  6. use ggez::{event, input};
  7. use ggez::{Context, GameResult};
  8. use glam::Vec2;
  9. use std::cmp;
  10. use std::collections::HashMap;
  11. use std::env;
  12. use std::path;
  13. type Point2 = Vec2;
  14. type Vector2 = Vec2;
  15. const TARGET_FPS: u32 = 60; // execute update code 60x per seconds
  16. const META_EACH: u32 = 20; // execute meta code each 20 frames
  17. const PHYSICS_EACH: u32 = 10; // execute physics code each 10 frames
  18. const ANIMATE_EACH: u32 = 60; // execute animate code each 30 frames
  19. const SPRITE_EACH: u32 = 10; // change sprite animation tile 30 frames
  20. const MAX_FRAME_I: u32 = 4294967295; // max of frame_i used to calculate ticks
  21. const DISPLAY_OFFSET_BY: f32 = 3.0; // pixel offset by tick when player move screen display
  22. const DISPLAY_OFFSET_BY_SPEED: f32 = 10.0; // pixel offset by tick when player move screen display with speed
  23. const SPRITE_SHEET_WIDTH: f32 = 800.0; // Width of sprite sheet
  24. const SPRITE_SHEET_HEIGHT: f32 = 600.0; // Height of sprite sheet
  25. const GRID_TILE_WIDTH: f32 = 5.0; // Width of one grid tile
  26. const GRID_TILE_HEIGHT: f32 = 5.0; // Height of one grid tile
  27. const DEFAULT_SELECTED_SQUARE_SIDE: f32 = 14.0;
  28. const DEFAULT_SELECTED_SQUARE_SIDE_HALF: f32 = DEFAULT_SELECTED_SQUARE_SIDE / 2.0;
  29. #[derive(Eq, PartialEq, Hash)]
  30. pub struct GridPosition {
  31. x: i32,
  32. y: i32,
  33. }
  34. impl GridPosition {
  35. pub fn new(x: i32, y: i32) -> Self {
  36. Self { x, y }
  37. }
  38. }
  39. fn vec_from_angle(angle: f32) -> Vector2 {
  40. let vx = angle.sin();
  41. let vy = angle.cos();
  42. Vector2::new(vx, vy)
  43. }
  44. fn grid_position_from_position(position: &Point2) -> GridPosition {
  45. GridPosition::new(
  46. (position.x / GRID_TILE_WIDTH) as i32,
  47. (position.y / GRID_TILE_HEIGHT) as i32,
  48. )
  49. }
  50. struct SpriteInfo {
  51. relative_start_y: f32,
  52. relative_tile_width: f32,
  53. relative_tile_height: f32,
  54. tile_count: u16,
  55. tile_width: f32,
  56. tile_height: f32,
  57. _half_tile_width: f32,
  58. _half_tile_height: f32,
  59. }
  60. impl SpriteInfo {
  61. // TODO: ask on rust community if this is performant, or how to make it static
  62. pub fn from_type(type_: &SpriteType) -> Self {
  63. let (start_y, tile_width, tile_height, tile_count) = match type_ {
  64. SpriteType::WalkingSoldier => (12.0, 12.0, 12.0, 8),
  65. SpriteType::CrawlingSoldier => (26.0, 26.0, 26.0, 8),
  66. SpriteType::StandingSoldier => (0.0, 12.0, 12.0, 1),
  67. };
  68. Self {
  69. relative_start_y: start_y / SPRITE_SHEET_HEIGHT,
  70. relative_tile_width: tile_width / SPRITE_SHEET_WIDTH,
  71. relative_tile_height: tile_height / SPRITE_SHEET_HEIGHT,
  72. tile_count,
  73. tile_width,
  74. tile_height,
  75. _half_tile_width: tile_width / 2.0,
  76. _half_tile_height: tile_height / 2.0,
  77. }
  78. }
  79. }
  80. enum SpriteType {
  81. WalkingSoldier,
  82. CrawlingSoldier,
  83. StandingSoldier,
  84. }
  85. enum ItemBehavior {
  86. Standing(u32), // since
  87. Crawling,
  88. Walking(Vector2),
  89. }
  90. struct ItemState {
  91. current_behavior: ItemBehavior,
  92. }
  93. enum SceneItemType {
  94. Soldier,
  95. }
  96. impl ItemState {
  97. pub fn new(current_behavior: ItemBehavior) -> Self {
  98. Self { current_behavior }
  99. }
  100. }
  101. struct SceneItem {
  102. type_: SceneItemType,
  103. position: Point2,
  104. state: ItemState,
  105. meta_events: Vec<MetaEvent>,
  106. current_frame: u16,
  107. }
  108. impl SceneItem {
  109. pub fn new(type_: SceneItemType, position: Point2, state: ItemState) -> Self {
  110. Self {
  111. type_,
  112. position,
  113. state,
  114. meta_events: vec![],
  115. current_frame: 0,
  116. }
  117. }
  118. pub fn sprite_info(&self) -> SpriteInfo {
  119. SpriteInfo::from_type(&self.sprite_type())
  120. }
  121. pub fn tick_sprite(&mut self) {
  122. self.current_frame += 1;
  123. // TODO: good way to have sprite info ? performant ?
  124. if self.current_frame >= self.sprite_info().tile_count {
  125. self.current_frame = 0;
  126. }
  127. }
  128. pub fn as_draw_param(&self, current_frame: f32) -> graphics::DrawParam {
  129. let sprite_info = self.sprite_info();
  130. graphics::DrawParam::new()
  131. .src(graphics::Rect::new(
  132. current_frame as f32 * sprite_info.relative_tile_width,
  133. sprite_info.relative_start_y,
  134. sprite_info.relative_tile_width,
  135. sprite_info.relative_tile_height,
  136. ))
  137. .rotation(90.0f32.to_radians())
  138. .offset(Point2::new(0.5, 0.5))
  139. }
  140. pub fn sprite_type(&self) -> SpriteType {
  141. // Here some logical about state, nature (soldier, tank, ...) and current behavior to
  142. // determine sprite type
  143. match self.state.current_behavior {
  144. ItemBehavior::Crawling => SpriteType::CrawlingSoldier,
  145. ItemBehavior::Walking(_) => SpriteType::WalkingSoldier,
  146. ItemBehavior::Standing(_) => SpriteType::StandingSoldier,
  147. }
  148. }
  149. }
  150. #[derive(Debug)]
  151. enum PhysicEvent {
  152. Explosion,
  153. }
  154. #[derive(Debug)]
  155. enum MetaEvent {
  156. FearAboutExplosion,
  157. }
  158. #[derive(Debug)]
  159. enum UserEvent {
  160. Click(Point2), // Window coordinates
  161. AreaSelection(Point2, Point2), // Window coordinates
  162. }
  163. struct MainState {
  164. // time
  165. frame_i: u32,
  166. // display
  167. display_offset: Point2,
  168. sprite_sheet_batch: graphics::spritebatch::SpriteBatch,
  169. map_batch: graphics::spritebatch::SpriteBatch,
  170. // scene items
  171. scene_items: Vec<SceneItem>,
  172. scene_items_by_grid_position: HashMap<GridPosition, Vec<usize>>,
  173. // events
  174. physics_events: Vec<PhysicEvent>,
  175. // user interactions
  176. left_click_down: Option<Point2>,
  177. current_cursor_position: Point2,
  178. user_events: Vec<UserEvent>,
  179. selected_scene_items: Vec<usize>,
  180. }
  181. impl MainState {
  182. fn new(ctx: &mut Context) -> GameResult<MainState> {
  183. let sprite_sheet = graphics::Image::new(ctx, "/sprite_sheet.png").unwrap();
  184. let sprite_sheet_batch = graphics::spritebatch::SpriteBatch::new(sprite_sheet);
  185. let map = graphics::Image::new(ctx, "/map1bg.png").unwrap();
  186. let map_batch = graphics::spritebatch::SpriteBatch::new(map);
  187. let mut scene_items = vec![];
  188. for x in 0..1 {
  189. for y in 0..4 {
  190. let current_behavior = if y % 2 == 0 {
  191. ItemBehavior::Walking(vec_from_angle(90.0))
  192. } else {
  193. ItemBehavior::Crawling
  194. };
  195. scene_items.push(SceneItem::new(
  196. SceneItemType::Soldier,
  197. Point2::new((x as f32 * 24.0) + 100.0, (y as f32 * 24.0) + 100.0),
  198. ItemState::new(current_behavior),
  199. ));
  200. }
  201. }
  202. let mut main_state = MainState {
  203. frame_i: 0,
  204. display_offset: Point2::new(0.0, 0.0),
  205. sprite_sheet_batch,
  206. map_batch,
  207. scene_items,
  208. scene_items_by_grid_position: HashMap::new(),
  209. physics_events: vec![],
  210. left_click_down: None,
  211. current_cursor_position: Point2::new(0.0, 0.0),
  212. user_events: vec![],
  213. selected_scene_items: vec![],
  214. };
  215. for (i, scene_item) in main_state.scene_items.iter().enumerate() {
  216. let grid_position = grid_position_from_position(&scene_item.position);
  217. main_state
  218. .scene_items_by_grid_position
  219. .entry(grid_position)
  220. .or_default()
  221. .push(i);
  222. }
  223. Ok(main_state)
  224. }
  225. fn inputs(&mut self, ctx: &Context) {
  226. let display_offset_by =
  227. if input::keyboard::is_mod_active(ctx, input::keyboard::KeyMods::SHIFT) {
  228. DISPLAY_OFFSET_BY_SPEED
  229. } else {
  230. DISPLAY_OFFSET_BY
  231. };
  232. if input::keyboard::is_key_pressed(ctx, KeyCode::Left) {
  233. self.display_offset.x += display_offset_by;
  234. }
  235. if input::keyboard::is_key_pressed(ctx, KeyCode::Right) {
  236. self.display_offset.x -= display_offset_by;
  237. }
  238. if input::keyboard::is_key_pressed(ctx, KeyCode::Up) {
  239. self.display_offset.y += display_offset_by;
  240. }
  241. if input::keyboard::is_key_pressed(ctx, KeyCode::Down) {
  242. self.display_offset.y -= display_offset_by;
  243. }
  244. while let Some(user_event) = self.user_events.pop() {
  245. match user_event {
  246. UserEvent::Click(position) => {
  247. let scene_position = Point2::new(
  248. position.x - self.display_offset.x,
  249. position.y - self.display_offset.y,
  250. );
  251. self.selected_scene_items.drain(..);
  252. if let Some(scene_item_usize) =
  253. self.get_first_scene_item_for_position(&scene_position)
  254. {
  255. self.selected_scene_items.push(scene_item_usize);
  256. }
  257. }
  258. UserEvent::AreaSelection(from, to) => {
  259. let scene_from = Point2::new(
  260. from.x - self.display_offset.x,
  261. from.y - self.display_offset.y,
  262. );
  263. let scene_to =
  264. Point2::new(to.x - self.display_offset.x, to.y - self.display_offset.y);
  265. self.selected_scene_items.drain(..);
  266. self.selected_scene_items
  267. .extend(self.get_scene_items_for_area(&scene_from, &scene_to));
  268. }
  269. }
  270. }
  271. }
  272. // TODO: manage errors
  273. fn physics(&mut self) {
  274. // Scene items movements
  275. for scene_item in self.scene_items.iter_mut() {
  276. match scene_item.state.current_behavior {
  277. ItemBehavior::Walking(vector) => {
  278. // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
  279. scene_item.position.x += 1.0;
  280. }
  281. _ => {}
  282. }
  283. }
  284. // (FAKE) Drop a bomb to motivate stop move
  285. if self.frame_i % 600 == 0 && self.frame_i != 0 {
  286. self.physics_events.push(PhysicEvent::Explosion);
  287. }
  288. }
  289. fn metas(&mut self) {
  290. for physic_event in &self.physics_events {
  291. match physic_event {
  292. PhysicEvent::Explosion => {
  293. for scene_item in self.scene_items.iter_mut() {
  294. scene_item.meta_events.push(MetaEvent::FearAboutExplosion);
  295. }
  296. }
  297. }
  298. }
  299. }
  300. fn animate(&mut self) {
  301. // TODO: ici il faut reflechir a comment organiser les comportements
  302. for scene_item in self.scene_items.iter_mut() {
  303. for meta_event in &scene_item.meta_events {
  304. match meta_event {
  305. MetaEvent::FearAboutExplosion => {
  306. scene_item.state = ItemState::new(ItemBehavior::Standing(self.frame_i));
  307. }
  308. }
  309. }
  310. match scene_item.state.current_behavior {
  311. ItemBehavior::Crawling => {
  312. scene_item.state = ItemState::new(ItemBehavior::Walking(vec_from_angle(90.0)));
  313. }
  314. ItemBehavior::Walking(_) => {
  315. scene_item.state = ItemState::new(ItemBehavior::Crawling);
  316. }
  317. ItemBehavior::Standing(since) => {
  318. if self.frame_i - since >= 120 {
  319. scene_item.state =
  320. ItemState::new(ItemBehavior::Walking(vec_from_angle(90.0)));
  321. }
  322. }
  323. }
  324. scene_item.meta_events.drain(..);
  325. }
  326. }
  327. fn tick_sprites(&mut self) {
  328. for scene_item in self.scene_items.iter_mut() {
  329. scene_item.tick_sprite();
  330. }
  331. }
  332. fn position_with_display_offset(&self, position: &Point2) -> Point2 {
  333. Point2::new(
  334. position.x + self.display_offset.x,
  335. position.y + self.display_offset.y,
  336. )
  337. }
  338. fn get_first_scene_item_for_position(&self, position: &Point2) -> Option<usize> {
  339. // TODO: if found multiple: select nearest
  340. for (i, scene_item) in self.scene_items.iter().enumerate() {
  341. let sprite_info = scene_item.sprite_info();
  342. if scene_item.position.x >= position.x - sprite_info.tile_width
  343. && scene_item.position.x <= position.x + sprite_info.tile_width
  344. && scene_item.position.y >= position.y - sprite_info.tile_height
  345. && scene_item.position.y <= position.y + sprite_info.tile_height
  346. {
  347. return Some(i);
  348. }
  349. }
  350. None
  351. }
  352. fn get_scene_items_for_area(&self, from: &Point2, to: &Point2) -> Vec<usize> {
  353. let mut selection = vec![];
  354. for (i, scene_item) in self.scene_items.iter().enumerate() {
  355. if scene_item.position.x >= from.x
  356. && scene_item.position.x <= to.x
  357. && scene_item.position.y >= from.y
  358. && scene_item.position.y <= to.y
  359. {
  360. selection.push(i);
  361. }
  362. }
  363. selection
  364. }
  365. }
  366. impl event::EventHandler for MainState {
  367. fn update(&mut self, ctx: &mut Context) -> GameResult {
  368. while check_update_time(ctx, TARGET_FPS) {
  369. self.inputs(ctx);
  370. // TODO: meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu
  371. // ennemi, dans animate il se mettra a tirer)
  372. let tick_sprite = self.frame_i % SPRITE_EACH == 0;
  373. let tick_animate = self.frame_i % ANIMATE_EACH == 0;
  374. let tick_physics = self.frame_i % PHYSICS_EACH == 0;
  375. let tick_meta = self.frame_i % META_EACH == 0;
  376. // Apply moves, explosions, etc
  377. if tick_physics {
  378. self.physics();
  379. }
  380. // Generate meta events according to physics events and current physic state
  381. if tick_meta {
  382. self.metas();
  383. }
  384. // Animate scene items according to meta events
  385. if tick_animate {
  386. self.animate();
  387. };
  388. // Change scene items tiles
  389. if tick_sprite {
  390. self.tick_sprites();
  391. }
  392. // Increment frame counter
  393. self.frame_i += 1;
  394. if self.frame_i >= MAX_FRAME_I {
  395. self.frame_i = 0;
  396. }
  397. // Empty physics event
  398. self.physics_events.drain(..);
  399. }
  400. Ok(())
  401. }
  402. fn draw(&mut self, ctx: &mut Context) -> GameResult {
  403. graphics::clear(ctx, graphics::BLACK);
  404. let mut scene_mesh_builder = MeshBuilder::new();
  405. for scene_item in self.scene_items.iter() {
  406. self.sprite_sheet_batch.add(
  407. scene_item
  408. .as_draw_param(scene_item.current_frame as f32)
  409. .dest(scene_item.position.clone()),
  410. );
  411. scene_mesh_builder.circle(
  412. DrawMode::fill(),
  413. scene_item.position.clone(),
  414. 2.0,
  415. 2.0,
  416. graphics::WHITE,
  417. )?;
  418. }
  419. for i in &self.selected_scene_items {
  420. let selected_scene_item = self
  421. .scene_items
  422. .get(*i)
  423. .expect("scene_items content change !");
  424. scene_mesh_builder.rectangle(
  425. DrawMode::Stroke(StrokeOptions::default()),
  426. graphics::Rect::new(
  427. selected_scene_item.position.x - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  428. selected_scene_item.position.y - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  429. DEFAULT_SELECTED_SQUARE_SIDE,
  430. DEFAULT_SELECTED_SQUARE_SIDE,
  431. ),
  432. graphics::GREEN,
  433. )?;
  434. }
  435. if let Some(left_click_down) = self.left_click_down {
  436. if left_click_down != self.current_cursor_position {
  437. scene_mesh_builder.rectangle(
  438. DrawMode::fill(),
  439. graphics::Rect::new(
  440. left_click_down.x - self.display_offset.x,
  441. left_click_down.y - self.display_offset.y,
  442. self.current_cursor_position.x - left_click_down.x,
  443. self.current_cursor_position.y - left_click_down.y,
  444. ),
  445. graphics::GREEN,
  446. )?;
  447. }
  448. scene_mesh_builder.circle(
  449. DrawMode::fill(),
  450. left_click_down,
  451. 2.0,
  452. 2.0,
  453. graphics::YELLOW,
  454. )?;
  455. }
  456. self.map_batch.add(
  457. graphics::DrawParam::new()
  458. .src(graphics::Rect::new(0.0, 0.0, 1.0, 1.0))
  459. .dest(Point2::new(0.0, 0.0)),
  460. );
  461. let scene_mesh = scene_mesh_builder.build(ctx)?;
  462. graphics::draw(
  463. ctx,
  464. &self.map_batch,
  465. graphics::DrawParam::new()
  466. .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
  467. )?;
  468. graphics::draw(
  469. ctx,
  470. &self.sprite_sheet_batch,
  471. graphics::DrawParam::new()
  472. .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
  473. )?;
  474. graphics::draw(
  475. ctx,
  476. &scene_mesh,
  477. graphics::DrawParam::new()
  478. .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
  479. )?;
  480. self.sprite_sheet_batch.clear();
  481. self.map_batch.clear();
  482. graphics::present(ctx)?;
  483. println!("FPS: {}", ggez::timer::fps(ctx));
  484. Ok(())
  485. }
  486. fn mouse_button_down_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  487. match button {
  488. MouseButton::Left => {
  489. self.left_click_down = Some(Point2::new(x, y));
  490. }
  491. MouseButton::Right => {}
  492. MouseButton::Middle => {}
  493. MouseButton::Other(_) => {}
  494. }
  495. }
  496. fn mouse_button_up_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  497. match button {
  498. MouseButton::Left => {
  499. if let Some(left_click_down) = self.left_click_down {
  500. if left_click_down == Point2::new(x, y) {
  501. self.user_events.push(UserEvent::Click(left_click_down));
  502. } else {
  503. let from = Point2::new(
  504. cmp::min(left_click_down.x as i32, x as i32) as f32,
  505. cmp::min(left_click_down.y as i32, y as i32) as f32,
  506. );
  507. let to = Point2::new(
  508. cmp::max(left_click_down.x as i32, x as i32) as f32,
  509. cmp::max(left_click_down.y as i32, y as i32) as f32,
  510. );
  511. self.user_events.push(UserEvent::AreaSelection(from, to));
  512. }
  513. }
  514. self.left_click_down = None;
  515. }
  516. MouseButton::Right => {}
  517. MouseButton::Middle => {}
  518. MouseButton::Other(_) => {}
  519. }
  520. }
  521. fn mouse_motion_event(&mut self, _ctx: &mut Context, x: f32, y: f32, _dx: f32, _dy: f32) {
  522. self.current_cursor_position = Point2::new(x, y);
  523. }
  524. }
  525. pub fn main() -> GameResult {
  526. let resource_dir = if let Ok(manifest_dir) = env::var("CARGO_MANIFEST_DIR") {
  527. let mut path = path::PathBuf::from(manifest_dir);
  528. path.push("resources");
  529. path
  530. } else {
  531. path::PathBuf::from("./resources")
  532. };
  533. let cb = ggez::ContextBuilder::new("oc", "bux")
  534. .add_resource_path(resource_dir)
  535. .window_mode(ggez::conf::WindowMode::default().dimensions(800.0, 600.0));
  536. let (mut ctx, event_loop) = cb.build()?;
  537. let state = MainState::new(&mut ctx)?;
  538. event::run(ctx, event_loop, state)
  539. }