main.rs 10KB

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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 = 800.0;
  18. const SPRITE_SHEET_HEIGHT: f32 = 600.0;
  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. tile_width: f32,
  30. tile_height: f32,
  31. half_tile_width: f32,
  32. half_tile_height: f32,
  33. }
  34. impl SpriteInfo {
  35. // TODO: ask on rust community if this is performant, or how to make it static
  36. pub fn from_type(type_: &SpriteType) -> Self {
  37. let (start_y, tile_width, tile_height, tile_count) = match type_ {
  38. SpriteType::WalkingSoldier => (12.0, 12.0, 12.0, 8),
  39. SpriteType::CrawlingSoldier => (26.0, 26.0, 26.0, 8),
  40. SpriteType::StandingSoldier => (0.0, 12.0, 12.0, 1),
  41. };
  42. Self {
  43. relative_start_y: start_y / SPRITE_SHEET_HEIGHT,
  44. relative_tile_width: tile_width / SPRITE_SHEET_WIDTH,
  45. relative_tile_height: tile_height / SPRITE_SHEET_HEIGHT,
  46. tile_count,
  47. tile_width,
  48. tile_height,
  49. half_tile_width: tile_width / 2.0,
  50. half_tile_height: tile_height / 2.0,
  51. }
  52. }
  53. pub fn as_draw_param(&self, current_frame: f32) -> graphics::DrawParam {
  54. graphics::DrawParam::new().src(graphics::Rect::new(
  55. current_frame as f32 * self.relative_tile_width,
  56. self.relative_start_y,
  57. self.relative_tile_width,
  58. self.relative_tile_height,
  59. ))
  60. }
  61. }
  62. enum SpriteType {
  63. WalkingSoldier,
  64. CrawlingSoldier,
  65. StandingSoldier,
  66. }
  67. enum ItemBehavior {
  68. Standing(u32), // since
  69. Crawling,
  70. Walking(Vector2),
  71. }
  72. struct ItemState {
  73. current_behavior: ItemBehavior,
  74. }
  75. impl ItemState {
  76. pub fn new(current_behavior: ItemBehavior) -> Self {
  77. Self { current_behavior }
  78. }
  79. pub fn sprite_type(&self) -> SpriteType {
  80. // Here some logical about state and current behavior to determine sprite type
  81. match self.current_behavior {
  82. ItemBehavior::Crawling => SpriteType::CrawlingSoldier,
  83. ItemBehavior::Walking(_) => SpriteType::WalkingSoldier,
  84. ItemBehavior::Standing(_) => SpriteType::StandingSoldier,
  85. }
  86. }
  87. }
  88. struct SceneItem {
  89. position: na::Point2<f32>,
  90. state: ItemState,
  91. meta_events: Vec<MetaEvent>,
  92. current_frame: u16,
  93. }
  94. impl SceneItem {
  95. pub fn new(position: na::Point2<f32>, state: ItemState) -> Self {
  96. let sprite_type = state.sprite_type();
  97. Self {
  98. position,
  99. state,
  100. meta_events: vec![],
  101. current_frame: 0,
  102. }
  103. }
  104. pub fn sprite_info(&self) -> SpriteInfo {
  105. SpriteInfo::from_type(&self.state.sprite_type())
  106. }
  107. pub fn tick_sprite(&mut self) {
  108. self.current_frame += 1;
  109. // TODO: good way to have sprite info ? performant ?
  110. if self.current_frame >= self.sprite_info().tile_count {
  111. self.current_frame = 0;
  112. }
  113. }
  114. pub fn position_with_tile_decal(&self) -> na::Point2<f32> {
  115. let sprite_info = self.sprite_info();
  116. na::Point2::new(
  117. self.position.x - sprite_info.half_tile_width,
  118. self.position.y - sprite_info.half_tile_height,
  119. )
  120. }
  121. }
  122. enum PhysicEvent {
  123. Explosion,
  124. }
  125. enum MetaEvent {
  126. FearAboutExplosion,
  127. }
  128. struct MainState {
  129. frame_i: u32,
  130. scene_items_sprite_batch: graphics::spritebatch::SpriteBatch,
  131. scene_items: Vec<SceneItem>,
  132. physics_events: Vec<PhysicEvent>,
  133. }
  134. impl MainState {
  135. fn new(ctx: &mut Context) -> GameResult<MainState> {
  136. let image = graphics::Image::new(ctx, "/sprite_sheet.png").unwrap();
  137. let batch = graphics::spritebatch::SpriteBatch::new(image);
  138. let mut scene_items = vec![];
  139. for x in 0..1 {
  140. for y in 0..4 {
  141. let current_behavior = if y % 2 == 0 {
  142. ItemBehavior::Walking(vec_from_angle(90.0))
  143. } else {
  144. ItemBehavior::Crawling
  145. };
  146. scene_items.push(SceneItem::new(
  147. na::Point2::new(x as f32 * 24.0, y as f32 * 24.0),
  148. ItemState::new(current_behavior),
  149. ));
  150. }
  151. }
  152. let s = MainState {
  153. frame_i: 0,
  154. scene_items_sprite_batch: batch,
  155. scene_items,
  156. physics_events: vec![],
  157. };
  158. Ok(s)
  159. }
  160. // TODO: manage errors
  161. fn physics(&mut self) {
  162. // Scene items movements
  163. for scene_item in self.scene_items.iter_mut() {
  164. match scene_item.state.current_behavior {
  165. ItemBehavior::Walking(vector) => {
  166. // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
  167. scene_item.position.x += 1.0;
  168. }
  169. _ => {}
  170. }
  171. }
  172. // (FAKE) Drop a bomb to motivate stop move
  173. if self.frame_i % 600 == 0 && self.frame_i != 0 {
  174. self.physics_events.push(PhysicEvent::Explosion);
  175. }
  176. }
  177. fn metas(&mut self) {
  178. for physic_event in &self.physics_events {
  179. match physic_event {
  180. PhysicEvent::Explosion => {
  181. for scene_item in self.scene_items.iter_mut() {
  182. scene_item.meta_events.push(MetaEvent::FearAboutExplosion);
  183. }
  184. }
  185. }
  186. }
  187. }
  188. fn animate(&mut self) {
  189. // TODO: ici il faut reflechir a comment organiser les comportements
  190. for scene_item in self.scene_items.iter_mut() {
  191. for meta_event in &scene_item.meta_events {
  192. match meta_event {
  193. MetaEvent::FearAboutExplosion => {
  194. scene_item.state = ItemState::new(ItemBehavior::Standing(self.frame_i));
  195. }
  196. }
  197. }
  198. match scene_item.state.current_behavior {
  199. ItemBehavior::Crawling => {
  200. scene_item.state = ItemState::new(ItemBehavior::Walking(vec_from_angle(90.0)));
  201. }
  202. ItemBehavior::Walking(_) => {
  203. scene_item.state = ItemState::new(ItemBehavior::Crawling);
  204. }
  205. ItemBehavior::Standing(since) => {
  206. if self.frame_i - since >= 120 {
  207. scene_item.state =
  208. ItemState::new(ItemBehavior::Walking(vec_from_angle(90.0)));
  209. }
  210. }
  211. }
  212. scene_item.meta_events.drain(..);
  213. }
  214. }
  215. fn tick_sprites(&mut self) {
  216. for scene_item in self.scene_items.iter_mut() {
  217. scene_item.tick_sprite();
  218. }
  219. }
  220. }
  221. impl event::EventHandler for MainState {
  222. fn update(&mut self, ctx: &mut Context) -> GameResult {
  223. while check_update_time(ctx, TARGET_FPS) {
  224. // FIXME: gérer ici la maj des physics, animate, meta etc
  225. // meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu
  226. // ennemi, dans animate il se mettra a tirer)
  227. let tick_sprite = self.frame_i % SPRITE_EACH == 0;
  228. let tick_animate = self.frame_i % ANIMATE_EACH == 0;
  229. let tick_physics = self.frame_i % PHYSICS_EACH == 0;
  230. let tick_meta = self.frame_i % META_EACH == 0;
  231. // Apply moves, explosions, etc
  232. if tick_physics {
  233. self.physics();
  234. }
  235. // Generate meta events according to physics events and current physic state
  236. if tick_meta {
  237. self.metas();
  238. }
  239. // Animate scene items according to meta events
  240. if tick_animate {
  241. self.animate();
  242. };
  243. // Change scene items tiles
  244. if tick_sprite {
  245. self.tick_sprites();
  246. }
  247. // Increment frame counter
  248. self.frame_i += 1;
  249. if self.frame_i >= MAX_FRAME_I {
  250. self.frame_i = 0;
  251. }
  252. // Empty physics event
  253. self.physics_events.drain(..);
  254. }
  255. Ok(())
  256. }
  257. fn draw(&mut self, ctx: &mut Context) -> GameResult {
  258. graphics::clear(ctx, graphics::BLACK);
  259. for scene_item in self.scene_items.iter() {
  260. self.scene_items_sprite_batch.add(
  261. scene_item
  262. .sprite_info()
  263. .as_draw_param(scene_item.current_frame as f32)
  264. .dest(scene_item.position_with_tile_decal()),
  265. );
  266. }
  267. graphics::draw(
  268. ctx,
  269. &self.scene_items_sprite_batch,
  270. graphics::DrawParam::new().dest(na::Point2::new(0.0, 0.0)),
  271. )?;
  272. self.scene_items_sprite_batch.clear();
  273. graphics::present(ctx)?;
  274. println!("FPS: {}", ggez::timer::fps(ctx));
  275. Ok(())
  276. }
  277. }
  278. pub fn main() -> GameResult {
  279. let resource_dir = if let Ok(manifest_dir) = env::var("CARGO_MANIFEST_DIR") {
  280. let mut path = path::PathBuf::from(manifest_dir);
  281. path.push("resources");
  282. path
  283. } else {
  284. path::PathBuf::from("./resources")
  285. };
  286. let cb = ggez::ContextBuilder::new("oc", "bux")
  287. .add_resource_path(resource_dir)
  288. .window_mode(ggez::conf::WindowMode::default().dimensions(800.0, 600.0));
  289. let (ctx, event_loop) = &mut cb.build()?;
  290. let state = &mut MainState::new(ctx)?;
  291. event::run(ctx, event_loop, state)
  292. }