main.rs 12KB

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  1. use ggez;
  2. use ggez::event::KeyCode;
  3. use ggez::graphics;
  4. use ggez::graphics::{DrawMode, MeshBuilder};
  5. use ggez::timer::check_update_time;
  6. use ggez::{event, input};
  7. use ggez::{Context, GameResult};
  8. use glam::Vec2;
  9. use std::env;
  10. use std::path;
  11. type Point2 = Vec2;
  12. type Vector2 = Vec2;
  13. const TARGET_FPS: u32 = 60; // execute update code 60x per seconds
  14. const META_EACH: u32 = 20; // execute meta code each 20 frames
  15. const PHYSICS_EACH: u32 = 10; // execute physics code each 10 frames
  16. const ANIMATE_EACH: u32 = 60; // execute animate code each 30 frames
  17. const SPRITE_EACH: u32 = 10; // change sprite animation tile 30 frames
  18. const MAX_FRAME_I: u32 = 4294967295; // max of frame_i used to calculate ticks
  19. const DISPLAY_OFFSET_BY: f32 = 3.0;
  20. const DISPLAY_OFFSET_BY_SPEED: f32 = 10.0;
  21. const SPRITE_SHEET_WIDTH: f32 = 800.0;
  22. const SPRITE_SHEET_HEIGHT: f32 = 600.0;
  23. fn vec_from_angle(angle: f32) -> Vector2 {
  24. let vx = angle.sin();
  25. let vy = angle.cos();
  26. Vector2::new(vx, vy)
  27. }
  28. struct SpriteInfo {
  29. relative_start_y: f32,
  30. relative_tile_width: f32,
  31. relative_tile_height: f32,
  32. tile_count: u16,
  33. tile_width: f32,
  34. tile_height: f32,
  35. }
  36. impl SpriteInfo {
  37. // TODO: ask on rust community if this is performant, or how to make it static
  38. pub fn from_type(type_: &SpriteType) -> Self {
  39. let (start_y, tile_width, tile_height, tile_count) = match type_ {
  40. SpriteType::WalkingSoldier => (12.0, 12.0, 12.0, 8),
  41. SpriteType::CrawlingSoldier => (26.0, 26.0, 26.0, 8),
  42. SpriteType::StandingSoldier => (0.0, 12.0, 12.0, 1),
  43. };
  44. Self {
  45. relative_start_y: start_y / SPRITE_SHEET_HEIGHT,
  46. relative_tile_width: tile_width / SPRITE_SHEET_WIDTH,
  47. relative_tile_height: tile_height / SPRITE_SHEET_HEIGHT,
  48. tile_count,
  49. tile_width,
  50. tile_height,
  51. }
  52. }
  53. }
  54. enum SpriteType {
  55. WalkingSoldier,
  56. CrawlingSoldier,
  57. StandingSoldier,
  58. }
  59. enum ItemBehavior {
  60. Standing(u32), // since
  61. Crawling,
  62. Walking(Vector2),
  63. }
  64. struct ItemState {
  65. current_behavior: ItemBehavior,
  66. }
  67. impl ItemState {
  68. pub fn new(current_behavior: ItemBehavior) -> Self {
  69. Self { current_behavior }
  70. }
  71. pub fn sprite_type(&self) -> SpriteType {
  72. // Here some logical about state and current behavior to determine sprite type
  73. match self.current_behavior {
  74. ItemBehavior::Crawling => SpriteType::CrawlingSoldier,
  75. ItemBehavior::Walking(_) => SpriteType::WalkingSoldier,
  76. ItemBehavior::Standing(_) => SpriteType::StandingSoldier,
  77. }
  78. }
  79. }
  80. struct SceneItem {
  81. position: Point2,
  82. state: ItemState,
  83. meta_events: Vec<MetaEvent>,
  84. current_frame: u16,
  85. }
  86. impl SceneItem {
  87. pub fn new(position: Point2, state: ItemState) -> Self {
  88. let sprite_type = state.sprite_type();
  89. Self {
  90. position,
  91. state,
  92. meta_events: vec![],
  93. current_frame: 0,
  94. }
  95. }
  96. pub fn sprite_info(&self) -> SpriteInfo {
  97. SpriteInfo::from_type(&self.state.sprite_type())
  98. }
  99. pub fn tick_sprite(&mut self) {
  100. self.current_frame += 1;
  101. // TODO: good way to have sprite info ? performant ?
  102. if self.current_frame >= self.sprite_info().tile_count {
  103. self.current_frame = 0;
  104. }
  105. }
  106. pub fn as_draw_param(&self, current_frame: f32) -> graphics::DrawParam {
  107. let sprite_info = self.sprite_info();
  108. graphics::DrawParam::new()
  109. .src(graphics::Rect::new(
  110. current_frame as f32 * sprite_info.relative_tile_width,
  111. sprite_info.relative_start_y,
  112. sprite_info.relative_tile_width,
  113. sprite_info.relative_tile_height,
  114. ))
  115. .rotation(90.0f32.to_radians())
  116. .offset(Point2::new(0.5, 0.5))
  117. }
  118. }
  119. enum PhysicEvent {
  120. Explosion,
  121. }
  122. enum MetaEvent {
  123. FearAboutExplosion,
  124. }
  125. struct MainState {
  126. frame_i: u32,
  127. sprite_sheet_batch: graphics::spritebatch::SpriteBatch,
  128. map_batch: graphics::spritebatch::SpriteBatch,
  129. scene_items: Vec<SceneItem>,
  130. physics_events: Vec<PhysicEvent>,
  131. display_offset: Point2,
  132. }
  133. impl MainState {
  134. fn new(ctx: &mut Context) -> GameResult<MainState> {
  135. let sprite_sheet = graphics::Image::new(ctx, "/sprite_sheet.png").unwrap();
  136. let sprite_sheet_batch = graphics::spritebatch::SpriteBatch::new(sprite_sheet);
  137. let map = graphics::Image::new(ctx, "/map1bg.png").unwrap();
  138. let map_batch = graphics::spritebatch::SpriteBatch::new(map);
  139. let mut scene_items = vec![];
  140. for x in 0..1 {
  141. for y in 0..4 {
  142. let current_behavior = if y % 2 == 0 {
  143. ItemBehavior::Walking(vec_from_angle(90.0))
  144. } else {
  145. ItemBehavior::Crawling
  146. };
  147. scene_items.push(SceneItem::new(
  148. Point2::new((x as f32 * 24.0) + 100.0, (y as f32 * 24.0) + 100.0),
  149. ItemState::new(current_behavior),
  150. ));
  151. }
  152. }
  153. let s = MainState {
  154. frame_i: 0,
  155. sprite_sheet_batch,
  156. map_batch,
  157. scene_items,
  158. physics_events: vec![],
  159. display_offset: Point2::new(0.0, 0.0),
  160. };
  161. Ok(s)
  162. }
  163. fn inputs(&mut self, ctx: &Context) {
  164. let display_offset_by =
  165. if input::keyboard::is_mod_active(ctx, input::keyboard::KeyMods::SHIFT) {
  166. DISPLAY_OFFSET_BY_SPEED
  167. } else {
  168. DISPLAY_OFFSET_BY
  169. };
  170. if input::keyboard::is_key_pressed(ctx, KeyCode::Left) {
  171. self.display_offset.x += display_offset_by;
  172. }
  173. if input::keyboard::is_key_pressed(ctx, KeyCode::Right) {
  174. self.display_offset.x -= display_offset_by;
  175. }
  176. if input::keyboard::is_key_pressed(ctx, KeyCode::Up) {
  177. self.display_offset.y += display_offset_by;
  178. }
  179. if input::keyboard::is_key_pressed(ctx, KeyCode::Down) {
  180. self.display_offset.y -= display_offset_by;
  181. }
  182. }
  183. // TODO: manage errors
  184. fn physics(&mut self) {
  185. // Scene items movements
  186. for scene_item in self.scene_items.iter_mut() {
  187. match scene_item.state.current_behavior {
  188. ItemBehavior::Walking(vector) => {
  189. // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
  190. scene_item.position.x += 1.0;
  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::FearAboutExplosion);
  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::FearAboutExplosion => {
  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 = ItemState::new(ItemBehavior::Walking(vec_from_angle(90.0)));
  224. }
  225. ItemBehavior::Walking(_) => {
  226. scene_item.state = ItemState::new(ItemBehavior::Crawling);
  227. }
  228. ItemBehavior::Standing(since) => {
  229. if self.frame_i - since >= 120 {
  230. scene_item.state =
  231. ItemState::new(ItemBehavior::Walking(vec_from_angle(90.0)));
  232. }
  233. }
  234. }
  235. scene_item.meta_events.drain(..);
  236. }
  237. }
  238. fn tick_sprites(&mut self) {
  239. for scene_item in self.scene_items.iter_mut() {
  240. scene_item.tick_sprite();
  241. }
  242. }
  243. fn position_with_display_offset(&self, position: &Point2) -> Point2 {
  244. Point2::new(
  245. position.x + self.display_offset.x,
  246. position.y + self.display_offset.y,
  247. )
  248. }
  249. }
  250. impl event::EventHandler for MainState {
  251. fn update(&mut self, ctx: &mut Context) -> GameResult {
  252. while check_update_time(ctx, TARGET_FPS) {
  253. self.inputs(ctx);
  254. // TODO: meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu
  255. // ennemi, dans animate il se mettra a tirer)
  256. let tick_sprite = self.frame_i % SPRITE_EACH == 0;
  257. let tick_animate = self.frame_i % ANIMATE_EACH == 0;
  258. let tick_physics = self.frame_i % PHYSICS_EACH == 0;
  259. let tick_meta = self.frame_i % META_EACH == 0;
  260. // Apply moves, explosions, etc
  261. if tick_physics {
  262. self.physics();
  263. }
  264. // Generate meta events according to physics events and current physic state
  265. if tick_meta {
  266. self.metas();
  267. }
  268. // Animate scene items according to meta events
  269. if tick_animate {
  270. self.animate();
  271. };
  272. // Change scene items tiles
  273. if tick_sprite {
  274. self.tick_sprites();
  275. }
  276. // Increment frame counter
  277. self.frame_i += 1;
  278. if self.frame_i >= MAX_FRAME_I {
  279. self.frame_i = 0;
  280. }
  281. // Empty physics event
  282. self.physics_events.drain(..);
  283. }
  284. Ok(())
  285. }
  286. fn draw(&mut self, ctx: &mut Context) -> GameResult {
  287. graphics::clear(ctx, graphics::BLACK);
  288. let mut mesh_builder = MeshBuilder::new();
  289. for scene_item in self.scene_items.iter() {
  290. self.sprite_sheet_batch.add(
  291. scene_item
  292. .as_draw_param(scene_item.current_frame as f32)
  293. .dest(scene_item.position.clone()),
  294. );
  295. mesh_builder.circle(
  296. DrawMode::fill(),
  297. scene_item.position.clone(),
  298. 2.0,
  299. 2.0,
  300. graphics::WHITE,
  301. )?;
  302. }
  303. self.map_batch.add(
  304. graphics::DrawParam::new()
  305. .src(graphics::Rect::new(0.0, 0.0, 1.0, 1.0))
  306. .dest(Point2::new(0.0, 0.0)),
  307. );
  308. let mesh = mesh_builder.build(ctx)?;
  309. graphics::draw(
  310. ctx,
  311. &self.map_batch,
  312. graphics::DrawParam::new()
  313. .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
  314. )?;
  315. graphics::draw(
  316. ctx,
  317. &self.sprite_sheet_batch,
  318. graphics::DrawParam::new()
  319. .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
  320. )?;
  321. graphics::draw(
  322. ctx,
  323. &mesh,
  324. graphics::DrawParam::new()
  325. .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
  326. )?;
  327. self.sprite_sheet_batch.clear();
  328. self.map_batch.clear();
  329. graphics::present(ctx)?;
  330. println!("FPS: {}", ggez::timer::fps(ctx));
  331. Ok(())
  332. }
  333. }
  334. pub fn main() -> GameResult {
  335. let resource_dir = if let Ok(manifest_dir) = env::var("CARGO_MANIFEST_DIR") {
  336. let mut path = path::PathBuf::from(manifest_dir);
  337. path.push("resources");
  338. path
  339. } else {
  340. path::PathBuf::from("./resources")
  341. };
  342. let cb = ggez::ContextBuilder::new("oc", "bux")
  343. .add_resource_path(resource_dir)
  344. .window_mode(ggez::conf::WindowMode::default().dimensions(800.0, 600.0));
  345. let (mut ctx, event_loop) = cb.build()?;
  346. let state = MainState::new(&mut ctx)?;
  347. event::run(ctx, event_loop, state)
  348. }