main.rs 21KB

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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::timer::check_update_time;
  6. use ggez::{event, graphics, input, Context, GameResult};
  7. use crate::behavior::ItemBehavior;
  8. use crate::physics::util::scene_point_from_window_point;
  9. use crate::physics::util::window_point_from_scene_point;
  10. use crate::physics::GridPosition;
  11. use crate::physics::{util, MetaEvent, PhysicEvent};
  12. use crate::scene::item::{ItemState, SceneItem, SceneItemType};
  13. use crate::ui::scene_item_menu::SceneItemMenuItem;
  14. use crate::ui::{SceneItemPrepareOrder, UiItem, UiSpriteInfo, UserEvent};
  15. use crate::{
  16. Offset, ScenePoint, WindowPoint, ANIMATE_EACH, DEFAULT_SELECTED_SQUARE_SIDE,
  17. DEFAULT_SELECTED_SQUARE_SIDE_HALF, DISPLAY_OFFSET_BY, DISPLAY_OFFSET_BY_SPEED, MAX_FRAME_I,
  18. META_EACH, PHYSICS_EACH, SCENE_ITEMS_CHANGE_ERR_MSG, SPRITE_EACH, TARGET_FPS,
  19. };
  20. use ggez::input::keyboard::KeyCode;
  21. pub struct MainState {
  22. // time
  23. frame_i: u32,
  24. // display
  25. display_offset: Offset,
  26. sprite_sheet_batch: graphics::spritebatch::SpriteBatch,
  27. map_batch: graphics::spritebatch::SpriteBatch,
  28. ui_batch: graphics::spritebatch::SpriteBatch,
  29. // scene items
  30. scene_items: Vec<SceneItem>,
  31. scene_items_by_grid_position: HashMap<GridPosition, Vec<usize>>,
  32. // events
  33. physics_events: Vec<PhysicEvent>,
  34. // user interactions
  35. left_click_down: Option<WindowPoint>,
  36. right_click_down: Option<WindowPoint>,
  37. current_cursor_position: WindowPoint,
  38. user_events: Vec<UserEvent>,
  39. selected_scene_items: Vec<usize>, // scene_item usize
  40. scene_item_menu: Option<(usize, ScenePoint)>, // scene_item usize, display_at
  41. scene_item_prepare_order: Option<SceneItemPrepareOrder>,
  42. }
  43. impl MainState {
  44. pub fn new(ctx: &mut Context) -> GameResult<MainState> {
  45. let sprite_sheet = graphics::Image::new(ctx, "/sprite_sheet.png").unwrap();
  46. let sprite_sheet_batch = graphics::spritebatch::SpriteBatch::new(sprite_sheet);
  47. let map = graphics::Image::new(ctx, "/map1bg.png").unwrap();
  48. let map_batch = graphics::spritebatch::SpriteBatch::new(map);
  49. let ui = graphics::Image::new(ctx, "/ui.png").unwrap();
  50. let ui_batch = graphics::spritebatch::SpriteBatch::new(ui);
  51. let mut scene_items = vec![];
  52. for x in 0..1 {
  53. for y in 0..4 {
  54. let current_behavior = if y % 2 == 0 {
  55. ItemBehavior::Walking(util::vec_from_angle(90.0))
  56. } else {
  57. ItemBehavior::Crawling
  58. };
  59. scene_items.push(SceneItem::new(
  60. SceneItemType::Soldier,
  61. ScenePoint::new((x as f32 * 24.0) + 100.0, (y as f32 * 24.0) + 100.0),
  62. ItemState::new(current_behavior),
  63. ));
  64. }
  65. }
  66. let mut main_state = MainState {
  67. frame_i: 0,
  68. display_offset: Offset::new(0.0, 0.0),
  69. sprite_sheet_batch,
  70. map_batch,
  71. ui_batch,
  72. scene_items,
  73. scene_items_by_grid_position: HashMap::new(),
  74. physics_events: vec![],
  75. left_click_down: None,
  76. right_click_down: None,
  77. current_cursor_position: WindowPoint::new(0.0, 0.0),
  78. user_events: vec![],
  79. selected_scene_items: vec![],
  80. scene_item_menu: None,
  81. scene_item_prepare_order: None,
  82. };
  83. for (i, scene_item) in main_state.scene_items.iter().enumerate() {
  84. let grid_position = util::grid_position_from_scene_point(&scene_item.position);
  85. main_state
  86. .scene_items_by_grid_position
  87. .entry(grid_position)
  88. .or_default()
  89. .push(i);
  90. }
  91. Ok(main_state)
  92. }
  93. fn inputs(&mut self, ctx: &Context) {
  94. let display_offset_by =
  95. if input::keyboard::is_mod_active(ctx, input::keyboard::KeyMods::SHIFT) {
  96. DISPLAY_OFFSET_BY_SPEED
  97. } else {
  98. DISPLAY_OFFSET_BY
  99. };
  100. if input::keyboard::is_key_pressed(ctx, KeyCode::Left) {
  101. self.display_offset.x += display_offset_by;
  102. }
  103. if input::keyboard::is_key_pressed(ctx, KeyCode::Right) {
  104. self.display_offset.x -= display_offset_by;
  105. }
  106. if input::keyboard::is_key_pressed(ctx, KeyCode::Up) {
  107. self.display_offset.y += display_offset_by;
  108. }
  109. if input::keyboard::is_key_pressed(ctx, KeyCode::Down) {
  110. self.display_offset.y -= display_offset_by;
  111. }
  112. while let Some(user_event) = self.user_events.pop() {
  113. match user_event {
  114. UserEvent::Click(window_click_point) => self.digest_click(window_click_point),
  115. UserEvent::AreaSelection(window_from, window_to) => {
  116. self.digest_area_selection(window_from, window_to)
  117. }
  118. UserEvent::RightClick(window_right_click_point) => {
  119. self.digest_right_click(window_right_click_point)
  120. }
  121. }
  122. }
  123. }
  124. fn digest_click(&mut self, window_click_point: WindowPoint) {
  125. let scene_position =
  126. scene_point_from_window_point(&window_click_point, &self.display_offset);
  127. self.selected_scene_items.drain(..);
  128. if let Some(scene_item_usize) = self.get_first_scene_item_for_scene_point(&scene_position) {
  129. self.selected_scene_items.push(scene_item_usize);
  130. }
  131. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  132. // TODO: Add order to scene_item
  133. self.scene_item_prepare_order = None;
  134. }
  135. // FIXME BS NOW: interpreter sur quel element du menu on a click ...
  136. if let Some((scene_item_usize, scene_menu_point)) = self.scene_item_menu {
  137. let window_menu_point =
  138. window_point_from_scene_point(&scene_menu_point, &self.display_offset);
  139. let menu_sprite_info = UiSpriteInfo::from_type(UiItem::SceneItemMenu);
  140. let scene_item = self
  141. .scene_items
  142. .get(scene_item_usize)
  143. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  144. if window_click_point.x >= window_menu_point.x
  145. && window_click_point.x <= window_menu_point.x + menu_sprite_info.width
  146. && window_click_point.y >= window_menu_point.y
  147. && window_click_point.y <= window_menu_point.y + menu_sprite_info.height
  148. {
  149. if let Some(menu_item) = menu_sprite_info.which_item_clicked(
  150. window_menu_point,
  151. window_click_point,
  152. scene_item,
  153. ) {
  154. match menu_item {
  155. SceneItemMenuItem::Move => {
  156. self.scene_item_prepare_order =
  157. Some(SceneItemPrepareOrder::Move(scene_item_usize));
  158. self.scene_item_menu = None;
  159. }
  160. }
  161. }
  162. } else {
  163. self.scene_item_menu = None;
  164. }
  165. };
  166. }
  167. fn digest_right_click(&mut self, window_right_click_point: WindowPoint) {
  168. let scene_right_click_point =
  169. scene_point_from_window_point(&window_right_click_point, &self.display_offset);
  170. // TODO: aucune selection et right click sur un item: scene_item_menu sur un item
  171. // TODO: selection et right click sur un item de la selection: scene_item_menu sur un TOUS les item de la selection
  172. // TODO: selection et right click sur un item PAS dans la selection: scene_item_menu sur un item
  173. if let Some(scene_item_usize) =
  174. self.get_first_scene_item_for_scene_point(&scene_right_click_point)
  175. {
  176. if self.selected_scene_items.contains(&scene_item_usize) {
  177. let scene_item = self
  178. .scene_items
  179. .get(scene_item_usize)
  180. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  181. self.scene_item_menu = Some((scene_item_usize, scene_item.position))
  182. }
  183. }
  184. }
  185. fn digest_area_selection(&mut self, window_from: WindowPoint, window_to: WindowPoint) {
  186. let scene_from = scene_point_from_window_point(&window_from, &self.display_offset);
  187. let scene_to = scene_point_from_window_point(&window_to, &self.display_offset);
  188. self.selected_scene_items.drain(..);
  189. self.selected_scene_items
  190. .extend(self.get_scene_items_for_scene_area(&scene_from, &scene_to));
  191. }
  192. // TODO: manage errors
  193. fn physics(&mut self) {
  194. // Scene items movements
  195. for scene_item in self.scene_items.iter_mut() {
  196. match scene_item.state.current_behavior {
  197. ItemBehavior::Walking(vector) => {
  198. // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
  199. scene_item.position.x += 1.0;
  200. scene_item.grid_position =
  201. util::grid_position_from_scene_point(&scene_item.position);
  202. }
  203. _ => {}
  204. }
  205. }
  206. // (FAKE) Drop a bomb to motivate stop move
  207. if self.frame_i % 600 == 0 && self.frame_i != 0 {
  208. self.physics_events.push(PhysicEvent::Explosion);
  209. }
  210. }
  211. fn metas(&mut self) {
  212. for physic_event in &self.physics_events {
  213. match physic_event {
  214. PhysicEvent::Explosion => {
  215. for scene_item in self.scene_items.iter_mut() {
  216. scene_item.meta_events.push(MetaEvent::FeelExplosion);
  217. }
  218. }
  219. }
  220. }
  221. }
  222. fn animate(&mut self) {
  223. // TODO: ici il faut reflechir a comment organiser les comportements
  224. for scene_item in self.scene_items.iter_mut() {
  225. for meta_event in &scene_item.meta_events {
  226. match meta_event {
  227. MetaEvent::FeelExplosion => {
  228. scene_item.state = ItemState::new(ItemBehavior::Standing(self.frame_i));
  229. }
  230. }
  231. }
  232. match scene_item.state.current_behavior {
  233. ItemBehavior::Crawling => {
  234. scene_item.state =
  235. ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0)));
  236. }
  237. ItemBehavior::Walking(_) => {
  238. scene_item.state = ItemState::new(ItemBehavior::Crawling);
  239. }
  240. ItemBehavior::Standing(since) => {
  241. if self.frame_i - since >= 120 {
  242. scene_item.state =
  243. ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0)));
  244. }
  245. }
  246. }
  247. scene_item.meta_events.drain(..);
  248. }
  249. }
  250. fn tick_sprites(&mut self) {
  251. for scene_item in self.scene_items.iter_mut() {
  252. scene_item.tick_sprite();
  253. }
  254. }
  255. fn get_first_scene_item_for_scene_point(&self, scene_position: &ScenePoint) -> Option<usize> {
  256. // TODO: if found multiple: select nearest
  257. for (i, scene_item) in self.scene_items.iter().enumerate() {
  258. let sprite_info = scene_item.sprite_info();
  259. if scene_item.position.x >= scene_position.x - sprite_info.tile_width
  260. && scene_item.position.x <= scene_position.x + sprite_info.tile_width
  261. && scene_item.position.y >= scene_position.y - sprite_info.tile_height
  262. && scene_item.position.y <= scene_position.y + sprite_info.tile_height
  263. {
  264. return Some(i);
  265. }
  266. }
  267. None
  268. }
  269. fn get_scene_items_for_scene_area(&self, from: &ScenePoint, to: &ScenePoint) -> Vec<usize> {
  270. let mut selection = vec![];
  271. for (i, scene_item) in self.scene_items.iter().enumerate() {
  272. if scene_item.position.x >= from.x
  273. && scene_item.position.x <= to.x
  274. && scene_item.position.y >= from.y
  275. && scene_item.position.y <= to.y
  276. {
  277. selection.push(i);
  278. }
  279. }
  280. selection
  281. }
  282. }
  283. impl event::EventHandler for MainState {
  284. fn update(&mut self, ctx: &mut Context) -> GameResult {
  285. while check_update_time(ctx, TARGET_FPS) {
  286. self.inputs(ctx);
  287. // TODO: meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu
  288. // ennemi, dans animate il se mettra a tirer)
  289. let tick_sprite = self.frame_i % SPRITE_EACH == 0;
  290. let tick_animate = self.frame_i % ANIMATE_EACH == 0;
  291. let tick_physics = self.frame_i % PHYSICS_EACH == 0;
  292. let tick_meta = self.frame_i % META_EACH == 0;
  293. // Apply moves, explosions, etc
  294. if tick_physics {
  295. self.physics();
  296. }
  297. // Generate meta events according to physics events and current physic state
  298. if tick_meta {
  299. self.metas();
  300. }
  301. // Animate scene items according to meta events
  302. if tick_animate {
  303. self.animate();
  304. };
  305. // Change scene items tiles
  306. if tick_sprite {
  307. self.tick_sprites();
  308. }
  309. // Increment frame counter
  310. self.frame_i += 1;
  311. if self.frame_i >= MAX_FRAME_I {
  312. self.frame_i = 0;
  313. }
  314. // Empty physics event
  315. self.physics_events.drain(..);
  316. }
  317. Ok(())
  318. }
  319. fn draw(&mut self, ctx: &mut Context) -> GameResult {
  320. graphics::clear(ctx, graphics::BLACK);
  321. let mut scene_mesh_builder = MeshBuilder::new();
  322. for scene_item in self.scene_items.iter() {
  323. self.sprite_sheet_batch.add(
  324. scene_item
  325. .as_draw_param(scene_item.current_frame as f32)
  326. .dest(scene_item.position.clone()),
  327. );
  328. scene_mesh_builder.circle(
  329. DrawMode::fill(),
  330. scene_item.position.clone(),
  331. 2.0,
  332. 2.0,
  333. graphics::WHITE,
  334. )?;
  335. }
  336. for i in &self.selected_scene_items {
  337. let selected_scene_item = self.scene_items.get(*i).expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  338. scene_mesh_builder.rectangle(
  339. DrawMode::Stroke(StrokeOptions::default()),
  340. graphics::Rect::new(
  341. selected_scene_item.position.x - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  342. selected_scene_item.position.y - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  343. DEFAULT_SELECTED_SQUARE_SIDE,
  344. DEFAULT_SELECTED_SQUARE_SIDE,
  345. ),
  346. graphics::GREEN,
  347. )?;
  348. }
  349. if let Some(window_left_click_down_point) = self.left_click_down {
  350. let scene_left_click_down_point =
  351. scene_point_from_window_point(&window_left_click_down_point, &self.display_offset);
  352. let scene_current_cursor_position =
  353. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset);
  354. if scene_left_click_down_point != scene_current_cursor_position {
  355. scene_mesh_builder.rectangle(
  356. DrawMode::fill(),
  357. graphics::Rect::new(
  358. scene_left_click_down_point.x,
  359. scene_left_click_down_point.y,
  360. scene_current_cursor_position.x - scene_left_click_down_point.x,
  361. scene_current_cursor_position.y - scene_left_click_down_point.y,
  362. ),
  363. graphics::GREEN,
  364. )?;
  365. }
  366. scene_mesh_builder.circle(
  367. DrawMode::fill(),
  368. scene_left_click_down_point,
  369. 2.0,
  370. 2.0,
  371. graphics::YELLOW,
  372. )?;
  373. }
  374. scene_mesh_builder.circle(
  375. DrawMode::fill(),
  376. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset),
  377. 2.0,
  378. 2.0,
  379. graphics::BLUE,
  380. )?;
  381. if let Some((_, scene_point)) = self.scene_item_menu {
  382. self.ui_batch.add(
  383. UiSpriteInfo::from_type(UiItem::SceneItemMenu)
  384. .as_draw_param()
  385. .dest(scene_point),
  386. );
  387. }
  388. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  389. match scene_item_prepare_order {
  390. SceneItemPrepareOrder::Move(scene_item_usize) => {
  391. let scene_item = self
  392. .scene_items
  393. .get(*scene_item_usize)
  394. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  395. scene_mesh_builder.line(
  396. &vec![
  397. scene_item.position.clone(),
  398. scene_point_from_window_point(
  399. &self.current_cursor_position,
  400. &self.display_offset,
  401. ),
  402. ],
  403. 2.0,
  404. graphics::WHITE,
  405. )?;
  406. }
  407. }
  408. }
  409. self.map_batch.add(
  410. graphics::DrawParam::new()
  411. .src(graphics::Rect::new(0.0, 0.0, 1.0, 1.0))
  412. .dest(ScenePoint::new(0.0, 0.0)),
  413. );
  414. let scene_mesh = scene_mesh_builder.build(ctx)?;
  415. graphics::draw(
  416. ctx,
  417. &self.map_batch,
  418. graphics::DrawParam::new().dest(window_point_from_scene_point(
  419. &ScenePoint::new(0.0, 0.0),
  420. &self.display_offset,
  421. )),
  422. )?;
  423. graphics::draw(
  424. ctx,
  425. &self.sprite_sheet_batch,
  426. graphics::DrawParam::new().dest(window_point_from_scene_point(
  427. &ScenePoint::new(0.0, 0.0),
  428. &self.display_offset,
  429. )),
  430. )?;
  431. graphics::draw(
  432. ctx,
  433. &scene_mesh,
  434. graphics::DrawParam::new().dest(window_point_from_scene_point(
  435. &ScenePoint::new(0.0, 0.0),
  436. &self.display_offset,
  437. )),
  438. )?;
  439. graphics::draw(
  440. ctx,
  441. &self.ui_batch,
  442. graphics::DrawParam::new().dest(window_point_from_scene_point(
  443. &ScenePoint::new(0.0, 0.0),
  444. &self.display_offset,
  445. )),
  446. )?;
  447. self.sprite_sheet_batch.clear();
  448. self.map_batch.clear();
  449. self.ui_batch.clear();
  450. graphics::present(ctx)?;
  451. println!("FPS: {}", ggez::timer::fps(ctx));
  452. Ok(())
  453. }
  454. fn mouse_button_down_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  455. match button {
  456. MouseButton::Left => {
  457. self.left_click_down = Some(WindowPoint::new(x, y));
  458. }
  459. MouseButton::Right => {
  460. self.right_click_down = Some(WindowPoint::new(x, y));
  461. }
  462. MouseButton::Middle => {}
  463. MouseButton::Other(_) => {}
  464. }
  465. }
  466. fn mouse_button_up_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  467. match button {
  468. MouseButton::Left => {
  469. if let Some(left_click_down) = self.left_click_down {
  470. if left_click_down == WindowPoint::new(x, y) {
  471. self.user_events.push(UserEvent::Click(left_click_down));
  472. } else {
  473. let from = WindowPoint::new(
  474. cmp::min(left_click_down.x as i32, x as i32) as f32,
  475. cmp::min(left_click_down.y as i32, y as i32) as f32,
  476. );
  477. let to = WindowPoint::new(
  478. cmp::max(left_click_down.x as i32, x as i32) as f32,
  479. cmp::max(left_click_down.y as i32, y as i32) as f32,
  480. );
  481. self.user_events.push(UserEvent::AreaSelection(from, to));
  482. }
  483. }
  484. self.left_click_down = None;
  485. }
  486. MouseButton::Right => {
  487. if let Some(right_click_down) = self.right_click_down {
  488. self.user_events
  489. .push(UserEvent::RightClick(right_click_down));
  490. }
  491. }
  492. MouseButton::Middle => {}
  493. MouseButton::Other(_) => {}
  494. }
  495. }
  496. fn mouse_motion_event(&mut self, _ctx: &mut Context, x: f32, y: f32, _dx: f32, _dy: f32) {
  497. self.current_cursor_position = WindowPoint::new(x, y);
  498. }
  499. }