main.rs 22KB

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  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 generate_scene_item_sprites(&mut self) -> GameResult {
  284. for scene_item in self.scene_items.iter() {
  285. self.sprite_sheet_batch.add(
  286. scene_item
  287. .as_draw_param(scene_item.current_frame as f32)
  288. .dest(scene_item.position.clone()),
  289. );
  290. }
  291. Ok(())
  292. }
  293. fn generate_scene_item_menu_sprites(&mut self) -> GameResult {
  294. if let Some((_, scene_point)) = self.scene_item_menu {
  295. self.ui_batch.add(
  296. UiSpriteInfo::from_type(UiItem::SceneItemMenu)
  297. .as_draw_param()
  298. .dest(scene_point),
  299. );
  300. }
  301. Ok(())
  302. }
  303. fn generate_map_sprites(&mut self) -> GameResult {
  304. self.map_batch.add(
  305. graphics::DrawParam::new()
  306. .src(graphics::Rect::new(0.0, 0.0, 1.0, 1.0))
  307. .dest(ScenePoint::new(0.0, 0.0)),
  308. );
  309. Ok(())
  310. }
  311. fn update_mesh_builder_with_debug(
  312. &self,
  313. mut mesh_builder: MeshBuilder,
  314. ) -> GameResult<MeshBuilder> {
  315. if DEBUG {
  316. // Draw circle on each scene item position
  317. for scene_item in self.scene_items.iter() {
  318. mesh_builder.circle(
  319. DrawMode::fill(),
  320. scene_item.position.clone(),
  321. 2.0,
  322. 2.0,
  323. graphics::WHITE,
  324. )?;
  325. }
  326. // Draw circle where left click down
  327. if let Some(window_left_click_down_point) = self.left_click_down {
  328. let scene_left_click_down_point = scene_point_from_window_point(
  329. &window_left_click_down_point,
  330. &self.display_offset,
  331. );
  332. mesh_builder.circle(
  333. DrawMode::fill(),
  334. scene_left_click_down_point,
  335. 2.0,
  336. 2.0,
  337. graphics::YELLOW,
  338. )?;
  339. }
  340. // Draw circle at cursor position
  341. mesh_builder.circle(
  342. DrawMode::fill(),
  343. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset),
  344. 2.0,
  345. 2.0,
  346. graphics::BLUE,
  347. )?;
  348. }
  349. GameResult::Ok(mesh_builder)
  350. }
  351. fn update_mesh_builder_with_selected_items(
  352. &self,
  353. mut mesh_builder: MeshBuilder,
  354. ) -> GameResult<MeshBuilder> {
  355. for i in &self.selected_scene_items {
  356. let selected_scene_item = self.scene_items.get(*i).expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  357. mesh_builder.rectangle(
  358. DrawMode::Stroke(StrokeOptions::default()),
  359. graphics::Rect::new(
  360. selected_scene_item.position.x - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  361. selected_scene_item.position.y - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  362. DEFAULT_SELECTED_SQUARE_SIDE,
  363. DEFAULT_SELECTED_SQUARE_SIDE,
  364. ),
  365. graphics::GREEN,
  366. )?;
  367. }
  368. GameResult::Ok(mesh_builder)
  369. }
  370. fn update_mesh_builder_with_selection_area(
  371. &self,
  372. mut mesh_builder: MeshBuilder,
  373. ) -> GameResult<MeshBuilder> {
  374. if let Some(window_left_click_down_point) = self.left_click_down {
  375. let scene_left_click_down_point =
  376. scene_point_from_window_point(&window_left_click_down_point, &self.display_offset);
  377. let scene_current_cursor_position =
  378. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset);
  379. if scene_left_click_down_point != scene_current_cursor_position {
  380. mesh_builder.rectangle(
  381. DrawMode::stroke(1.0),
  382. graphics::Rect::new(
  383. scene_left_click_down_point.x,
  384. scene_left_click_down_point.y,
  385. scene_current_cursor_position.x - scene_left_click_down_point.x,
  386. scene_current_cursor_position.y - scene_left_click_down_point.y,
  387. ),
  388. graphics::GREEN,
  389. )?;
  390. }
  391. }
  392. GameResult::Ok(mesh_builder)
  393. }
  394. fn update_mesh_builder_with_prepare_order(
  395. &self,
  396. mut mesh_builder: MeshBuilder,
  397. ) -> GameResult<MeshBuilder> {
  398. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  399. match scene_item_prepare_order {
  400. SceneItemPrepareOrder::Move(scene_item_usize) => {
  401. let scene_item = self
  402. .scene_items
  403. .get(*scene_item_usize)
  404. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  405. mesh_builder.line(
  406. &vec![
  407. scene_item.position.clone(),
  408. scene_point_from_window_point(
  409. &self.current_cursor_position,
  410. &self.display_offset,
  411. ),
  412. ],
  413. 2.0,
  414. graphics::WHITE,
  415. )?;
  416. }
  417. }
  418. }
  419. GameResult::Ok(mesh_builder)
  420. }
  421. }
  422. impl event::EventHandler for MainState {
  423. fn update(&mut self, ctx: &mut Context) -> GameResult {
  424. while check_update_time(ctx, TARGET_FPS) {
  425. self.inputs(ctx);
  426. // TODO: meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu
  427. // ennemi, dans animate il se mettra a tirer)
  428. let tick_sprite = self.frame_i % SPRITE_EACH == 0;
  429. let tick_animate = self.frame_i % ANIMATE_EACH == 0;
  430. let tick_physics = self.frame_i % PHYSICS_EACH == 0;
  431. let tick_meta = self.frame_i % META_EACH == 0;
  432. // Apply moves, explosions, etc
  433. if tick_physics {
  434. self.physics();
  435. }
  436. // Generate meta events according to physics events and current physic state
  437. if tick_meta {
  438. self.metas();
  439. }
  440. // Animate scene items according to meta events
  441. if tick_animate {
  442. self.animate();
  443. };
  444. // Change scene items tiles
  445. if tick_sprite {
  446. self.tick_sprites();
  447. }
  448. // Increment frame counter
  449. self.frame_i += 1;
  450. if self.frame_i >= MAX_FRAME_I {
  451. self.frame_i = 0;
  452. }
  453. // Empty physics event
  454. self.physics_events.drain(..);
  455. }
  456. Ok(())
  457. }
  458. fn draw(&mut self, ctx: &mut Context) -> GameResult {
  459. graphics::clear(ctx, graphics::BLACK);
  460. let mut scene_mesh_builder = MeshBuilder::new();
  461. self.generate_scene_item_sprites();
  462. self.generate_scene_item_menu_sprites();
  463. self.generate_map_sprites();
  464. scene_mesh_builder = self.update_mesh_builder_with_debug(scene_mesh_builder)?;
  465. scene_mesh_builder = self.update_mesh_builder_with_selected_items(scene_mesh_builder)?;
  466. scene_mesh_builder = self.update_mesh_builder_with_selection_area(scene_mesh_builder)?;
  467. scene_mesh_builder = self.update_mesh_builder_with_prepare_order(scene_mesh_builder)?;
  468. let scene_mesh = scene_mesh_builder.build(ctx)?;
  469. let window_draw_param = graphics::DrawParam::new().dest(window_point_from_scene_point(
  470. &ScenePoint::new(0.0, 0.0),
  471. &self.display_offset,
  472. ));
  473. graphics::draw(ctx, &self.map_batch, window_draw_param)?;
  474. graphics::draw(ctx, &self.sprite_sheet_batch, window_draw_param)?;
  475. graphics::draw(ctx, &scene_mesh, window_draw_param)?;
  476. graphics::draw(ctx, &self.ui_batch, window_draw_param)?;
  477. self.sprite_sheet_batch.clear();
  478. self.map_batch.clear();
  479. self.ui_batch.clear();
  480. graphics::present(ctx)?;
  481. println!("FPS: {}", ggez::timer::fps(ctx));
  482. Ok(())
  483. }
  484. fn mouse_button_down_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  485. match button {
  486. MouseButton::Left => {
  487. self.left_click_down = Some(WindowPoint::new(x, y));
  488. }
  489. MouseButton::Right => {
  490. self.right_click_down = Some(WindowPoint::new(x, y));
  491. }
  492. MouseButton::Middle => {}
  493. MouseButton::Other(_) => {}
  494. }
  495. }
  496. fn mouse_button_up_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  497. match button {
  498. MouseButton::Left => {
  499. if let Some(left_click_down) = self.left_click_down {
  500. if left_click_down == WindowPoint::new(x, y) {
  501. self.user_events.push(UserEvent::Click(left_click_down));
  502. } else {
  503. let from = WindowPoint::new(
  504. cmp::min(left_click_down.x as i32, x as i32) as f32,
  505. cmp::min(left_click_down.y as i32, y as i32) as f32,
  506. );
  507. let to = WindowPoint::new(
  508. cmp::max(left_click_down.x as i32, x as i32) as f32,
  509. cmp::max(left_click_down.y as i32, y as i32) as f32,
  510. );
  511. self.user_events.push(UserEvent::AreaSelection(from, to));
  512. }
  513. }
  514. self.left_click_down = None;
  515. }
  516. MouseButton::Right => {
  517. if let Some(right_click_down) = self.right_click_down {
  518. self.user_events
  519. .push(UserEvent::RightClick(right_click_down));
  520. }
  521. }
  522. MouseButton::Middle => {}
  523. MouseButton::Other(_) => {}
  524. }
  525. }
  526. fn mouse_motion_event(&mut self, _ctx: &mut Context, x: f32, y: f32, _dx: f32, _dy: f32) {
  527. self.current_cursor_position = WindowPoint::new(x, y);
  528. }
  529. }