main.rs 9.9KB

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  1. use ggez;
  2. use ggez::event;
  3. use ggez::graphics;
  4. use ggez::nalgebra as na;
  5. use ggez::timer::check_update_time;
  6. use ggez::{Context, GameResult};
  7. use glam::Vec2;
  8. use std::env;
  9. use std::path;
  10. type Vector2 = Vec2;
  11. const TARGET_FPS: u32 = 60; // execute update code 60x per seconds
  12. const META_EACH: u32 = 20; // execute meta code each 20 frames
  13. const PHYSICS_EACH: u32 = 10; // execute physics code each 10 frames
  14. const ANIMATE_EACH: u32 = 60; // execute animate code each 30 frames
  15. const SPRITE_EACH: u32 = 10; // change sprite animation tile 30 frames
  16. const MAX_FRAME_I: u32 = 4294967295; // max of frame_i used to calculate ticks
  17. const SPRITE_SHEET_WIDTH: f32 = 168.0;
  18. const SPRITE_SHEET_HEIGHT: f32 = 72.0;
  19. fn vec_from_angle(angle: f32) -> Vector2 {
  20. let vx = angle.sin();
  21. let vy = angle.cos();
  22. Vector2::new(vx, vy)
  23. }
  24. struct SpriteInfo {
  25. relative_start_y: f32,
  26. relative_tile_width: f32,
  27. relative_tile_height: f32,
  28. tile_count: u16,
  29. }
  30. impl SpriteInfo {
  31. pub fn new(
  32. relative_start_y: f32,
  33. relative_tile_width: f32,
  34. relative_tile_height: f32,
  35. tile_count: u16,
  36. ) -> Self {
  37. Self {
  38. relative_start_y,
  39. relative_tile_width,
  40. relative_tile_height,
  41. tile_count,
  42. }
  43. }
  44. // TODO: ask on rust community if this is performant, or how to make it static
  45. pub fn from_type(type_: &SpriteType) -> Self {
  46. let (start_y, tile_width, tile_height, tile_count) = match type_ {
  47. SpriteType::WalkingSoldier => (0.0, 24.0, 24.0, 7),
  48. SpriteType::JumpingSoldier => (24.0, 24.0, 24.0, 2),
  49. SpriteType::StandingSoldier => (48.0, 24.0, 24.0, 1),
  50. };
  51. Self {
  52. relative_start_y: start_y / SPRITE_SHEET_HEIGHT,
  53. relative_tile_width: tile_width / SPRITE_SHEET_WIDTH,
  54. relative_tile_height: tile_height / SPRITE_SHEET_HEIGHT,
  55. tile_count,
  56. }
  57. }
  58. pub fn as_draw_param(&self, current_frame: f32) -> graphics::DrawParam {
  59. graphics::DrawParam::new().src(graphics::Rect::new(
  60. current_frame as f32 * self.relative_tile_width,
  61. self.relative_start_y,
  62. self.relative_tile_width,
  63. self.relative_tile_height,
  64. ))
  65. }
  66. }
  67. enum SpriteType {
  68. WalkingSoldier,
  69. JumpingSoldier,
  70. StandingSoldier,
  71. }
  72. enum ItemBehavior {
  73. Standing(u32), // since
  74. Jumping,
  75. Running(Vector2),
  76. }
  77. struct ItemState {
  78. current_behavior: ItemBehavior,
  79. }
  80. impl ItemState {
  81. pub fn new(current_behavior: ItemBehavior) -> Self {
  82. Self { current_behavior }
  83. }
  84. pub fn sprite_type(&self) -> SpriteType {
  85. // Here some logical about state and current behavior to determine sprite type
  86. match self.current_behavior {
  87. ItemBehavior::Jumping => SpriteType::JumpingSoldier,
  88. ItemBehavior::Running(_) => SpriteType::WalkingSoldier,
  89. ItemBehavior::Standing(_) => SpriteType::StandingSoldier,
  90. }
  91. }
  92. }
  93. struct SceneItem {
  94. position: na::Point2<f32>,
  95. state: ItemState,
  96. meta_events: Vec<MetaEvent>,
  97. current_frame: u16,
  98. }
  99. impl SceneItem {
  100. pub fn new(position: na::Point2<f32>, state: ItemState) -> Self {
  101. let sprite_type = state.sprite_type();
  102. Self {
  103. position,
  104. state,
  105. meta_events: vec![],
  106. current_frame: 0,
  107. }
  108. }
  109. pub fn sprite_info(&self) -> SpriteInfo {
  110. SpriteInfo::from_type(&self.state.sprite_type())
  111. }
  112. pub fn tick_sprite(&mut self) {
  113. self.current_frame += 1;
  114. // TODO: good way to have sprite info ? performant ?
  115. if self.current_frame >= self.sprite_info().tile_count {
  116. self.current_frame = 0;
  117. }
  118. }
  119. }
  120. enum PhysicEvent {
  121. Explosion,
  122. }
  123. enum MetaEvent {
  124. FearAboutExplosion,
  125. }
  126. struct MainState {
  127. frame_i: u32,
  128. scene_items_sprite_batch: graphics::spritebatch::SpriteBatch,
  129. scene_items: Vec<SceneItem>,
  130. physics_events: Vec<PhysicEvent>,
  131. }
  132. impl MainState {
  133. fn new(ctx: &mut Context) -> GameResult<MainState> {
  134. let image = graphics::Image::new(ctx, "/test.png").unwrap();
  135. let batch = graphics::spritebatch::SpriteBatch::new(image);
  136. let mut scene_items = vec![];
  137. for x in 0..1 {
  138. for y in 0..4 {
  139. let current_behavior = if y % 2 == 0 {
  140. ItemBehavior::Running(vec_from_angle(90.0))
  141. } else {
  142. ItemBehavior::Jumping
  143. };
  144. scene_items.push(SceneItem::new(
  145. na::Point2::new(x as f32 * 24.0, y as f32 * 24.0),
  146. ItemState::new(current_behavior),
  147. ));
  148. }
  149. }
  150. let s = MainState {
  151. frame_i: 0,
  152. scene_items_sprite_batch: batch,
  153. scene_items,
  154. physics_events: vec![],
  155. };
  156. Ok(s)
  157. }
  158. // TODO: manage errors
  159. fn physics(&mut self) {
  160. // Scene items movements
  161. for scene_item in self.scene_items.iter_mut() {
  162. match scene_item.state.current_behavior {
  163. ItemBehavior::Running(vector) => {
  164. // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
  165. scene_item.position.x += 1.0;
  166. }
  167. _ => {}
  168. }
  169. }
  170. // (FAKE) Drop a bomb to motivate stop move
  171. if self.frame_i % 300 == 0 && self.frame_i != 0 {
  172. self.physics_events.push(PhysicEvent::Explosion);
  173. }
  174. }
  175. fn metas(&mut self) {
  176. for physic_event in &self.physics_events {
  177. match physic_event {
  178. PhysicEvent::Explosion => {
  179. for scene_item in self.scene_items.iter_mut() {
  180. scene_item.meta_events.push(MetaEvent::FearAboutExplosion);
  181. }
  182. }
  183. }
  184. }
  185. }
  186. fn animate(&mut self) {
  187. // TODO: ici il faut reflechir a comment organiser les comportements
  188. for scene_item in self.scene_items.iter_mut() {
  189. for meta_event in &scene_item.meta_events {
  190. match meta_event {
  191. MetaEvent::FearAboutExplosion => {
  192. scene_item.state = ItemState::new(ItemBehavior::Standing(self.frame_i));
  193. }
  194. }
  195. }
  196. match scene_item.state.current_behavior {
  197. ItemBehavior::Jumping => {
  198. scene_item.state = ItemState::new(ItemBehavior::Running(vec_from_angle(90.0)));
  199. }
  200. ItemBehavior::Running(_) => {
  201. scene_item.state = ItemState::new(ItemBehavior::Jumping);
  202. }
  203. ItemBehavior::Standing(since) => {
  204. if self.frame_i - since >= 120 {
  205. scene_item.state =
  206. ItemState::new(ItemBehavior::Running(vec_from_angle(90.0)));
  207. }
  208. }
  209. }
  210. scene_item.meta_events.drain(..);
  211. }
  212. }
  213. fn tick_sprites(&mut self) {
  214. for scene_item in self.scene_items.iter_mut() {
  215. scene_item.tick_sprite();
  216. }
  217. }
  218. }
  219. impl event::EventHandler for MainState {
  220. fn update(&mut self, ctx: &mut Context) -> GameResult {
  221. while check_update_time(ctx, TARGET_FPS) {
  222. // FIXME: gérer ici la maj des physics, animate, meta etc
  223. // meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu
  224. // ennemi, dans animate il se mettra a tirer)
  225. let tick_sprite = self.frame_i % SPRITE_EACH == 0;
  226. let tick_animate = self.frame_i % ANIMATE_EACH == 0;
  227. let tick_physics = self.frame_i % PHYSICS_EACH == 0;
  228. let tick_meta = self.frame_i % META_EACH == 0;
  229. // Apply moves, explosions, etc
  230. if tick_physics {
  231. self.physics();
  232. }
  233. // Generate meta events according to physics events and current physic state
  234. if tick_meta {
  235. self.metas();
  236. }
  237. // Animate scene items according to meta events
  238. if tick_animate {
  239. self.animate();
  240. };
  241. // Change scene items tiles
  242. if tick_sprite {
  243. self.tick_sprites();
  244. }
  245. // Increment frame counter
  246. self.frame_i += 1;
  247. if self.frame_i >= MAX_FRAME_I {
  248. self.frame_i = 0;
  249. }
  250. // Empty physics event
  251. self.physics_events.drain(..);
  252. }
  253. Ok(())
  254. }
  255. fn draw(&mut self, ctx: &mut Context) -> GameResult {
  256. graphics::clear(ctx, graphics::BLACK);
  257. for scene_item in self.scene_items.iter() {
  258. self.scene_items_sprite_batch.add(
  259. scene_item
  260. .sprite_info()
  261. .as_draw_param(scene_item.current_frame as f32)
  262. .dest(scene_item.position.clone()),
  263. );
  264. }
  265. graphics::draw(
  266. ctx,
  267. &self.scene_items_sprite_batch,
  268. graphics::DrawParam::new().dest(na::Point2::new(0.0, 0.0)),
  269. )?;
  270. self.scene_items_sprite_batch.clear();
  271. graphics::present(ctx)?;
  272. println!("FPS: {}", ggez::timer::fps(ctx));
  273. Ok(())
  274. }
  275. }
  276. pub fn main() -> GameResult {
  277. let resource_dir = if let Ok(manifest_dir) = env::var("CARGO_MANIFEST_DIR") {
  278. let mut path = path::PathBuf::from(manifest_dir);
  279. path.push("resources");
  280. path
  281. } else {
  282. path::PathBuf::from("./resources")
  283. };
  284. let cb = ggez::ContextBuilder::new("oc", "bux")
  285. .add_resource_path(resource_dir)
  286. .window_mode(ggez::conf::WindowMode::default().dimensions(800.0, 600.0));
  287. let (ctx, event_loop) = &mut cb.build()?;
  288. let state = &mut MainState::new(ctx)?;
  289. event::run(ctx, event_loop, state)
  290. }