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- use std::cmp;
- use std::collections::HashMap;
-
- use ggez::event::MouseButton;
- use ggez::graphics::{DrawMode, MeshBuilder, StrokeOptions};
- use ggez::timer::check_update_time;
- use ggez::{event, graphics, input, Context, GameResult};
-
- use crate::behavior::ItemBehavior;
- use crate::physics::position::GridPosition;
- use crate::physics::{util, MetaEvent, PhysicEvent};
- use crate::scene::item::{ItemState, SceneItem, SceneItemType};
- use crate::ui::scene_item_menu::SceneItemMenuItem;
- use crate::ui::{SceneItemPrepareOrder, UiItem, UiSpriteInfo, UserEvent};
- use crate::{
- Point2, ANIMATE_EACH, DEFAULT_SELECTED_SQUARE_SIDE, DEFAULT_SELECTED_SQUARE_SIDE_HALF,
- DISPLAY_OFFSET_BY, DISPLAY_OFFSET_BY_SPEED, MAX_FRAME_I, META_EACH, PHYSICS_EACH,
- SCENE_ITEMS_CHANGE_ERR_MSG, SPRITE_EACH, TARGET_FPS,
- };
- use ggez::input::keyboard::KeyCode;
-
- pub struct MainState {
- // time
- frame_i: u32,
-
- // display
- display_offset: Point2,
- sprite_sheet_batch: graphics::spritebatch::SpriteBatch,
- map_batch: graphics::spritebatch::SpriteBatch,
- ui_batch: graphics::spritebatch::SpriteBatch,
-
- // scene items
- scene_items: Vec<SceneItem>,
- scene_items_by_grid_position: HashMap<GridPosition, Vec<usize>>,
-
- // events
- physics_events: Vec<PhysicEvent>,
-
- // user interactions
- left_click_down: Option<Point2>,
- right_click_down: Option<Point2>,
- current_cursor_position: Point2,
- user_events: Vec<UserEvent>,
- selected_scene_items: Vec<usize>, // scene_item usize
- scene_item_menu: Option<(usize, Point2)>, // scene_item usize, display_at
- scene_item_prepare_order: Option<SceneItemPrepareOrder>,
- }
-
- impl MainState {
- pub 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 ui = graphics::Image::new(ctx, "/ui.png").unwrap();
- let ui_batch = graphics::spritebatch::SpriteBatch::new(ui);
-
- let mut scene_items = vec![];
- for x in 0..1 {
- for y in 0..4 {
- let current_behavior = if y % 2 == 0 {
- ItemBehavior::Walking(util::vec_from_angle(90.0))
- } else {
- ItemBehavior::Crawling
- };
-
- scene_items.push(SceneItem::new(
- SceneItemType::Soldier,
- Point2::new((x as f32 * 24.0) + 100.0, (y as f32 * 24.0) + 100.0),
- ItemState::new(current_behavior),
- ));
- }
- }
-
- let mut main_state = MainState {
- frame_i: 0,
- display_offset: Point2::new(0.0, 0.0),
- sprite_sheet_batch,
- map_batch,
- ui_batch,
- scene_items,
- scene_items_by_grid_position: HashMap::new(),
- physics_events: vec![],
- left_click_down: None,
- right_click_down: None,
- current_cursor_position: Point2::new(0.0, 0.0),
- user_events: vec![],
- selected_scene_items: vec![],
- scene_item_menu: None,
- scene_item_prepare_order: None,
- };
-
- for (i, scene_item) in main_state.scene_items.iter().enumerate() {
- let grid_position = util::grid_position_from_position(&scene_item.position);
- main_state
- .scene_items_by_grid_position
- .entry(grid_position)
- .or_default()
- .push(i);
- }
-
- Ok(main_state)
- }
-
- 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;
- }
-
- while let Some(user_event) = self.user_events.pop() {
- match user_event {
- UserEvent::Click(click_position) => {
- let scene_position = Point2::new(
- click_position.x - self.display_offset.x,
- click_position.y - self.display_offset.y,
- );
- self.selected_scene_items.drain(..);
- if let Some(scene_item_usize) =
- self.get_first_scene_item_for_position(&scene_position)
- {
- self.selected_scene_items.push(scene_item_usize);
- }
-
- if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
- // TODO: Add order to scene_item
- self.scene_item_prepare_order = None;
- }
-
- // FIXME BS NOW: interpreter sur quel element du menu on a click ...
- if let Some((scene_item_usize, menu_position)) = self.scene_item_menu {
- let menu_sprite_info = UiSpriteInfo::from_type(UiItem::SceneItemMenu);
- let scene_item = self
- .scene_items
- .get(scene_item_usize)
- .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
- if click_position.x >= menu_position.x
- && click_position.x <= menu_position.x + menu_sprite_info.width
- && click_position.y >= menu_position.y
- && click_position.y <= menu_position.y + menu_sprite_info.height
- {
- if let Some(menu_item) = menu_sprite_info.which_item_clicked(
- menu_position,
- click_position,
- scene_item,
- ) {
- match menu_item {
- SceneItemMenuItem::Move => {
- self.scene_item_prepare_order =
- Some(SceneItemPrepareOrder::Move(scene_item_usize));
- self.scene_item_menu = None;
- }
- }
- }
- } else {
- self.scene_item_menu = None;
- }
- };
- }
- UserEvent::AreaSelection(from, to) => {
- let scene_from = Point2::new(
- from.x - self.display_offset.x,
- from.y - self.display_offset.y,
- );
- let scene_to =
- Point2::new(to.x - self.display_offset.x, to.y - self.display_offset.y);
- self.selected_scene_items.drain(..);
- self.selected_scene_items
- .extend(self.get_scene_items_for_area(&scene_from, &scene_to));
- }
- UserEvent::RightClick(position) => {
- if let Some(scene_item_usize) =
- self.get_first_scene_item_for_position(&position)
- {
- if self.selected_scene_items.contains(&scene_item_usize) {
- let scene_item = self
- .scene_items
- .get(scene_item_usize)
- .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
- self.scene_item_menu =
- Some((scene_item_usize, scene_item.position.clone()))
- }
- }
- }
- }
- }
- }
-
- // 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;
- scene_item.grid_position =
- util::grid_position_from_position(&scene_item.position);
- }
- _ => {}
- }
- }
-
- // (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::FeelExplosion);
- }
- }
- }
- }
- }
-
- 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::FeelExplosion => {
- 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(util::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(util::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,
- )
- }
-
- fn get_first_scene_item_for_position(&self, position: &Point2) -> Option<usize> {
- // TODO: if found multiple: select nearest
- for (i, scene_item) in self.scene_items.iter().enumerate() {
- let sprite_info = scene_item.sprite_info();
- if scene_item.position.x >= position.x - sprite_info.tile_width
- && scene_item.position.x <= position.x + sprite_info.tile_width
- && scene_item.position.y >= position.y - sprite_info.tile_height
- && scene_item.position.y <= position.y + sprite_info.tile_height
- {
- return Some(i);
- }
- }
-
- None
- }
-
- fn get_scene_items_for_area(&self, from: &Point2, to: &Point2) -> Vec<usize> {
- let mut selection = vec![];
-
- for (i, scene_item) in self.scene_items.iter().enumerate() {
- if scene_item.position.x >= from.x
- && scene_item.position.x <= to.x
- && scene_item.position.y >= from.y
- && scene_item.position.y <= to.y
- {
- selection.push(i);
- }
- }
-
- selection
- }
- }
-
- 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 scene_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()),
- );
- scene_mesh_builder.circle(
- DrawMode::fill(),
- scene_item.position.clone(),
- 2.0,
- 2.0,
- graphics::WHITE,
- )?;
- }
-
- for i in &self.selected_scene_items {
- let selected_scene_item = self.scene_items.get(*i).expect(SCENE_ITEMS_CHANGE_ERR_MSG);
- scene_mesh_builder.rectangle(
- DrawMode::Stroke(StrokeOptions::default()),
- graphics::Rect::new(
- selected_scene_item.position.x - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
- selected_scene_item.position.y - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
- DEFAULT_SELECTED_SQUARE_SIDE,
- DEFAULT_SELECTED_SQUARE_SIDE,
- ),
- graphics::GREEN,
- )?;
- }
-
- if let Some(left_click_down) = self.left_click_down {
- if left_click_down != self.current_cursor_position {
- scene_mesh_builder.rectangle(
- DrawMode::fill(),
- graphics::Rect::new(
- left_click_down.x - self.display_offset.x,
- left_click_down.y - self.display_offset.y,
- self.current_cursor_position.x - left_click_down.x,
- self.current_cursor_position.y - left_click_down.y,
- ),
- graphics::GREEN,
- )?;
- }
-
- scene_mesh_builder.circle(
- DrawMode::fill(),
- left_click_down,
- 2.0,
- 2.0,
- graphics::YELLOW,
- )?;
- }
-
- if let Some((_, position)) = self.scene_item_menu {
- self.ui_batch.add(
- UiSpriteInfo::from_type(UiItem::SceneItemMenu)
- .as_draw_param()
- .dest(position),
- );
- }
-
- if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
- match scene_item_prepare_order {
- SceneItemPrepareOrder::Move(scene_item_usize) => {
- let scene_item = self
- .scene_items
- .get(*scene_item_usize)
- .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
- scene_mesh_builder.line(
- &vec![scene_item.position.clone(), self.current_cursor_position],
- 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 scene_mesh = scene_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,
- &scene_mesh,
- graphics::DrawParam::new()
- .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
- )?;
- graphics::draw(
- ctx,
- &self.ui_batch,
- graphics::DrawParam::new()
- .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
- )?;
-
- self.sprite_sheet_batch.clear();
- self.map_batch.clear();
- self.ui_batch.clear();
- graphics::present(ctx)?;
-
- println!("FPS: {}", ggez::timer::fps(ctx));
- Ok(())
- }
-
- fn mouse_button_down_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
- match button {
- MouseButton::Left => {
- self.left_click_down = Some(Point2::new(x, y));
- }
- MouseButton::Right => {
- self.right_click_down = Some(Point2::new(x, y));
- }
- MouseButton::Middle => {}
- MouseButton::Other(_) => {}
- }
- }
-
- fn mouse_button_up_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
- match button {
- MouseButton::Left => {
- if let Some(left_click_down) = self.left_click_down {
- if left_click_down == Point2::new(x, y) {
- self.user_events.push(UserEvent::Click(left_click_down));
- } else {
- let from = Point2::new(
- cmp::min(left_click_down.x as i32, x as i32) as f32,
- cmp::min(left_click_down.y as i32, y as i32) as f32,
- );
- let to = Point2::new(
- cmp::max(left_click_down.x as i32, x as i32) as f32,
- cmp::max(left_click_down.y as i32, y as i32) as f32,
- );
- self.user_events.push(UserEvent::AreaSelection(from, to));
- }
- }
- self.left_click_down = None;
- }
- MouseButton::Right => {
- if let Some(right_click_down) = self.right_click_down {
- self.user_events
- .push(UserEvent::RightClick(right_click_down));
- }
- }
- MouseButton::Middle => {}
- MouseButton::Other(_) => {}
- }
- }
-
- fn mouse_motion_event(&mut self, _ctx: &mut Context, x: f32, y: f32, _dx: f32, _dy: f32) {
- self.current_cursor_position = Point2::new(x, y);
- }
- }
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