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- use ggez;
- use ggez::event;
- use ggez::graphics;
- use ggez::nalgebra as na;
- use ggez::timer::check_update_time;
- use ggez::{Context, GameResult};
- use std::env;
- use std::path;
-
- struct SpriteInfo {
- source: graphics::Rect,
- tile_count: u16,
- relative_tile_width: f32,
- relative_tile_height: f32,
- }
-
- impl SpriteInfo {
- pub fn new(source: graphics::Rect, tile_count: u16) -> Self {
- let relative_tile_width: f32 = 1.0 / tile_count as f32;
- Self {
- source,
- tile_count,
- relative_tile_width,
- relative_tile_height: 1.0,
- }
- }
-
- pub fn from_type(type_: &SpriteType) -> Self {
- match type_ {
- SpriteType::WalkingSoldier => Self::new(graphics::Rect::new(0.0, 0.0, 128.0, 24.0), 7),
- }
- }
- }
-
- enum SpriteType {
- WalkingSoldier,
- }
-
- fn sprite_batch_part_from_sprite_info(
- sprite_info: &SpriteInfo,
- frame_i: u32,
- ) -> graphics::DrawParam {
- let src = graphics::Rect::new(
- frame_i as f32 * sprite_info.relative_tile_width,
- 0.0,
- sprite_info.relative_tile_width,
- sprite_info.relative_tile_height,
- );
- graphics::DrawParam::new().src(src)
- }
-
- struct SceneItem {
- current_sprite_type: SpriteType,
- position: na::Point2<f32>,
- }
-
- impl SceneItem {
- pub fn new(current_sprite_type: SpriteType, position: na::Point2<f32>) -> Self {
- Self {
- current_sprite_type,
- position,
- }
- }
- }
-
- struct MainState {
- scene_items_sprite_batch: graphics::spritebatch::SpriteBatch,
- scene_items: Vec<SceneItem>,
- i: u32,
- }
-
- impl MainState {
- fn new(ctx: &mut Context) -> GameResult<MainState> {
- let image = graphics::Image::new(ctx, "/test.png").unwrap();
- let batch = graphics::spritebatch::SpriteBatch::new(image);
-
- let mut scene_items = vec![];
- for x in 0..10 {
- for y in 0..10 {
- scene_items.push(SceneItem::new(
- SpriteType::WalkingSoldier,
- na::Point2::new(x as f32 * 24.0, y as f32 * 24.0),
- ));
- }
- }
-
- let s = MainState {
- scene_items_sprite_batch: batch,
- scene_items,
- i: 0,
- };
- Ok(s)
- }
- }
- impl event::EventHandler for MainState {
- fn update(&mut self, ctx: &mut Context) -> GameResult {
- if check_update_time(ctx, 5) {
- self.i += 1;
- }
- if self.i > 6 {
- self.i = 0;
- }
- Ok(())
- }
-
- fn draw(&mut self, ctx: &mut Context) -> GameResult {
- graphics::clear(ctx, graphics::BLACK);
-
- for scene_item in self.scene_items.iter() {
- let sprite_info = SpriteInfo::from_type(&scene_item.current_sprite_type);
- let sprite_batch_part = sprite_batch_part_from_sprite_info(&sprite_info, self.i).dest(scene_item.position.clone());
- self.scene_items_sprite_batch.add(sprite_batch_part);
- }
- graphics::draw(
- ctx,
- &self.scene_items_sprite_batch,
- graphics::DrawParam::new().dest(na::Point2::new(0.0, 0.0)),
- );
-
- self.scene_items_sprite_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);
- let (ctx, event_loop) = &mut cb.build()?;
-
- let state = &mut MainState::new(ctx)?;
- event::run(ctx, event_loop, state)
- }
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