main.rs 26KB

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  1. use ggez;
  2. use ggez::event::{KeyCode, MouseButton};
  3. use ggez::graphics;
  4. use ggez::graphics::{Color, DrawMode, FillOptions, MeshBuilder, StrokeOptions};
  5. use ggez::timer::check_update_time;
  6. use ggez::{event, input};
  7. use ggez::{Context, GameResult};
  8. use glam::Vec2;
  9. use std::cmp;
  10. use std::collections::HashMap;
  11. use std::env;
  12. use std::path;
  13. // TODO: create a ScenePosition and a WindowPosition to be more explicit
  14. type Point2 = Vec2;
  15. type Vector2 = Vec2;
  16. const TARGET_FPS: u32 = 60; // execute update code 60x per seconds
  17. const META_EACH: u32 = 20; // execute meta code each 20 frames
  18. const PHYSICS_EACH: u32 = 10; // execute physics code each 10 frames
  19. const ANIMATE_EACH: u32 = 60; // execute animate code each 30 frames
  20. const SPRITE_EACH: u32 = 10; // change sprite animation tile 30 frames
  21. const MAX_FRAME_I: u32 = 4294967295; // max of frame_i used to calculate ticks
  22. const DISPLAY_OFFSET_BY: f32 = 3.0; // pixel offset by tick when player move screen display
  23. const DISPLAY_OFFSET_BY_SPEED: f32 = 10.0; // pixel offset by tick when player move screen display with speed
  24. const SCENE_ITEMS_SPRITE_SHEET_WIDTH: f32 = 800.0; // Width of sprite sheet
  25. const SCENE_ITEMS_SPRITE_SHEET_HEIGHT: f32 = 600.0; // Height of sprite sheet
  26. const UI_SPRITE_SHEET_WIDTH: f32 = 800.0; // Width of sprite sheet
  27. const UI_SPRITE_SHEET_HEIGHT: f32 = 600.0; // Height of sprite sheet
  28. const GRID_TILE_WIDTH: f32 = 5.0; // Width of one grid tile
  29. const GRID_TILE_HEIGHT: f32 = 5.0; // Height of one grid tile
  30. const DEFAULT_SELECTED_SQUARE_SIDE: f32 = 14.0;
  31. const DEFAULT_SELECTED_SQUARE_SIDE_HALF: f32 = DEFAULT_SELECTED_SQUARE_SIDE / 2.0;
  32. const SCENE_ITEMS_CHANGE_ERR_MSG: &str = "scene_items content change !";
  33. #[derive(Eq, PartialEq, Hash)]
  34. pub struct GridPosition {
  35. x: i32,
  36. y: i32,
  37. }
  38. impl GridPosition {
  39. pub fn new(x: i32, y: i32) -> Self {
  40. Self { x, y }
  41. }
  42. }
  43. fn vec_from_angle(angle: f32) -> Vector2 {
  44. let vx = angle.sin();
  45. let vy = angle.cos();
  46. Vector2::new(vx, vy)
  47. }
  48. fn grid_position_from_position(position: &Point2) -> GridPosition {
  49. GridPosition::new(
  50. (position.x / GRID_TILE_WIDTH) as i32,
  51. (position.y / GRID_TILE_HEIGHT) as i32,
  52. )
  53. }
  54. enum UiItem {
  55. SceneItemMenu,
  56. }
  57. enum SceneItemMenuItem {
  58. Move,
  59. }
  60. struct UiSpriteInfo {
  61. relative_start_x: f32,
  62. relative_start_y: f32,
  63. relative_width: f32,
  64. relative_height: f32,
  65. width: f32,
  66. height: f32,
  67. }
  68. impl UiSpriteInfo {
  69. pub fn from_type(type_: UiItem) -> Self {
  70. match type_ {
  71. UiItem::SceneItemMenu => Self {
  72. relative_start_x: 0.0,
  73. relative_start_y: 0.0,
  74. relative_width: 71.0 / UI_SPRITE_SHEET_WIDTH,
  75. relative_height: 68.0 / UI_SPRITE_SHEET_HEIGHT,
  76. width: 71.0,
  77. height: 68.0,
  78. },
  79. }
  80. }
  81. pub fn as_draw_param(&self) -> graphics::DrawParam {
  82. graphics::DrawParam::new().src(graphics::Rect::new(
  83. self.relative_start_x,
  84. self.relative_start_y,
  85. self.relative_width,
  86. self.relative_height,
  87. ))
  88. }
  89. pub fn which_item_clicked(
  90. &self,
  91. menu_position: Point2,
  92. click_position: Point2,
  93. scene_item: &SceneItem,
  94. ) -> Option<SceneItemMenuItem> {
  95. Some(SceneItemMenuItem::Move)
  96. }
  97. }
  98. struct SpriteInfo {
  99. relative_start_y: f32,
  100. relative_tile_width: f32,
  101. relative_tile_height: f32,
  102. tile_count: u16,
  103. tile_width: f32,
  104. tile_height: f32,
  105. _half_tile_width: f32,
  106. _half_tile_height: f32,
  107. }
  108. impl SpriteInfo {
  109. // TODO: ask on rust community if this is performant, or how to make it static
  110. pub fn from_type(type_: &SpriteType) -> Self {
  111. let (start_y, tile_width, tile_height, tile_count) = match type_ {
  112. SpriteType::WalkingSoldier => (12.0, 12.0, 12.0, 8),
  113. SpriteType::CrawlingSoldier => (26.0, 26.0, 26.0, 8),
  114. SpriteType::StandingSoldier => (0.0, 12.0, 12.0, 1),
  115. };
  116. Self {
  117. relative_start_y: start_y / SCENE_ITEMS_SPRITE_SHEET_HEIGHT,
  118. relative_tile_width: tile_width / SCENE_ITEMS_SPRITE_SHEET_WIDTH,
  119. relative_tile_height: tile_height / SCENE_ITEMS_SPRITE_SHEET_HEIGHT,
  120. tile_count,
  121. tile_width,
  122. tile_height,
  123. _half_tile_width: tile_width / 2.0,
  124. _half_tile_height: tile_height / 2.0,
  125. }
  126. }
  127. }
  128. enum SpriteType {
  129. WalkingSoldier,
  130. CrawlingSoldier,
  131. StandingSoldier,
  132. }
  133. enum ItemBehavior {
  134. Standing(u32), // since
  135. Crawling,
  136. Walking(Vector2),
  137. }
  138. struct ItemState {
  139. current_behavior: ItemBehavior,
  140. }
  141. enum SceneItemType {
  142. Soldier,
  143. }
  144. impl ItemState {
  145. pub fn new(current_behavior: ItemBehavior) -> Self {
  146. Self { current_behavior }
  147. }
  148. }
  149. struct SceneItem {
  150. type_: SceneItemType,
  151. position: Point2,
  152. grid_position: GridPosition,
  153. state: ItemState,
  154. meta_events: Vec<MetaEvent>,
  155. current_frame: u16,
  156. }
  157. impl SceneItem {
  158. pub fn new(type_: SceneItemType, position: Point2, state: ItemState) -> Self {
  159. Self {
  160. type_,
  161. position: position.clone(),
  162. grid_position: grid_position_from_position(&position.clone()),
  163. state,
  164. meta_events: vec![],
  165. current_frame: 0,
  166. }
  167. }
  168. pub fn sprite_info(&self) -> SpriteInfo {
  169. SpriteInfo::from_type(&self.sprite_type())
  170. }
  171. pub fn tick_sprite(&mut self) {
  172. self.current_frame += 1;
  173. // TODO: good way to have sprite info ? performant ?
  174. if self.current_frame >= self.sprite_info().tile_count {
  175. self.current_frame = 0;
  176. }
  177. }
  178. pub fn as_draw_param(&self, current_frame: f32) -> graphics::DrawParam {
  179. let sprite_info = self.sprite_info();
  180. graphics::DrawParam::new()
  181. .src(graphics::Rect::new(
  182. current_frame as f32 * sprite_info.relative_tile_width,
  183. sprite_info.relative_start_y,
  184. sprite_info.relative_tile_width,
  185. sprite_info.relative_tile_height,
  186. ))
  187. .rotation(90.0f32.to_radians())
  188. .offset(Point2::new(0.5, 0.5))
  189. }
  190. pub fn sprite_type(&self) -> SpriteType {
  191. // Here some logical about state, nature (soldier, tank, ...) and current behavior to
  192. // determine sprite type
  193. match self.state.current_behavior {
  194. ItemBehavior::Crawling => SpriteType::CrawlingSoldier,
  195. ItemBehavior::Walking(_) => SpriteType::WalkingSoldier,
  196. ItemBehavior::Standing(_) => SpriteType::StandingSoldier,
  197. }
  198. }
  199. }
  200. #[derive(Debug)]
  201. enum PhysicEvent {
  202. Explosion,
  203. }
  204. #[derive(Debug)]
  205. enum MetaEvent {
  206. FearAboutExplosion,
  207. }
  208. #[derive(Debug)]
  209. enum UserEvent {
  210. Click(Point2), // Window coordinates
  211. RightClick(Point2), // Window coordinates
  212. AreaSelection(Point2, Point2), // Window coordinates
  213. }
  214. enum SceneItemPrepareOrder {
  215. Move(usize), // scene_item usize
  216. }
  217. struct MainState {
  218. // time
  219. frame_i: u32,
  220. // display
  221. display_offset: Point2,
  222. sprite_sheet_batch: graphics::spritebatch::SpriteBatch,
  223. map_batch: graphics::spritebatch::SpriteBatch,
  224. ui_batch: graphics::spritebatch::SpriteBatch,
  225. // scene items
  226. scene_items: Vec<SceneItem>,
  227. scene_items_by_grid_position: HashMap<GridPosition, Vec<usize>>,
  228. // events
  229. physics_events: Vec<PhysicEvent>,
  230. // user interactions
  231. left_click_down: Option<Point2>,
  232. right_click_down: Option<Point2>,
  233. current_cursor_position: Point2,
  234. user_events: Vec<UserEvent>,
  235. selected_scene_items: Vec<usize>, // scene_item usize
  236. scene_item_menu: Option<(usize, Point2)>, // scene_item usize, display_at
  237. scene_item_prepare_order: Option<SceneItemPrepareOrder>,
  238. }
  239. impl MainState {
  240. fn new(ctx: &mut Context) -> GameResult<MainState> {
  241. let sprite_sheet = graphics::Image::new(ctx, "/sprite_sheet.png").unwrap();
  242. let sprite_sheet_batch = graphics::spritebatch::SpriteBatch::new(sprite_sheet);
  243. let map = graphics::Image::new(ctx, "/map1bg.png").unwrap();
  244. let map_batch = graphics::spritebatch::SpriteBatch::new(map);
  245. let ui = graphics::Image::new(ctx, "/ui.png").unwrap();
  246. let ui_batch = graphics::spritebatch::SpriteBatch::new(ui);
  247. let mut scene_items = vec![];
  248. for x in 0..1 {
  249. for y in 0..4 {
  250. let current_behavior = if y % 2 == 0 {
  251. ItemBehavior::Walking(vec_from_angle(90.0))
  252. } else {
  253. ItemBehavior::Crawling
  254. };
  255. scene_items.push(SceneItem::new(
  256. SceneItemType::Soldier,
  257. Point2::new((x as f32 * 24.0) + 100.0, (y as f32 * 24.0) + 100.0),
  258. ItemState::new(current_behavior),
  259. ));
  260. }
  261. }
  262. let mut main_state = MainState {
  263. frame_i: 0,
  264. display_offset: Point2::new(0.0, 0.0),
  265. sprite_sheet_batch,
  266. map_batch,
  267. ui_batch,
  268. scene_items,
  269. scene_items_by_grid_position: HashMap::new(),
  270. physics_events: vec![],
  271. left_click_down: None,
  272. right_click_down: None,
  273. current_cursor_position: Point2::new(0.0, 0.0),
  274. user_events: vec![],
  275. selected_scene_items: vec![],
  276. scene_item_menu: None,
  277. scene_item_prepare_order: None,
  278. };
  279. for (i, scene_item) in main_state.scene_items.iter().enumerate() {
  280. let grid_position = grid_position_from_position(&scene_item.position);
  281. main_state
  282. .scene_items_by_grid_position
  283. .entry(grid_position)
  284. .or_default()
  285. .push(i);
  286. }
  287. Ok(main_state)
  288. }
  289. fn inputs(&mut self, ctx: &Context) {
  290. let display_offset_by =
  291. if input::keyboard::is_mod_active(ctx, input::keyboard::KeyMods::SHIFT) {
  292. DISPLAY_OFFSET_BY_SPEED
  293. } else {
  294. DISPLAY_OFFSET_BY
  295. };
  296. if input::keyboard::is_key_pressed(ctx, KeyCode::Left) {
  297. self.display_offset.x += display_offset_by;
  298. }
  299. if input::keyboard::is_key_pressed(ctx, KeyCode::Right) {
  300. self.display_offset.x -= display_offset_by;
  301. }
  302. if input::keyboard::is_key_pressed(ctx, KeyCode::Up) {
  303. self.display_offset.y += display_offset_by;
  304. }
  305. if input::keyboard::is_key_pressed(ctx, KeyCode::Down) {
  306. self.display_offset.y -= display_offset_by;
  307. }
  308. while let Some(user_event) = self.user_events.pop() {
  309. match user_event {
  310. UserEvent::Click(click_position) => {
  311. let scene_position = Point2::new(
  312. click_position.x - self.display_offset.x,
  313. click_position.y - self.display_offset.y,
  314. );
  315. self.selected_scene_items.drain(..);
  316. if let Some(scene_item_usize) =
  317. self.get_first_scene_item_for_position(&scene_position)
  318. {
  319. self.selected_scene_items.push(scene_item_usize);
  320. }
  321. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  322. // TODO: Add order to scene_item
  323. self.scene_item_prepare_order = None;
  324. }
  325. // FIXME BS NOW: interpreter sur quel element du menu on a click ...
  326. if let Some((scene_item_usize, menu_position)) = self.scene_item_menu {
  327. let menu_sprite_info = UiSpriteInfo::from_type(UiItem::SceneItemMenu);
  328. let scene_item = self
  329. .scene_items
  330. .get(scene_item_usize)
  331. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  332. if click_position.x >= menu_position.x
  333. && click_position.x <= menu_position.x + menu_sprite_info.width
  334. && click_position.y >= menu_position.y
  335. && click_position.y <= menu_position.y + menu_sprite_info.height
  336. {
  337. if let Some(menu_item) = menu_sprite_info.which_item_clicked(
  338. menu_position,
  339. click_position,
  340. scene_item,
  341. ) {
  342. match menu_item {
  343. SceneItemMenuItem::Move => {
  344. self.scene_item_prepare_order =
  345. Some(SceneItemPrepareOrder::Move(scene_item_usize));
  346. self.scene_item_menu = None;
  347. }
  348. }
  349. }
  350. } else {
  351. self.scene_item_menu = None;
  352. }
  353. };
  354. }
  355. UserEvent::AreaSelection(from, to) => {
  356. let scene_from = Point2::new(
  357. from.x - self.display_offset.x,
  358. from.y - self.display_offset.y,
  359. );
  360. let scene_to =
  361. Point2::new(to.x - self.display_offset.x, to.y - self.display_offset.y);
  362. self.selected_scene_items.drain(..);
  363. self.selected_scene_items
  364. .extend(self.get_scene_items_for_area(&scene_from, &scene_to));
  365. }
  366. UserEvent::RightClick(position) => {
  367. if let Some(scene_item_usize) =
  368. self.get_first_scene_item_for_position(&position)
  369. {
  370. if self.selected_scene_items.contains(&scene_item_usize) {
  371. let scene_item = self
  372. .scene_items
  373. .get(scene_item_usize)
  374. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  375. self.scene_item_menu =
  376. Some((scene_item_usize, scene_item.position.clone()))
  377. }
  378. }
  379. }
  380. }
  381. }
  382. }
  383. // TODO: manage errors
  384. fn physics(&mut self) {
  385. // Scene items movements
  386. for scene_item in self.scene_items.iter_mut() {
  387. match scene_item.state.current_behavior {
  388. ItemBehavior::Walking(vector) => {
  389. // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
  390. scene_item.position.x += 1.0;
  391. scene_item.grid_position = grid_position_from_position(&scene_item.position);
  392. }
  393. _ => {}
  394. }
  395. }
  396. // (FAKE) Drop a bomb to motivate stop move
  397. if self.frame_i % 600 == 0 && self.frame_i != 0 {
  398. self.physics_events.push(PhysicEvent::Explosion);
  399. }
  400. }
  401. fn metas(&mut self) {
  402. for physic_event in &self.physics_events {
  403. match physic_event {
  404. PhysicEvent::Explosion => {
  405. for scene_item in self.scene_items.iter_mut() {
  406. scene_item.meta_events.push(MetaEvent::FearAboutExplosion);
  407. }
  408. }
  409. }
  410. }
  411. }
  412. fn animate(&mut self) {
  413. // TODO: ici il faut reflechir a comment organiser les comportements
  414. for scene_item in self.scene_items.iter_mut() {
  415. for meta_event in &scene_item.meta_events {
  416. match meta_event {
  417. MetaEvent::FearAboutExplosion => {
  418. scene_item.state = ItemState::new(ItemBehavior::Standing(self.frame_i));
  419. }
  420. }
  421. }
  422. match scene_item.state.current_behavior {
  423. ItemBehavior::Crawling => {
  424. scene_item.state = ItemState::new(ItemBehavior::Walking(vec_from_angle(90.0)));
  425. }
  426. ItemBehavior::Walking(_) => {
  427. scene_item.state = ItemState::new(ItemBehavior::Crawling);
  428. }
  429. ItemBehavior::Standing(since) => {
  430. if self.frame_i - since >= 120 {
  431. scene_item.state =
  432. ItemState::new(ItemBehavior::Walking(vec_from_angle(90.0)));
  433. }
  434. }
  435. }
  436. scene_item.meta_events.drain(..);
  437. }
  438. }
  439. fn tick_sprites(&mut self) {
  440. for scene_item in self.scene_items.iter_mut() {
  441. scene_item.tick_sprite();
  442. }
  443. }
  444. fn position_with_display_offset(&self, position: &Point2) -> Point2 {
  445. Point2::new(
  446. position.x + self.display_offset.x,
  447. position.y + self.display_offset.y,
  448. )
  449. }
  450. fn get_first_scene_item_for_position(&self, position: &Point2) -> Option<usize> {
  451. // TODO: if found multiple: select nearest
  452. for (i, scene_item) in self.scene_items.iter().enumerate() {
  453. let sprite_info = scene_item.sprite_info();
  454. if scene_item.position.x >= position.x - sprite_info.tile_width
  455. && scene_item.position.x <= position.x + sprite_info.tile_width
  456. && scene_item.position.y >= position.y - sprite_info.tile_height
  457. && scene_item.position.y <= position.y + sprite_info.tile_height
  458. {
  459. return Some(i);
  460. }
  461. }
  462. None
  463. }
  464. fn get_scene_items_for_area(&self, from: &Point2, to: &Point2) -> Vec<usize> {
  465. let mut selection = vec![];
  466. for (i, scene_item) in self.scene_items.iter().enumerate() {
  467. if scene_item.position.x >= from.x
  468. && scene_item.position.x <= to.x
  469. && scene_item.position.y >= from.y
  470. && scene_item.position.y <= to.y
  471. {
  472. selection.push(i);
  473. }
  474. }
  475. selection
  476. }
  477. }
  478. impl event::EventHandler for MainState {
  479. fn update(&mut self, ctx: &mut Context) -> GameResult {
  480. while check_update_time(ctx, TARGET_FPS) {
  481. self.inputs(ctx);
  482. // TODO: meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu
  483. // ennemi, dans animate il se mettra a tirer)
  484. let tick_sprite = self.frame_i % SPRITE_EACH == 0;
  485. let tick_animate = self.frame_i % ANIMATE_EACH == 0;
  486. let tick_physics = self.frame_i % PHYSICS_EACH == 0;
  487. let tick_meta = self.frame_i % META_EACH == 0;
  488. // Apply moves, explosions, etc
  489. if tick_physics {
  490. self.physics();
  491. }
  492. // Generate meta events according to physics events and current physic state
  493. if tick_meta {
  494. self.metas();
  495. }
  496. // Animate scene items according to meta events
  497. if tick_animate {
  498. self.animate();
  499. };
  500. // Change scene items tiles
  501. if tick_sprite {
  502. self.tick_sprites();
  503. }
  504. // Increment frame counter
  505. self.frame_i += 1;
  506. if self.frame_i >= MAX_FRAME_I {
  507. self.frame_i = 0;
  508. }
  509. // Empty physics event
  510. self.physics_events.drain(..);
  511. }
  512. Ok(())
  513. }
  514. fn draw(&mut self, ctx: &mut Context) -> GameResult {
  515. graphics::clear(ctx, graphics::BLACK);
  516. let mut scene_mesh_builder = MeshBuilder::new();
  517. for scene_item in self.scene_items.iter() {
  518. self.sprite_sheet_batch.add(
  519. scene_item
  520. .as_draw_param(scene_item.current_frame as f32)
  521. .dest(scene_item.position.clone()),
  522. );
  523. scene_mesh_builder.circle(
  524. DrawMode::fill(),
  525. scene_item.position.clone(),
  526. 2.0,
  527. 2.0,
  528. graphics::WHITE,
  529. )?;
  530. }
  531. for i in &self.selected_scene_items {
  532. let selected_scene_item = self.scene_items.get(*i).expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  533. scene_mesh_builder.rectangle(
  534. DrawMode::Stroke(StrokeOptions::default()),
  535. graphics::Rect::new(
  536. selected_scene_item.position.x - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  537. selected_scene_item.position.y - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  538. DEFAULT_SELECTED_SQUARE_SIDE,
  539. DEFAULT_SELECTED_SQUARE_SIDE,
  540. ),
  541. graphics::GREEN,
  542. )?;
  543. }
  544. if let Some(left_click_down) = self.left_click_down {
  545. if left_click_down != self.current_cursor_position {
  546. scene_mesh_builder.rectangle(
  547. DrawMode::fill(),
  548. graphics::Rect::new(
  549. left_click_down.x - self.display_offset.x,
  550. left_click_down.y - self.display_offset.y,
  551. self.current_cursor_position.x - left_click_down.x,
  552. self.current_cursor_position.y - left_click_down.y,
  553. ),
  554. graphics::GREEN,
  555. )?;
  556. }
  557. scene_mesh_builder.circle(
  558. DrawMode::fill(),
  559. left_click_down,
  560. 2.0,
  561. 2.0,
  562. graphics::YELLOW,
  563. )?;
  564. }
  565. if let Some((_, position)) = self.scene_item_menu {
  566. self.ui_batch.add(
  567. UiSpriteInfo::from_type(UiItem::SceneItemMenu)
  568. .as_draw_param()
  569. .dest(position),
  570. );
  571. }
  572. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  573. match scene_item_prepare_order {
  574. SceneItemPrepareOrder::Move(scene_item_usize) => {
  575. let scene_item = self
  576. .scene_items
  577. .get(*scene_item_usize)
  578. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  579. scene_mesh_builder.line(
  580. &vec![scene_item.position.clone(), self.current_cursor_position],
  581. 2.0,
  582. graphics::WHITE,
  583. )?;
  584. }
  585. }
  586. }
  587. self.map_batch.add(
  588. graphics::DrawParam::new()
  589. .src(graphics::Rect::new(0.0, 0.0, 1.0, 1.0))
  590. .dest(Point2::new(0.0, 0.0)),
  591. );
  592. let scene_mesh = scene_mesh_builder.build(ctx)?;
  593. graphics::draw(
  594. ctx,
  595. &self.map_batch,
  596. graphics::DrawParam::new()
  597. .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
  598. )?;
  599. graphics::draw(
  600. ctx,
  601. &self.sprite_sheet_batch,
  602. graphics::DrawParam::new()
  603. .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
  604. )?;
  605. graphics::draw(
  606. ctx,
  607. &scene_mesh,
  608. graphics::DrawParam::new()
  609. .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
  610. )?;
  611. graphics::draw(
  612. ctx,
  613. &self.ui_batch,
  614. graphics::DrawParam::new()
  615. .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
  616. )?;
  617. self.sprite_sheet_batch.clear();
  618. self.map_batch.clear();
  619. self.ui_batch.clear();
  620. graphics::present(ctx)?;
  621. println!("FPS: {}", ggez::timer::fps(ctx));
  622. Ok(())
  623. }
  624. fn mouse_button_down_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  625. match button {
  626. MouseButton::Left => {
  627. self.left_click_down = Some(Point2::new(x, y));
  628. }
  629. MouseButton::Right => {
  630. self.right_click_down = Some(Point2::new(x, y));
  631. }
  632. MouseButton::Middle => {}
  633. MouseButton::Other(_) => {}
  634. }
  635. }
  636. fn mouse_button_up_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  637. match button {
  638. MouseButton::Left => {
  639. if let Some(left_click_down) = self.left_click_down {
  640. if left_click_down == Point2::new(x, y) {
  641. self.user_events.push(UserEvent::Click(left_click_down));
  642. } else {
  643. let from = Point2::new(
  644. cmp::min(left_click_down.x as i32, x as i32) as f32,
  645. cmp::min(left_click_down.y as i32, y as i32) as f32,
  646. );
  647. let to = Point2::new(
  648. cmp::max(left_click_down.x as i32, x as i32) as f32,
  649. cmp::max(left_click_down.y as i32, y as i32) as f32,
  650. );
  651. self.user_events.push(UserEvent::AreaSelection(from, to));
  652. }
  653. }
  654. self.left_click_down = None;
  655. }
  656. MouseButton::Right => {
  657. if let Some(right_click_down) = self.right_click_down {
  658. self.user_events
  659. .push(UserEvent::RightClick(right_click_down));
  660. }
  661. }
  662. MouseButton::Middle => {}
  663. MouseButton::Other(_) => {}
  664. }
  665. }
  666. fn mouse_motion_event(&mut self, _ctx: &mut Context, x: f32, y: f32, _dx: f32, _dy: f32) {
  667. self.current_cursor_position = Point2::new(x, y);
  668. }
  669. }
  670. pub fn main() -> GameResult {
  671. let resource_dir = if let Ok(manifest_dir) = env::var("CARGO_MANIFEST_DIR") {
  672. let mut path = path::PathBuf::from(manifest_dir);
  673. path.push("resources");
  674. path
  675. } else {
  676. path::PathBuf::from("./resources")
  677. };
  678. let cb = ggez::ContextBuilder::new("oc", "bux")
  679. .add_resource_path(resource_dir)
  680. .window_mode(ggez::conf::WindowMode::default().dimensions(800.0, 600.0));
  681. let (mut ctx, event_loop) = cb.build()?;
  682. let state = MainState::new(&mut ctx)?;
  683. event::run(ctx, event_loop, state)
  684. }