main.rs 20KB

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  1. use std::cmp;
  2. use std::collections::HashMap;
  3. use ggez::event::MouseButton;
  4. use ggez::graphics::{DrawMode, MeshBuilder, StrokeOptions};
  5. use ggez::timer::check_update_time;
  6. use ggez::{event, graphics, input, Context, GameResult};
  7. use crate::behavior::ItemBehavior;
  8. use crate::physics::position::GridPosition;
  9. use crate::physics::{util, MetaEvent, PhysicEvent};
  10. use crate::scene::item::{ItemState, SceneItem, SceneItemType};
  11. use crate::ui::scene_item_menu::SceneItemMenuItem;
  12. use crate::ui::{SceneItemPrepareOrder, UiItem, UiSpriteInfo, UserEvent};
  13. use crate::{
  14. Point2, ANIMATE_EACH, DEFAULT_SELECTED_SQUARE_SIDE, DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  15. DISPLAY_OFFSET_BY, DISPLAY_OFFSET_BY_SPEED, MAX_FRAME_I, META_EACH, PHYSICS_EACH,
  16. SCENE_ITEMS_CHANGE_ERR_MSG, SPRITE_EACH, TARGET_FPS,
  17. };
  18. use ggez::input::keyboard::KeyCode;
  19. pub struct MainState {
  20. // time
  21. frame_i: u32,
  22. // display
  23. display_offset: Point2,
  24. sprite_sheet_batch: graphics::spritebatch::SpriteBatch,
  25. map_batch: graphics::spritebatch::SpriteBatch,
  26. ui_batch: graphics::spritebatch::SpriteBatch,
  27. // scene items
  28. scene_items: Vec<SceneItem>,
  29. scene_items_by_grid_position: HashMap<GridPosition, Vec<usize>>,
  30. // events
  31. physics_events: Vec<PhysicEvent>,
  32. // user interactions
  33. left_click_down: Option<Point2>,
  34. right_click_down: Option<Point2>,
  35. current_cursor_position: Point2,
  36. user_events: Vec<UserEvent>,
  37. selected_scene_items: Vec<usize>, // scene_item usize
  38. scene_item_menu: Option<(usize, Point2)>, // scene_item usize, display_at
  39. scene_item_prepare_order: Option<SceneItemPrepareOrder>,
  40. }
  41. impl MainState {
  42. pub fn new(ctx: &mut Context) -> GameResult<MainState> {
  43. let sprite_sheet = graphics::Image::new(ctx, "/sprite_sheet.png").unwrap();
  44. let sprite_sheet_batch = graphics::spritebatch::SpriteBatch::new(sprite_sheet);
  45. let map = graphics::Image::new(ctx, "/map1bg.png").unwrap();
  46. let map_batch = graphics::spritebatch::SpriteBatch::new(map);
  47. let ui = graphics::Image::new(ctx, "/ui.png").unwrap();
  48. let ui_batch = graphics::spritebatch::SpriteBatch::new(ui);
  49. let mut scene_items = vec![];
  50. for x in 0..1 {
  51. for y in 0..4 {
  52. let current_behavior = if y % 2 == 0 {
  53. ItemBehavior::Walking(util::vec_from_angle(90.0))
  54. } else {
  55. ItemBehavior::Crawling
  56. };
  57. scene_items.push(SceneItem::new(
  58. SceneItemType::Soldier,
  59. Point2::new((x as f32 * 24.0) + 100.0, (y as f32 * 24.0) + 100.0),
  60. ItemState::new(current_behavior),
  61. ));
  62. }
  63. }
  64. let mut main_state = MainState {
  65. frame_i: 0,
  66. display_offset: Point2::new(0.0, 0.0),
  67. sprite_sheet_batch,
  68. map_batch,
  69. ui_batch,
  70. scene_items,
  71. scene_items_by_grid_position: HashMap::new(),
  72. physics_events: vec![],
  73. left_click_down: None,
  74. right_click_down: None,
  75. current_cursor_position: Point2::new(0.0, 0.0),
  76. user_events: vec![],
  77. selected_scene_items: vec![],
  78. scene_item_menu: None,
  79. scene_item_prepare_order: None,
  80. };
  81. for (i, scene_item) in main_state.scene_items.iter().enumerate() {
  82. let grid_position = util::grid_position_from_position(&scene_item.position);
  83. main_state
  84. .scene_items_by_grid_position
  85. .entry(grid_position)
  86. .or_default()
  87. .push(i);
  88. }
  89. Ok(main_state)
  90. }
  91. fn inputs(&mut self, ctx: &Context) {
  92. let display_offset_by =
  93. if input::keyboard::is_mod_active(ctx, input::keyboard::KeyMods::SHIFT) {
  94. DISPLAY_OFFSET_BY_SPEED
  95. } else {
  96. DISPLAY_OFFSET_BY
  97. };
  98. if input::keyboard::is_key_pressed(ctx, KeyCode::Left) {
  99. self.display_offset.x += display_offset_by;
  100. }
  101. if input::keyboard::is_key_pressed(ctx, KeyCode::Right) {
  102. self.display_offset.x -= display_offset_by;
  103. }
  104. if input::keyboard::is_key_pressed(ctx, KeyCode::Up) {
  105. self.display_offset.y += display_offset_by;
  106. }
  107. if input::keyboard::is_key_pressed(ctx, KeyCode::Down) {
  108. self.display_offset.y -= display_offset_by;
  109. }
  110. while let Some(user_event) = self.user_events.pop() {
  111. match user_event {
  112. UserEvent::Click(click_position) => {
  113. let scene_position = Point2::new(
  114. click_position.x - self.display_offset.x,
  115. click_position.y - self.display_offset.y,
  116. );
  117. self.selected_scene_items.drain(..);
  118. if let Some(scene_item_usize) =
  119. self.get_first_scene_item_for_position(&scene_position)
  120. {
  121. self.selected_scene_items.push(scene_item_usize);
  122. }
  123. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  124. // TODO: Add order to scene_item
  125. self.scene_item_prepare_order = None;
  126. }
  127. // FIXME BS NOW: interpreter sur quel element du menu on a click ...
  128. if let Some((scene_item_usize, menu_position)) = self.scene_item_menu {
  129. let menu_sprite_info = UiSpriteInfo::from_type(UiItem::SceneItemMenu);
  130. let scene_item = self
  131. .scene_items
  132. .get(scene_item_usize)
  133. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  134. if click_position.x >= menu_position.x
  135. && click_position.x <= menu_position.x + menu_sprite_info.width
  136. && click_position.y >= menu_position.y
  137. && click_position.y <= menu_position.y + menu_sprite_info.height
  138. {
  139. if let Some(menu_item) = menu_sprite_info.which_item_clicked(
  140. menu_position,
  141. click_position,
  142. scene_item,
  143. ) {
  144. match menu_item {
  145. SceneItemMenuItem::Move => {
  146. self.scene_item_prepare_order =
  147. Some(SceneItemPrepareOrder::Move(scene_item_usize));
  148. self.scene_item_menu = None;
  149. }
  150. }
  151. }
  152. } else {
  153. self.scene_item_menu = None;
  154. }
  155. };
  156. }
  157. UserEvent::AreaSelection(from, to) => {
  158. let scene_from = Point2::new(
  159. from.x - self.display_offset.x,
  160. from.y - self.display_offset.y,
  161. );
  162. let scene_to =
  163. Point2::new(to.x - self.display_offset.x, to.y - self.display_offset.y);
  164. self.selected_scene_items.drain(..);
  165. self.selected_scene_items
  166. .extend(self.get_scene_items_for_area(&scene_from, &scene_to));
  167. }
  168. UserEvent::RightClick(position) => {
  169. if let Some(scene_item_usize) =
  170. self.get_first_scene_item_for_position(&position)
  171. {
  172. if self.selected_scene_items.contains(&scene_item_usize) {
  173. let scene_item = self
  174. .scene_items
  175. .get(scene_item_usize)
  176. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  177. self.scene_item_menu =
  178. Some((scene_item_usize, scene_item.position.clone()))
  179. }
  180. }
  181. }
  182. }
  183. }
  184. }
  185. // TODO: manage errors
  186. fn physics(&mut self) {
  187. // Scene items movements
  188. for scene_item in self.scene_items.iter_mut() {
  189. match scene_item.state.current_behavior {
  190. ItemBehavior::Walking(vector) => {
  191. // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
  192. scene_item.position.x += 1.0;
  193. scene_item.grid_position =
  194. util::grid_position_from_position(&scene_item.position);
  195. }
  196. _ => {}
  197. }
  198. }
  199. // (FAKE) Drop a bomb to motivate stop move
  200. if self.frame_i % 600 == 0 && self.frame_i != 0 {
  201. self.physics_events.push(PhysicEvent::Explosion);
  202. }
  203. }
  204. fn metas(&mut self) {
  205. for physic_event in &self.physics_events {
  206. match physic_event {
  207. PhysicEvent::Explosion => {
  208. for scene_item in self.scene_items.iter_mut() {
  209. scene_item.meta_events.push(MetaEvent::FeelExplosion);
  210. }
  211. }
  212. }
  213. }
  214. }
  215. fn animate(&mut self) {
  216. // TODO: ici il faut reflechir a comment organiser les comportements
  217. for scene_item in self.scene_items.iter_mut() {
  218. for meta_event in &scene_item.meta_events {
  219. match meta_event {
  220. MetaEvent::FeelExplosion => {
  221. scene_item.state = ItemState::new(ItemBehavior::Standing(self.frame_i));
  222. }
  223. }
  224. }
  225. match scene_item.state.current_behavior {
  226. ItemBehavior::Crawling => {
  227. scene_item.state =
  228. ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0)));
  229. }
  230. ItemBehavior::Walking(_) => {
  231. scene_item.state = ItemState::new(ItemBehavior::Crawling);
  232. }
  233. ItemBehavior::Standing(since) => {
  234. if self.frame_i - since >= 120 {
  235. scene_item.state =
  236. ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0)));
  237. }
  238. }
  239. }
  240. scene_item.meta_events.drain(..);
  241. }
  242. }
  243. fn tick_sprites(&mut self) {
  244. for scene_item in self.scene_items.iter_mut() {
  245. scene_item.tick_sprite();
  246. }
  247. }
  248. fn position_with_display_offset(&self, position: &Point2) -> Point2 {
  249. Point2::new(
  250. position.x + self.display_offset.x,
  251. position.y + self.display_offset.y,
  252. )
  253. }
  254. fn get_first_scene_item_for_position(&self, position: &Point2) -> Option<usize> {
  255. // TODO: if found multiple: select nearest
  256. for (i, scene_item) in self.scene_items.iter().enumerate() {
  257. let sprite_info = scene_item.sprite_info();
  258. if scene_item.position.x >= position.x - sprite_info.tile_width
  259. && scene_item.position.x <= position.x + sprite_info.tile_width
  260. && scene_item.position.y >= position.y - sprite_info.tile_height
  261. && scene_item.position.y <= position.y + sprite_info.tile_height
  262. {
  263. return Some(i);
  264. }
  265. }
  266. None
  267. }
  268. fn get_scene_items_for_area(&self, from: &Point2, to: &Point2) -> Vec<usize> {
  269. let mut selection = vec![];
  270. for (i, scene_item) in self.scene_items.iter().enumerate() {
  271. if scene_item.position.x >= from.x
  272. && scene_item.position.x <= to.x
  273. && scene_item.position.y >= from.y
  274. && scene_item.position.y <= to.y
  275. {
  276. selection.push(i);
  277. }
  278. }
  279. selection
  280. }
  281. }
  282. impl event::EventHandler for MainState {
  283. fn update(&mut self, ctx: &mut Context) -> GameResult {
  284. while check_update_time(ctx, TARGET_FPS) {
  285. self.inputs(ctx);
  286. // TODO: meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu
  287. // ennemi, dans animate il se mettra a tirer)
  288. let tick_sprite = self.frame_i % SPRITE_EACH == 0;
  289. let tick_animate = self.frame_i % ANIMATE_EACH == 0;
  290. let tick_physics = self.frame_i % PHYSICS_EACH == 0;
  291. let tick_meta = self.frame_i % META_EACH == 0;
  292. // Apply moves, explosions, etc
  293. if tick_physics {
  294. self.physics();
  295. }
  296. // Generate meta events according to physics events and current physic state
  297. if tick_meta {
  298. self.metas();
  299. }
  300. // Animate scene items according to meta events
  301. if tick_animate {
  302. self.animate();
  303. };
  304. // Change scene items tiles
  305. if tick_sprite {
  306. self.tick_sprites();
  307. }
  308. // Increment frame counter
  309. self.frame_i += 1;
  310. if self.frame_i >= MAX_FRAME_I {
  311. self.frame_i = 0;
  312. }
  313. // Empty physics event
  314. self.physics_events.drain(..);
  315. }
  316. Ok(())
  317. }
  318. fn draw(&mut self, ctx: &mut Context) -> GameResult {
  319. graphics::clear(ctx, graphics::BLACK);
  320. let mut scene_mesh_builder = MeshBuilder::new();
  321. for scene_item in self.scene_items.iter() {
  322. self.sprite_sheet_batch.add(
  323. scene_item
  324. .as_draw_param(scene_item.current_frame as f32)
  325. .dest(scene_item.position.clone()),
  326. );
  327. scene_mesh_builder.circle(
  328. DrawMode::fill(),
  329. scene_item.position.clone(),
  330. 2.0,
  331. 2.0,
  332. graphics::WHITE,
  333. )?;
  334. }
  335. for i in &self.selected_scene_items {
  336. let selected_scene_item = self.scene_items.get(*i).expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  337. scene_mesh_builder.rectangle(
  338. DrawMode::Stroke(StrokeOptions::default()),
  339. graphics::Rect::new(
  340. selected_scene_item.position.x - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  341. selected_scene_item.position.y - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  342. DEFAULT_SELECTED_SQUARE_SIDE,
  343. DEFAULT_SELECTED_SQUARE_SIDE,
  344. ),
  345. graphics::GREEN,
  346. )?;
  347. }
  348. if let Some(left_click_down) = self.left_click_down {
  349. if left_click_down != self.current_cursor_position {
  350. scene_mesh_builder.rectangle(
  351. DrawMode::fill(),
  352. graphics::Rect::new(
  353. left_click_down.x - self.display_offset.x,
  354. left_click_down.y - self.display_offset.y,
  355. self.current_cursor_position.x - left_click_down.x,
  356. self.current_cursor_position.y - left_click_down.y,
  357. ),
  358. graphics::GREEN,
  359. )?;
  360. }
  361. scene_mesh_builder.circle(
  362. DrawMode::fill(),
  363. left_click_down,
  364. 2.0,
  365. 2.0,
  366. graphics::YELLOW,
  367. )?;
  368. }
  369. if let Some((_, position)) = self.scene_item_menu {
  370. self.ui_batch.add(
  371. UiSpriteInfo::from_type(UiItem::SceneItemMenu)
  372. .as_draw_param()
  373. .dest(position),
  374. );
  375. }
  376. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  377. match scene_item_prepare_order {
  378. SceneItemPrepareOrder::Move(scene_item_usize) => {
  379. let scene_item = self
  380. .scene_items
  381. .get(*scene_item_usize)
  382. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  383. scene_mesh_builder.line(
  384. &vec![scene_item.position.clone(), self.current_cursor_position],
  385. 2.0,
  386. graphics::WHITE,
  387. )?;
  388. }
  389. }
  390. }
  391. self.map_batch.add(
  392. graphics::DrawParam::new()
  393. .src(graphics::Rect::new(0.0, 0.0, 1.0, 1.0))
  394. .dest(Point2::new(0.0, 0.0)),
  395. );
  396. let scene_mesh = scene_mesh_builder.build(ctx)?;
  397. graphics::draw(
  398. ctx,
  399. &self.map_batch,
  400. graphics::DrawParam::new()
  401. .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
  402. )?;
  403. graphics::draw(
  404. ctx,
  405. &self.sprite_sheet_batch,
  406. graphics::DrawParam::new()
  407. .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
  408. )?;
  409. graphics::draw(
  410. ctx,
  411. &scene_mesh,
  412. graphics::DrawParam::new()
  413. .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
  414. )?;
  415. graphics::draw(
  416. ctx,
  417. &self.ui_batch,
  418. graphics::DrawParam::new()
  419. .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
  420. )?;
  421. self.sprite_sheet_batch.clear();
  422. self.map_batch.clear();
  423. self.ui_batch.clear();
  424. graphics::present(ctx)?;
  425. println!("FPS: {}", ggez::timer::fps(ctx));
  426. Ok(())
  427. }
  428. fn mouse_button_down_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  429. match button {
  430. MouseButton::Left => {
  431. self.left_click_down = Some(Point2::new(x, y));
  432. }
  433. MouseButton::Right => {
  434. self.right_click_down = Some(Point2::new(x, y));
  435. }
  436. MouseButton::Middle => {}
  437. MouseButton::Other(_) => {}
  438. }
  439. }
  440. fn mouse_button_up_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  441. match button {
  442. MouseButton::Left => {
  443. if let Some(left_click_down) = self.left_click_down {
  444. if left_click_down == Point2::new(x, y) {
  445. self.user_events.push(UserEvent::Click(left_click_down));
  446. } else {
  447. let from = Point2::new(
  448. cmp::min(left_click_down.x as i32, x as i32) as f32,
  449. cmp::min(left_click_down.y as i32, y as i32) as f32,
  450. );
  451. let to = Point2::new(
  452. cmp::max(left_click_down.x as i32, x as i32) as f32,
  453. cmp::max(left_click_down.y as i32, y as i32) as f32,
  454. );
  455. self.user_events.push(UserEvent::AreaSelection(from, to));
  456. }
  457. }
  458. self.left_click_down = None;
  459. }
  460. MouseButton::Right => {
  461. if let Some(right_click_down) = self.right_click_down {
  462. self.user_events
  463. .push(UserEvent::RightClick(right_click_down));
  464. }
  465. }
  466. MouseButton::Middle => {}
  467. MouseButton::Other(_) => {}
  468. }
  469. }
  470. fn mouse_motion_event(&mut self, _ctx: &mut Context, x: f32, y: f32, _dx: f32, _dy: f32) {
  471. self.current_cursor_position = Point2::new(x, y);
  472. }
  473. }