main.rs 22KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614
  1. use std::cmp;
  2. use std::collections::HashMap;
  3. use ggez::event::MouseButton;
  4. use ggez::graphics::{DrawMode, MeshBuilder, StrokeOptions};
  5. use ggez::input::keyboard::KeyCode;
  6. use ggez::timer::check_update_time;
  7. use ggez::{event, graphics, input, Context, GameResult};
  8. use crate::behavior::ItemBehavior;
  9. use crate::config::{
  10. ANIMATE_EACH, DEBUG, DEFAULT_SELECTED_SQUARE_SIDE, DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  11. DISPLAY_OFFSET_BY, DISPLAY_OFFSET_BY_SPEED, MAX_FRAME_I, META_EACH, PHYSICS_EACH,
  12. SCENE_ITEMS_CHANGE_ERR_MSG, SPRITE_EACH, TARGET_FPS,
  13. };
  14. use crate::physics::util::scene_point_from_window_point;
  15. use crate::physics::util::window_point_from_scene_point;
  16. use crate::physics::GridPosition;
  17. use crate::physics::{util, MetaEvent, PhysicEvent};
  18. use crate::scene::item::{ItemState, SceneItem, SceneItemType};
  19. use crate::ui::scene_item_menu::SceneItemMenuItem;
  20. use crate::ui::{SceneItemPrepareOrder, UiItem, UiSpriteInfo, UserEvent};
  21. use crate::{Offset, ScenePoint, WindowPoint};
  22. pub struct MainState {
  23. // time
  24. frame_i: u32,
  25. // display
  26. display_offset: Offset,
  27. sprite_sheet_batch: graphics::spritebatch::SpriteBatch,
  28. map_batch: graphics::spritebatch::SpriteBatch,
  29. ui_batch: graphics::spritebatch::SpriteBatch,
  30. // scene items
  31. scene_items: Vec<SceneItem>,
  32. scene_items_by_grid_position: HashMap<GridPosition, Vec<usize>>,
  33. // events
  34. physics_events: Vec<PhysicEvent>,
  35. // user interactions
  36. left_click_down: Option<WindowPoint>,
  37. right_click_down: Option<WindowPoint>,
  38. current_cursor_position: WindowPoint,
  39. user_events: Vec<UserEvent>,
  40. selected_scene_items: Vec<usize>, // scene_item usize
  41. scene_item_menu: Option<(usize, ScenePoint)>, // scene_item usize, display_at
  42. scene_item_prepare_order: Option<SceneItemPrepareOrder>,
  43. }
  44. impl MainState {
  45. pub fn new(ctx: &mut Context) -> GameResult<MainState> {
  46. let sprite_sheet = graphics::Image::new(ctx, "/sprite_sheet.png").unwrap();
  47. let sprite_sheet_batch = graphics::spritebatch::SpriteBatch::new(sprite_sheet);
  48. let map = graphics::Image::new(ctx, "/map1bg.png").unwrap();
  49. let map_batch = graphics::spritebatch::SpriteBatch::new(map);
  50. let ui = graphics::Image::new(ctx, "/ui.png").unwrap();
  51. let ui_batch = graphics::spritebatch::SpriteBatch::new(ui);
  52. let mut scene_items = vec![];
  53. for x in 0..1 {
  54. for y in 0..4 {
  55. let current_behavior = if y % 2 == 0 {
  56. ItemBehavior::Walking(util::vec_from_angle(90.0))
  57. } else {
  58. ItemBehavior::Crawling
  59. };
  60. scene_items.push(SceneItem::new(
  61. SceneItemType::Soldier,
  62. ScenePoint::new((x as f32 * 24.0) + 100.0, (y as f32 * 24.0) + 100.0),
  63. ItemState::new(current_behavior),
  64. ));
  65. }
  66. }
  67. let mut main_state = MainState {
  68. frame_i: 0,
  69. display_offset: Offset::new(0.0, 0.0),
  70. sprite_sheet_batch,
  71. map_batch,
  72. ui_batch,
  73. scene_items,
  74. scene_items_by_grid_position: HashMap::new(),
  75. physics_events: vec![],
  76. left_click_down: None,
  77. right_click_down: None,
  78. current_cursor_position: WindowPoint::new(0.0, 0.0),
  79. user_events: vec![],
  80. selected_scene_items: vec![],
  81. scene_item_menu: None,
  82. scene_item_prepare_order: None,
  83. };
  84. for (i, scene_item) in main_state.scene_items.iter().enumerate() {
  85. let grid_position = util::grid_position_from_scene_point(&scene_item.position);
  86. main_state
  87. .scene_items_by_grid_position
  88. .entry(grid_position)
  89. .or_default()
  90. .push(i);
  91. }
  92. Ok(main_state)
  93. }
  94. fn inputs(&mut self, ctx: &Context) {
  95. let display_offset_by =
  96. if input::keyboard::is_mod_active(ctx, input::keyboard::KeyMods::SHIFT) {
  97. DISPLAY_OFFSET_BY_SPEED
  98. } else {
  99. DISPLAY_OFFSET_BY
  100. };
  101. if input::keyboard::is_key_pressed(ctx, KeyCode::Left) {
  102. self.display_offset.x += display_offset_by;
  103. }
  104. if input::keyboard::is_key_pressed(ctx, KeyCode::Right) {
  105. self.display_offset.x -= display_offset_by;
  106. }
  107. if input::keyboard::is_key_pressed(ctx, KeyCode::Up) {
  108. self.display_offset.y += display_offset_by;
  109. }
  110. if input::keyboard::is_key_pressed(ctx, KeyCode::Down) {
  111. self.display_offset.y -= display_offset_by;
  112. }
  113. while let Some(user_event) = self.user_events.pop() {
  114. match user_event {
  115. UserEvent::Click(window_click_point) => self.digest_click(window_click_point),
  116. UserEvent::AreaSelection(window_from, window_to) => {
  117. self.digest_area_selection(window_from, window_to)
  118. }
  119. UserEvent::RightClick(window_right_click_point) => {
  120. self.digest_right_click(window_right_click_point)
  121. }
  122. }
  123. }
  124. }
  125. fn digest_click(&mut self, window_click_point: WindowPoint) {
  126. let scene_position =
  127. scene_point_from_window_point(&window_click_point, &self.display_offset);
  128. self.selected_scene_items.drain(..);
  129. if let Some(scene_item_usize) = self.get_first_scene_item_for_scene_point(&scene_position) {
  130. self.selected_scene_items.push(scene_item_usize);
  131. }
  132. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  133. // TODO: Add order to scene_item
  134. self.scene_item_prepare_order = None;
  135. }
  136. // FIXME BS NOW: interpreter sur quel element du menu on a click ...
  137. if let Some((scene_item_usize, scene_menu_point)) = self.scene_item_menu {
  138. let window_menu_point =
  139. window_point_from_scene_point(&scene_menu_point, &self.display_offset);
  140. let menu_sprite_info = UiSpriteInfo::from_type(UiItem::SceneItemMenu);
  141. let scene_item = self
  142. .scene_items
  143. .get(scene_item_usize)
  144. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  145. if window_click_point.x >= window_menu_point.x
  146. && window_click_point.x <= window_menu_point.x + menu_sprite_info.width
  147. && window_click_point.y >= window_menu_point.y
  148. && window_click_point.y <= window_menu_point.y + menu_sprite_info.height
  149. {
  150. if let Some(menu_item) = menu_sprite_info.which_item_clicked(
  151. window_menu_point,
  152. window_click_point,
  153. scene_item,
  154. ) {
  155. match menu_item {
  156. SceneItemMenuItem::Move => {
  157. self.scene_item_prepare_order =
  158. Some(SceneItemPrepareOrder::Move(scene_item_usize));
  159. self.scene_item_menu = None;
  160. }
  161. }
  162. }
  163. } else {
  164. self.scene_item_menu = None;
  165. }
  166. };
  167. }
  168. fn digest_right_click(&mut self, window_right_click_point: WindowPoint) {
  169. let scene_right_click_point =
  170. scene_point_from_window_point(&window_right_click_point, &self.display_offset);
  171. // TODO: aucune selection et right click sur un item: scene_item_menu sur un item
  172. // TODO: selection et right click sur un item de la selection: scene_item_menu sur un TOUS les item de la selection
  173. // TODO: selection et right click sur un item PAS dans la selection: scene_item_menu sur un item
  174. if let Some(scene_item_usize) =
  175. self.get_first_scene_item_for_scene_point(&scene_right_click_point)
  176. {
  177. if self.selected_scene_items.contains(&scene_item_usize) {
  178. let scene_item = self
  179. .scene_items
  180. .get(scene_item_usize)
  181. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  182. self.scene_item_menu = Some((scene_item_usize, scene_item.position))
  183. }
  184. }
  185. }
  186. fn digest_area_selection(&mut self, window_from: WindowPoint, window_to: WindowPoint) {
  187. let scene_from = scene_point_from_window_point(&window_from, &self.display_offset);
  188. let scene_to = scene_point_from_window_point(&window_to, &self.display_offset);
  189. self.selected_scene_items.drain(..);
  190. self.selected_scene_items
  191. .extend(self.get_scene_items_for_scene_area(&scene_from, &scene_to));
  192. }
  193. // TODO: manage errors
  194. fn physics(&mut self) {
  195. // Scene items movements
  196. for scene_item in self.scene_items.iter_mut() {
  197. match scene_item.state.current_behavior {
  198. ItemBehavior::Walking(vector) => {
  199. // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
  200. scene_item.position.x += 1.0;
  201. scene_item.grid_position =
  202. util::grid_position_from_scene_point(&scene_item.position);
  203. }
  204. _ => {}
  205. }
  206. }
  207. // (FAKE) Drop a bomb to motivate stop move
  208. if self.frame_i % 600 == 0 && self.frame_i != 0 {
  209. self.physics_events.push(PhysicEvent::Explosion);
  210. }
  211. }
  212. fn metas(&mut self) {
  213. for physic_event in &self.physics_events {
  214. match physic_event {
  215. PhysicEvent::Explosion => {
  216. for scene_item in self.scene_items.iter_mut() {
  217. scene_item.meta_events.push(MetaEvent::FeelExplosion);
  218. }
  219. }
  220. }
  221. }
  222. }
  223. fn animate(&mut self) {
  224. // TODO: ici il faut reflechir a comment organiser les comportements
  225. for scene_item in self.scene_items.iter_mut() {
  226. for meta_event in &scene_item.meta_events {
  227. match meta_event {
  228. MetaEvent::FeelExplosion => {
  229. scene_item.state = ItemState::new(ItemBehavior::Standing(self.frame_i));
  230. }
  231. }
  232. }
  233. match scene_item.state.current_behavior {
  234. ItemBehavior::Crawling => {
  235. scene_item.state =
  236. ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0)));
  237. }
  238. ItemBehavior::Walking(_) => {
  239. scene_item.state = ItemState::new(ItemBehavior::Crawling);
  240. }
  241. ItemBehavior::Standing(since) => {
  242. if self.frame_i - since >= 120 {
  243. scene_item.state =
  244. ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0)));
  245. }
  246. }
  247. }
  248. scene_item.meta_events.drain(..);
  249. }
  250. }
  251. fn tick_sprites(&mut self) {
  252. for scene_item in self.scene_items.iter_mut() {
  253. scene_item.tick_sprite();
  254. }
  255. }
  256. fn get_first_scene_item_for_scene_point(&self, scene_position: &ScenePoint) -> Option<usize> {
  257. // TODO: if found multiple: select nearest
  258. for (i, scene_item) in self.scene_items.iter().enumerate() {
  259. let sprite_info = scene_item.sprite_info();
  260. if scene_item.position.x >= scene_position.x - sprite_info.tile_width
  261. && scene_item.position.x <= scene_position.x + sprite_info.tile_width
  262. && scene_item.position.y >= scene_position.y - sprite_info.tile_height
  263. && scene_item.position.y <= scene_position.y + sprite_info.tile_height
  264. {
  265. return Some(i);
  266. }
  267. }
  268. None
  269. }
  270. fn get_scene_items_for_scene_area(&self, from: &ScenePoint, to: &ScenePoint) -> Vec<usize> {
  271. let mut selection = vec![];
  272. for (i, scene_item) in self.scene_items.iter().enumerate() {
  273. if scene_item.position.x >= from.x
  274. && scene_item.position.x <= to.x
  275. && scene_item.position.y >= from.y
  276. && scene_item.position.y <= to.y
  277. {
  278. selection.push(i);
  279. }
  280. }
  281. selection
  282. }
  283. fn build_scene_items_draw_params(&self) -> Vec<graphics::DrawParam> {
  284. let mut draw_params = vec![];
  285. for scene_item in self.scene_items.iter() {
  286. draw_params.push(
  287. scene_item
  288. .as_draw_param(scene_item.current_frame as f32)
  289. .dest(scene_item.position.clone()),
  290. )
  291. }
  292. draw_params
  293. }
  294. fn update_mesh_builder_with_scene_items_positions(
  295. &self,
  296. mut mesh_builder: MeshBuilder,
  297. ) -> GameResult<MeshBuilder> {
  298. for scene_item in self.scene_items.iter() {
  299. mesh_builder.circle(
  300. DrawMode::fill(),
  301. scene_item.position.clone(),
  302. 2.0,
  303. 2.0,
  304. graphics::WHITE,
  305. )?;
  306. }
  307. GameResult::Ok(mesh_builder)
  308. }
  309. fn update_mesh_builder_with_selected_items(
  310. &self,
  311. mut mesh_builder: MeshBuilder,
  312. ) -> GameResult<MeshBuilder> {
  313. for i in &self.selected_scene_items {
  314. let selected_scene_item = self.scene_items.get(*i).expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  315. mesh_builder.rectangle(
  316. DrawMode::Stroke(StrokeOptions::default()),
  317. graphics::Rect::new(
  318. selected_scene_item.position.x - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  319. selected_scene_item.position.y - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  320. DEFAULT_SELECTED_SQUARE_SIDE,
  321. DEFAULT_SELECTED_SQUARE_SIDE,
  322. ),
  323. graphics::GREEN,
  324. )?;
  325. }
  326. GameResult::Ok(mesh_builder)
  327. }
  328. fn update_mesh_builder_with_selection_area(
  329. &self,
  330. mut mesh_builder: MeshBuilder,
  331. window_left_click_down_point: WindowPoint,
  332. ) -> GameResult<MeshBuilder> {
  333. let scene_left_click_down_point =
  334. scene_point_from_window_point(&window_left_click_down_point, &self.display_offset);
  335. let scene_current_cursor_position =
  336. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset);
  337. if scene_left_click_down_point != scene_current_cursor_position {
  338. mesh_builder.rectangle(
  339. DrawMode::stroke(1.0),
  340. graphics::Rect::new(
  341. scene_left_click_down_point.x,
  342. scene_left_click_down_point.y,
  343. scene_current_cursor_position.x - scene_left_click_down_point.x,
  344. scene_current_cursor_position.y - scene_left_click_down_point.y,
  345. ),
  346. graphics::GREEN,
  347. )?;
  348. }
  349. GameResult::Ok(mesh_builder)
  350. }
  351. }
  352. impl event::EventHandler for MainState {
  353. fn update(&mut self, ctx: &mut Context) -> GameResult {
  354. while check_update_time(ctx, TARGET_FPS) {
  355. self.inputs(ctx);
  356. // TODO: meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu
  357. // ennemi, dans animate il se mettra a tirer)
  358. let tick_sprite = self.frame_i % SPRITE_EACH == 0;
  359. let tick_animate = self.frame_i % ANIMATE_EACH == 0;
  360. let tick_physics = self.frame_i % PHYSICS_EACH == 0;
  361. let tick_meta = self.frame_i % META_EACH == 0;
  362. // Apply moves, explosions, etc
  363. if tick_physics {
  364. self.physics();
  365. }
  366. // Generate meta events according to physics events and current physic state
  367. if tick_meta {
  368. self.metas();
  369. }
  370. // Animate scene items according to meta events
  371. if tick_animate {
  372. self.animate();
  373. };
  374. // Change scene items tiles
  375. if tick_sprite {
  376. self.tick_sprites();
  377. }
  378. // Increment frame counter
  379. self.frame_i += 1;
  380. if self.frame_i >= MAX_FRAME_I {
  381. self.frame_i = 0;
  382. }
  383. // Empty physics event
  384. self.physics_events.drain(..);
  385. }
  386. Ok(())
  387. }
  388. fn draw(&mut self, ctx: &mut Context) -> GameResult {
  389. graphics::clear(ctx, graphics::BLACK);
  390. let mut scene_mesh_builder = MeshBuilder::new();
  391. for sprite in self.build_scene_items_draw_params() {
  392. self.sprite_sheet_batch.add(sprite);
  393. }
  394. if DEBUG {
  395. scene_mesh_builder =
  396. self.update_mesh_builder_with_scene_items_positions(scene_mesh_builder)?;
  397. }
  398. scene_mesh_builder = self.update_mesh_builder_with_selected_items(scene_mesh_builder)?;
  399. if let Some(window_left_click_down_point) = self.left_click_down {
  400. scene_mesh_builder = self.update_mesh_builder_with_selection_area(
  401. scene_mesh_builder,
  402. window_left_click_down_point,
  403. )?;
  404. if DEBUG {
  405. let scene_left_click_down_point = scene_point_from_window_point(
  406. &window_left_click_down_point,
  407. &self.display_offset,
  408. );
  409. scene_mesh_builder.circle(
  410. DrawMode::fill(),
  411. scene_left_click_down_point,
  412. 2.0,
  413. 2.0,
  414. graphics::YELLOW,
  415. )?;
  416. }
  417. }
  418. scene_mesh_builder.circle(
  419. DrawMode::fill(),
  420. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset),
  421. 2.0,
  422. 2.0,
  423. graphics::BLUE,
  424. )?;
  425. if let Some((_, scene_point)) = self.scene_item_menu {
  426. self.ui_batch.add(
  427. UiSpriteInfo::from_type(UiItem::SceneItemMenu)
  428. .as_draw_param()
  429. .dest(scene_point),
  430. );
  431. }
  432. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  433. match scene_item_prepare_order {
  434. SceneItemPrepareOrder::Move(scene_item_usize) => {
  435. let scene_item = self
  436. .scene_items
  437. .get(*scene_item_usize)
  438. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  439. scene_mesh_builder.line(
  440. &vec![
  441. scene_item.position.clone(),
  442. scene_point_from_window_point(
  443. &self.current_cursor_position,
  444. &self.display_offset,
  445. ),
  446. ],
  447. 2.0,
  448. graphics::WHITE,
  449. )?;
  450. }
  451. }
  452. }
  453. self.map_batch.add(
  454. graphics::DrawParam::new()
  455. .src(graphics::Rect::new(0.0, 0.0, 1.0, 1.0))
  456. .dest(ScenePoint::new(0.0, 0.0)),
  457. );
  458. let scene_mesh = scene_mesh_builder.build(ctx)?;
  459. graphics::draw(
  460. ctx,
  461. &self.map_batch,
  462. graphics::DrawParam::new().dest(window_point_from_scene_point(
  463. &ScenePoint::new(0.0, 0.0),
  464. &self.display_offset,
  465. )),
  466. )?;
  467. graphics::draw(
  468. ctx,
  469. &self.sprite_sheet_batch,
  470. graphics::DrawParam::new().dest(window_point_from_scene_point(
  471. &ScenePoint::new(0.0, 0.0),
  472. &self.display_offset,
  473. )),
  474. )?;
  475. graphics::draw(
  476. ctx,
  477. &scene_mesh,
  478. graphics::DrawParam::new().dest(window_point_from_scene_point(
  479. &ScenePoint::new(0.0, 0.0),
  480. &self.display_offset,
  481. )),
  482. )?;
  483. graphics::draw(
  484. ctx,
  485. &self.ui_batch,
  486. graphics::DrawParam::new().dest(window_point_from_scene_point(
  487. &ScenePoint::new(0.0, 0.0),
  488. &self.display_offset,
  489. )),
  490. )?;
  491. self.sprite_sheet_batch.clear();
  492. self.map_batch.clear();
  493. self.ui_batch.clear();
  494. graphics::present(ctx)?;
  495. println!("FPS: {}", ggez::timer::fps(ctx));
  496. Ok(())
  497. }
  498. fn mouse_button_down_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  499. match button {
  500. MouseButton::Left => {
  501. self.left_click_down = Some(WindowPoint::new(x, y));
  502. }
  503. MouseButton::Right => {
  504. self.right_click_down = Some(WindowPoint::new(x, y));
  505. }
  506. MouseButton::Middle => {}
  507. MouseButton::Other(_) => {}
  508. }
  509. }
  510. fn mouse_button_up_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  511. match button {
  512. MouseButton::Left => {
  513. if let Some(left_click_down) = self.left_click_down {
  514. if left_click_down == WindowPoint::new(x, y) {
  515. self.user_events.push(UserEvent::Click(left_click_down));
  516. } else {
  517. let from = WindowPoint::new(
  518. cmp::min(left_click_down.x as i32, x as i32) as f32,
  519. cmp::min(left_click_down.y as i32, y as i32) as f32,
  520. );
  521. let to = WindowPoint::new(
  522. cmp::max(left_click_down.x as i32, x as i32) as f32,
  523. cmp::max(left_click_down.y as i32, y as i32) as f32,
  524. );
  525. self.user_events.push(UserEvent::AreaSelection(from, to));
  526. }
  527. }
  528. self.left_click_down = None;
  529. }
  530. MouseButton::Right => {
  531. if let Some(right_click_down) = self.right_click_down {
  532. self.user_events
  533. .push(UserEvent::RightClick(right_click_down));
  534. }
  535. }
  536. MouseButton::Middle => {}
  537. MouseButton::Other(_) => {}
  538. }
  539. }
  540. fn mouse_motion_event(&mut self, _ctx: &mut Context, x: f32, y: f32, _dx: f32, _dy: f32) {
  541. self.current_cursor_position = WindowPoint::new(x, y);
  542. }
  543. }