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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 glam::Vec2;
- use std::env;
- use std::path;
-
- type Vector2 = Vec2;
-
- const TARGET_FPS: u32 = 60; // execute update code 60x per seconds
- const META_EACH: u32 = 20; // execute meta code each 20 frames
- const PHYSICS_EACH: u32 = 10; // execute physics code each 10 frames
- const ANIMATE_EACH: u32 = 60; // execute animate code each 30 frames
- const SPRITE_EACH: u32 = 10; // change sprite animation tile 30 frames
- const MAX_FRAME_I: u32 = 4294967295; // max of frame_i used to calculate ticks
-
- const SPRITE_SHEET_WIDTH: f32 = 168.0;
- const SPRITE_SHEET_HEIGHT: f32 = 72.0;
-
- fn vec_from_angle(angle: f32) -> Vector2 {
- let vx = angle.sin();
- let vy = angle.cos();
- Vector2::new(vx, vy)
- }
-
- struct SpriteInfo {
- relative_start_y: f32,
- relative_tile_width: f32,
- relative_tile_height: f32,
- tile_count: u16,
- }
-
- impl SpriteInfo {
- pub fn new(
- relative_start_y: f32,
- relative_tile_width: f32,
- relative_tile_height: f32,
- tile_count: u16,
- ) -> Self {
- Self {
- relative_start_y,
- relative_tile_width,
- relative_tile_height,
- tile_count,
- }
- }
-
- // TODO: ask on rust community if this is performant, or how to make it static
- pub fn from_type(type_: &SpriteType) -> Self {
- let (start_y, tile_width, tile_height, tile_count) = match type_ {
- SpriteType::WalkingSoldier => (0.0, 24.0, 24.0, 7),
- SpriteType::JumpingSoldier => (24.0, 24.0, 24.0, 2),
- SpriteType::StandingSoldier => (48.0, 24.0, 24.0, 1),
- };
-
- Self {
- relative_start_y: start_y / SPRITE_SHEET_HEIGHT,
- relative_tile_width: tile_width / SPRITE_SHEET_WIDTH,
- relative_tile_height: tile_height / SPRITE_SHEET_HEIGHT,
- tile_count,
- }
- }
-
- pub fn as_draw_param(&self, current_frame: f32) -> graphics::DrawParam {
- graphics::DrawParam::new().src(graphics::Rect::new(
- current_frame as f32 * self.relative_tile_width,
- self.relative_start_y,
- self.relative_tile_width,
- self.relative_tile_height,
- ))
- }
- }
-
- enum SpriteType {
- WalkingSoldier,
- JumpingSoldier,
- StandingSoldier,
- }
-
- enum ItemBehavior {
- Standing(u32), // since
- Jumping,
- Running(Vector2),
- }
-
- struct ItemState {
- current_behavior: ItemBehavior,
- }
-
- impl ItemState {
- pub fn new(current_behavior: ItemBehavior) -> Self {
- Self { current_behavior }
- }
-
- pub fn sprite_type(&self) -> SpriteType {
- // Here some logical about state and current behavior to determine sprite type
- match self.current_behavior {
- ItemBehavior::Jumping => SpriteType::JumpingSoldier,
- ItemBehavior::Running(_) => SpriteType::WalkingSoldier,
- ItemBehavior::Standing(_) => SpriteType::StandingSoldier,
- }
- }
- }
-
- struct SceneItem {
- position: na::Point2<f32>,
- state: ItemState,
- meta_events: Vec<MetaEvent>,
- current_frame: u16,
- }
-
- impl SceneItem {
- pub fn new(position: na::Point2<f32>, state: ItemState) -> Self {
- let sprite_type = state.sprite_type();
- Self {
- position,
- state,
- meta_events: vec![],
- current_frame: 0,
- }
- }
-
- pub fn sprite_info(&self) -> SpriteInfo {
- SpriteInfo::from_type(&self.state.sprite_type())
- }
-
- pub fn tick_sprite(&mut self) {
- self.current_frame += 1;
- // TODO: good way to have sprite info ? performant ?
- if self.current_frame >= self.sprite_info().tile_count {
- self.current_frame = 0;
- }
- }
- }
-
- enum PhysicEvent {
- Explosion,
- }
-
- enum MetaEvent {
- FearAboutExplosion,
- }
-
- struct MainState {
- frame_i: u32,
- scene_items_sprite_batch: graphics::spritebatch::SpriteBatch,
- scene_items: Vec<SceneItem>,
- physics_events: Vec<PhysicEvent>,
- }
-
- 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..1 {
- for y in 0..4 {
- let current_behavior = if y % 2 == 0 {
- ItemBehavior::Running(vec_from_angle(90.0))
- } else {
- ItemBehavior::Jumping
- };
-
- scene_items.push(SceneItem::new(
- na::Point2::new(x as f32 * 24.0, y as f32 * 24.0),
- ItemState::new(current_behavior),
- ));
- }
- }
-
- let s = MainState {
- frame_i: 0,
- scene_items_sprite_batch: batch,
- scene_items,
- physics_events: vec![],
- };
- Ok(s)
- }
-
- // 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::Running(vector) => {
- // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
- scene_item.position.x += 1.0;
- }
- _ => {}
- }
- }
-
- // (FAKE) Drop a bomb to motivate stop move
- if self.frame_i % 300 == 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::FearAboutExplosion);
- }
- }
- }
- }
- }
-
- 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::FearAboutExplosion => {
- scene_item.state = ItemState::new(ItemBehavior::Standing(self.frame_i));
- }
- }
- }
-
- match scene_item.state.current_behavior {
- ItemBehavior::Jumping => {
- scene_item.state = ItemState::new(ItemBehavior::Running(vec_from_angle(90.0)));
- }
- ItemBehavior::Running(_) => {
- scene_item.state = ItemState::new(ItemBehavior::Jumping);
- }
- ItemBehavior::Standing(since) => {
- if self.frame_i - since >= 120 {
- scene_item.state =
- ItemState::new(ItemBehavior::Running(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();
- }
- }
- }
-
- impl event::EventHandler for MainState {
- fn update(&mut self, ctx: &mut Context) -> GameResult {
- while check_update_time(ctx, TARGET_FPS) {
- // FIXME: gérer ici la maj des physics, animate, meta etc
- // 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);
-
- for scene_item in self.scene_items.iter() {
- self.scene_items_sprite_batch.add(
- scene_item
- .sprite_info()
- .as_draw_param(scene_item.current_frame as f32)
- .dest(scene_item.position.clone()),
- );
- }
- 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)
- .window_mode(ggez::conf::WindowMode::default().dimensions(800.0, 600.0));
- let (ctx, event_loop) = &mut cb.build()?;
-
- let state = &mut MainState::new(ctx)?;
- event::run(ctx, event_loop, state)
- }
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