123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401 |
- use ggez;
- use ggez::event::KeyCode;
- use ggez::graphics;
- use ggez::graphics::{DrawMode, MeshBuilder};
- use ggez::timer::check_update_time;
- use ggez::{event, input};
- use ggez::{Context, GameResult};
- use glam::Vec2;
- use std::env;
- use std::path;
-
- type Point2 = Vec2;
- type Vector2 = Vec2;
-
- const TARGET_FPS: u32 = 60; // execute update code 60x per seconds
- const META_EACH: u32 = 20; // execute meta code each 20 frames
- const PHYSICS_EACH: u32 = 10; // execute physics code each 10 frames
- const ANIMATE_EACH: u32 = 60; // execute animate code each 30 frames
- const SPRITE_EACH: u32 = 10; // change sprite animation tile 30 frames
- const MAX_FRAME_I: u32 = 4294967295; // max of frame_i used to calculate ticks
- const DISPLAY_OFFSET_BY: f32 = 3.0;
- const DISPLAY_OFFSET_BY_SPEED: f32 = 10.0;
- const SPRITE_SHEET_WIDTH: f32 = 800.0;
- const SPRITE_SHEET_HEIGHT: f32 = 600.0;
-
- fn vec_from_angle(angle: f32) -> Vector2 {
- let vx = angle.sin();
- let vy = angle.cos();
- Vector2::new(vx, vy)
- }
-
- struct SpriteInfo {
- relative_start_y: f32,
- relative_tile_width: f32,
- relative_tile_height: f32,
- tile_count: u16,
- tile_width: f32,
- tile_height: f32,
- }
-
- impl SpriteInfo {
- // TODO: ask on rust community if this is performant, or how to make it static
- pub fn from_type(type_: &SpriteType) -> Self {
- let (start_y, tile_width, tile_height, tile_count) = match type_ {
- SpriteType::WalkingSoldier => (12.0, 12.0, 12.0, 8),
- SpriteType::CrawlingSoldier => (26.0, 26.0, 26.0, 8),
- SpriteType::StandingSoldier => (0.0, 12.0, 12.0, 1),
- };
-
- Self {
- relative_start_y: start_y / SPRITE_SHEET_HEIGHT,
- relative_tile_width: tile_width / SPRITE_SHEET_WIDTH,
- relative_tile_height: tile_height / SPRITE_SHEET_HEIGHT,
- tile_count,
- tile_width,
- tile_height,
- }
- }
- }
-
- enum SpriteType {
- WalkingSoldier,
- CrawlingSoldier,
- StandingSoldier,
- }
-
- enum ItemBehavior {
- Standing(u32), // since
- Crawling,
- Walking(Vector2),
- }
-
- struct ItemState {
- current_behavior: ItemBehavior,
- }
-
- impl ItemState {
- pub fn new(current_behavior: ItemBehavior) -> Self {
- Self { current_behavior }
- }
-
- pub fn sprite_type(&self) -> SpriteType {
- // Here some logical about state and current behavior to determine sprite type
- match self.current_behavior {
- ItemBehavior::Crawling => SpriteType::CrawlingSoldier,
- ItemBehavior::Walking(_) => SpriteType::WalkingSoldier,
- ItemBehavior::Standing(_) => SpriteType::StandingSoldier,
- }
- }
- }
-
- struct SceneItem {
- position: Point2,
- state: ItemState,
- meta_events: Vec<MetaEvent>,
- current_frame: u16,
- }
-
- impl SceneItem {
- pub fn new(position: Point2, state: ItemState) -> Self {
- let sprite_type = state.sprite_type();
- Self {
- position,
- state,
- meta_events: vec![],
- current_frame: 0,
- }
- }
-
- pub fn sprite_info(&self) -> SpriteInfo {
- SpriteInfo::from_type(&self.state.sprite_type())
- }
-
- pub fn tick_sprite(&mut self) {
- self.current_frame += 1;
- // TODO: good way to have sprite info ? performant ?
- if self.current_frame >= self.sprite_info().tile_count {
- self.current_frame = 0;
- }
- }
-
- pub fn as_draw_param(&self, current_frame: f32) -> graphics::DrawParam {
- let sprite_info = self.sprite_info();
- graphics::DrawParam::new()
- .src(graphics::Rect::new(
- current_frame as f32 * sprite_info.relative_tile_width,
- sprite_info.relative_start_y,
- sprite_info.relative_tile_width,
- sprite_info.relative_tile_height,
- ))
- .rotation(90.0f32.to_radians())
- .offset(Point2::new(0.5, 0.5))
- }
- }
-
- enum PhysicEvent {
- Explosion,
- }
-
- enum MetaEvent {
- FearAboutExplosion,
- }
-
- struct MainState {
- frame_i: u32,
- sprite_sheet_batch: graphics::spritebatch::SpriteBatch,
- map_batch: graphics::spritebatch::SpriteBatch,
- scene_items: Vec<SceneItem>,
- physics_events: Vec<PhysicEvent>,
- display_offset: Point2,
- }
-
- impl MainState {
- fn new(ctx: &mut Context) -> GameResult<MainState> {
- 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 mut scene_items = vec![];
- for x in 0..1 {
- for y in 0..4 {
- let current_behavior = if y % 2 == 0 {
- ItemBehavior::Walking(vec_from_angle(90.0))
- } else {
- ItemBehavior::Crawling
- };
-
- scene_items.push(SceneItem::new(
- Point2::new((x as f32 * 24.0) + 100.0, (y as f32 * 24.0) + 100.0),
- ItemState::new(current_behavior),
- ));
- }
- }
-
- let s = MainState {
- frame_i: 0,
- sprite_sheet_batch,
- map_batch,
- scene_items,
- physics_events: vec![],
- display_offset: Point2::new(0.0, 0.0),
- };
- Ok(s)
- }
-
- 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;
- }
- }
-
- // 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;
- }
- _ => {}
- }
- }
-
- // (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::FearAboutExplosion);
- }
- }
- }
- }
- }
-
- 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::FearAboutExplosion => {
- 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(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(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 position_with_display_offset(&self, position: &Point2) -> Point2 {
- Point2::new(
- position.x + self.display_offset.x,
- position.y + self.display_offset.y,
- )
- }
- }
-
- 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 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()),
- );
- mesh_builder.circle(
- DrawMode::fill(),
- scene_item.position.clone(),
- 2.0,
- 2.0,
- graphics::WHITE,
- )?;
- }
- self.map_batch.add(
- graphics::DrawParam::new()
- .src(graphics::Rect::new(0.0, 0.0, 1.0, 1.0))
- .dest(Point2::new(0.0, 0.0)),
- );
-
- let mesh = mesh_builder.build(ctx)?;
- graphics::draw(
- ctx,
- &self.map_batch,
- graphics::DrawParam::new()
- .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
- )?;
- graphics::draw(
- ctx,
- &self.sprite_sheet_batch,
- graphics::DrawParam::new()
- .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
- )?;
- graphics::draw(
- ctx,
- &mesh,
- graphics::DrawParam::new()
- .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
- )?;
-
- self.sprite_sheet_batch.clear();
- self.map_batch.clear();
- graphics::present(ctx)?;
-
- println!("FPS: {}", ggez::timer::fps(ctx));
- Ok(())
- }
- }
-
- pub fn main() -> GameResult {
- let resource_dir = if let Ok(manifest_dir) = env::var("CARGO_MANIFEST_DIR") {
- let mut path = path::PathBuf::from(manifest_dir);
- path.push("resources");
- path
- } else {
- path::PathBuf::from("./resources")
- };
-
- let cb = ggez::ContextBuilder::new("oc", "bux")
- .add_resource_path(resource_dir)
- .window_mode(ggez::conf::WindowMode::default().dimensions(800.0, 600.0));
- let (mut ctx, event_loop) = cb.build()?;
-
- let state = MainState::new(&mut ctx)?;
- event::run(ctx, event_loop, state)
- }
|