main.rs 23KB

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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. match scene_item_prepare_order {
  135. SceneItemPrepareOrder::Move(scene_item_usize) => {
  136. let scene_item = self.scene_items.get_mut(*scene_item_usize).expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  137. let angle = f32::atan2(scene_position.y - scene_item.position.y, scene_position.x - scene_item.position.x) + f32::consts::FRAC_PI_2;
  138. println!("{:?}", angle);
  139. }
  140. }
  141. self.scene_item_prepare_order = None;
  142. }
  143. // FIXME BS NOW: interpreter sur quel element du menu on a click ...
  144. if let Some((scene_item_usize, scene_menu_point)) = self.scene_item_menu {
  145. let window_menu_point =
  146. window_point_from_scene_point(&scene_menu_point, &self.display_offset);
  147. let menu_sprite_info = UiSpriteInfo::from_type(UiItem::SceneItemMenu);
  148. let scene_item = self
  149. .scene_items
  150. .get(scene_item_usize)
  151. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  152. if window_click_point.x >= window_menu_point.x
  153. && window_click_point.x <= window_menu_point.x + menu_sprite_info.width
  154. && window_click_point.y >= window_menu_point.y
  155. && window_click_point.y <= window_menu_point.y + menu_sprite_info.height
  156. {
  157. if let Some(menu_item) = menu_sprite_info.which_item_clicked(
  158. window_menu_point,
  159. window_click_point,
  160. scene_item,
  161. ) {
  162. match menu_item {
  163. SceneItemMenuItem::Move => {
  164. self.scene_item_prepare_order =
  165. Some(SceneItemPrepareOrder::Move(scene_item_usize));
  166. self.scene_item_menu = None;
  167. }
  168. }
  169. }
  170. } else {
  171. self.scene_item_menu = None;
  172. }
  173. };
  174. }
  175. fn digest_right_click(&mut self, window_right_click_point: WindowPoint) {
  176. let scene_right_click_point =
  177. scene_point_from_window_point(&window_right_click_point, &self.display_offset);
  178. // TODO: aucune selection et right click sur un item: scene_item_menu sur un item
  179. // TODO: selection et right click sur un item de la selection: scene_item_menu sur un TOUS les item de la selection
  180. // TODO: selection et right click sur un item PAS dans la selection: scene_item_menu sur un item
  181. if let Some(scene_item_usize) =
  182. self.get_first_scene_item_for_scene_point(&scene_right_click_point)
  183. {
  184. if self.selected_scene_items.contains(&scene_item_usize) {
  185. let scene_item = self
  186. .scene_items
  187. .get(scene_item_usize)
  188. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  189. self.scene_item_menu = Some((scene_item_usize, scene_item.position))
  190. }
  191. }
  192. }
  193. fn digest_area_selection(&mut self, window_from: WindowPoint, window_to: WindowPoint) {
  194. let scene_from = scene_point_from_window_point(&window_from, &self.display_offset);
  195. let scene_to = scene_point_from_window_point(&window_to, &self.display_offset);
  196. self.selected_scene_items.drain(..);
  197. self.selected_scene_items
  198. .extend(self.get_scene_items_for_scene_area(&scene_from, &scene_to));
  199. }
  200. // TODO: manage errors
  201. fn physics(&mut self) {
  202. // Scene items movements
  203. for scene_item in self.scene_items.iter_mut() {
  204. match scene_item.state.current_behavior {
  205. ItemBehavior::Walking(vector) => {
  206. // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
  207. scene_item.position.x += 1.0;
  208. scene_item.grid_position =
  209. util::grid_position_from_scene_point(&scene_item.position);
  210. }
  211. _ => {}
  212. }
  213. }
  214. // (FAKE) Drop a bomb to motivate stop move
  215. if self.frame_i % 600 == 0 && self.frame_i != 0 {
  216. self.physics_events.push(PhysicEvent::Explosion);
  217. }
  218. }
  219. fn metas(&mut self) {
  220. for physic_event in &self.physics_events {
  221. match physic_event {
  222. PhysicEvent::Explosion => {
  223. for scene_item in self.scene_items.iter_mut() {
  224. scene_item.meta_events.push(MetaEvent::FeelExplosion);
  225. }
  226. }
  227. }
  228. }
  229. }
  230. fn animate(&mut self) {
  231. // TODO: ici il faut reflechir a comment organiser les comportements
  232. for scene_item in self.scene_items.iter_mut() {
  233. for meta_event in &scene_item.meta_events {
  234. match meta_event {
  235. MetaEvent::FeelExplosion => {
  236. scene_item.state = ItemState::new(ItemBehavior::Standing(self.frame_i));
  237. }
  238. }
  239. }
  240. match scene_item.state.current_behavior {
  241. ItemBehavior::Crawling => {
  242. scene_item.state =
  243. ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0)));
  244. }
  245. ItemBehavior::Walking(_) => {
  246. scene_item.state = ItemState::new(ItemBehavior::Crawling);
  247. }
  248. ItemBehavior::Standing(since) => {
  249. if self.frame_i - since >= 120 {
  250. scene_item.state =
  251. ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0)));
  252. }
  253. }
  254. }
  255. scene_item.meta_events.drain(..);
  256. }
  257. }
  258. fn tick_sprites(&mut self) {
  259. for scene_item in self.scene_items.iter_mut() {
  260. scene_item.tick_sprite();
  261. }
  262. }
  263. fn get_first_scene_item_for_scene_point(&self, scene_position: &ScenePoint) -> Option<usize> {
  264. // TODO: if found multiple: select nearest
  265. for (i, scene_item) in self.scene_items.iter().enumerate() {
  266. let sprite_info = scene_item.sprite_info();
  267. if scene_item.position.x >= scene_position.x - sprite_info.tile_width
  268. && scene_item.position.x <= scene_position.x + sprite_info.tile_width
  269. && scene_item.position.y >= scene_position.y - sprite_info.tile_height
  270. && scene_item.position.y <= scene_position.y + sprite_info.tile_height
  271. {
  272. return Some(i);
  273. }
  274. }
  275. None
  276. }
  277. fn get_scene_items_for_scene_area(&self, from: &ScenePoint, to: &ScenePoint) -> Vec<usize> {
  278. let mut selection = vec![];
  279. for (i, scene_item) in self.scene_items.iter().enumerate() {
  280. if scene_item.position.x >= from.x
  281. && scene_item.position.x <= to.x
  282. && scene_item.position.y >= from.y
  283. && scene_item.position.y <= to.y
  284. {
  285. selection.push(i);
  286. }
  287. }
  288. selection
  289. }
  290. fn generate_scene_item_sprites(&mut self) -> GameResult {
  291. for scene_item in self.scene_items.iter() {
  292. self.sprite_sheet_batch.add(
  293. scene_item
  294. .as_draw_param(scene_item.current_frame as f32)
  295. .dest(scene_item.position.clone()),
  296. );
  297. }
  298. Ok(())
  299. }
  300. fn generate_scene_item_menu_sprites(&mut self) -> GameResult {
  301. if let Some((_, scene_point)) = self.scene_item_menu {
  302. self.ui_batch.add(
  303. UiSpriteInfo::from_type(UiItem::SceneItemMenu)
  304. .as_draw_param()
  305. .dest(scene_point),
  306. );
  307. }
  308. Ok(())
  309. }
  310. fn generate_map_sprites(&mut self) -> GameResult {
  311. self.map_batch.add(
  312. graphics::DrawParam::new()
  313. .src(graphics::Rect::new(0.0, 0.0, 1.0, 1.0))
  314. .dest(ScenePoint::new(0.0, 0.0)),
  315. );
  316. Ok(())
  317. }
  318. fn update_mesh_builder_with_debug(
  319. &self,
  320. mut mesh_builder: MeshBuilder,
  321. ) -> GameResult<MeshBuilder> {
  322. if DEBUG {
  323. // Draw circle on each scene item position
  324. for scene_item in self.scene_items.iter() {
  325. mesh_builder.circle(
  326. DrawMode::fill(),
  327. scene_item.position.clone(),
  328. 2.0,
  329. 2.0,
  330. graphics::WHITE,
  331. )?;
  332. }
  333. // Draw circle where left click down
  334. if let Some(window_left_click_down_point) = self.left_click_down {
  335. let scene_left_click_down_point = scene_point_from_window_point(
  336. &window_left_click_down_point,
  337. &self.display_offset,
  338. );
  339. mesh_builder.circle(
  340. DrawMode::fill(),
  341. scene_left_click_down_point,
  342. 2.0,
  343. 2.0,
  344. graphics::YELLOW,
  345. )?;
  346. }
  347. // Draw circle at cursor position
  348. mesh_builder.circle(
  349. DrawMode::fill(),
  350. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset),
  351. 2.0,
  352. 2.0,
  353. graphics::BLUE,
  354. )?;
  355. }
  356. GameResult::Ok(mesh_builder)
  357. }
  358. fn update_mesh_builder_with_selected_items(
  359. &self,
  360. mut mesh_builder: MeshBuilder,
  361. ) -> GameResult<MeshBuilder> {
  362. for i in &self.selected_scene_items {
  363. let selected_scene_item = self.scene_items.get(*i).expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  364. mesh_builder.rectangle(
  365. DrawMode::Stroke(StrokeOptions::default()),
  366. graphics::Rect::new(
  367. selected_scene_item.position.x - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  368. selected_scene_item.position.y - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  369. DEFAULT_SELECTED_SQUARE_SIDE,
  370. DEFAULT_SELECTED_SQUARE_SIDE,
  371. ),
  372. graphics::GREEN,
  373. )?;
  374. }
  375. GameResult::Ok(mesh_builder)
  376. }
  377. fn update_mesh_builder_with_selection_area(
  378. &self,
  379. mut mesh_builder: MeshBuilder,
  380. ) -> GameResult<MeshBuilder> {
  381. if let Some(window_left_click_down_point) = self.left_click_down {
  382. let scene_left_click_down_point =
  383. scene_point_from_window_point(&window_left_click_down_point, &self.display_offset);
  384. let scene_current_cursor_position =
  385. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset);
  386. if scene_left_click_down_point != scene_current_cursor_position {
  387. mesh_builder.rectangle(
  388. DrawMode::stroke(1.0),
  389. graphics::Rect::new(
  390. scene_left_click_down_point.x,
  391. scene_left_click_down_point.y,
  392. scene_current_cursor_position.x - scene_left_click_down_point.x,
  393. scene_current_cursor_position.y - scene_left_click_down_point.y,
  394. ),
  395. graphics::GREEN,
  396. )?;
  397. }
  398. }
  399. GameResult::Ok(mesh_builder)
  400. }
  401. fn update_mesh_builder_with_prepare_order(
  402. &self,
  403. mut mesh_builder: MeshBuilder,
  404. ) -> GameResult<MeshBuilder> {
  405. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  406. match scene_item_prepare_order {
  407. SceneItemPrepareOrder::Move(scene_item_usize) => {
  408. let scene_item = self
  409. .scene_items
  410. .get(*scene_item_usize)
  411. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  412. mesh_builder.line(
  413. &vec![
  414. scene_item.position.clone(),
  415. scene_point_from_window_point(
  416. &self.current_cursor_position,
  417. &self.display_offset,
  418. ),
  419. ],
  420. 2.0,
  421. graphics::WHITE,
  422. )?;
  423. }
  424. }
  425. }
  426. GameResult::Ok(mesh_builder)
  427. }
  428. }
  429. impl event::EventHandler for MainState {
  430. fn update(&mut self, ctx: &mut Context) -> GameResult {
  431. while check_update_time(ctx, TARGET_FPS) {
  432. self.inputs(ctx);
  433. // TODO: meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu
  434. // ennemi, dans animate il se mettra a tirer)
  435. let tick_sprite = self.frame_i % SPRITE_EACH == 0;
  436. let tick_animate = self.frame_i % ANIMATE_EACH == 0;
  437. let tick_physics = self.frame_i % PHYSICS_EACH == 0;
  438. let tick_meta = self.frame_i % META_EACH == 0;
  439. // Apply moves, explosions, etc
  440. if tick_physics {
  441. self.physics();
  442. }
  443. // Generate meta events according to physics events and current physic state
  444. if tick_meta {
  445. self.metas();
  446. }
  447. // Animate scene items according to meta events
  448. if tick_animate {
  449. self.animate();
  450. };
  451. // Change scene items tiles
  452. if tick_sprite {
  453. self.tick_sprites();
  454. }
  455. // Increment frame counter
  456. self.frame_i += 1;
  457. if self.frame_i >= MAX_FRAME_I {
  458. self.frame_i = 0;
  459. }
  460. // Empty physics event
  461. self.physics_events.drain(..);
  462. }
  463. Ok(())
  464. }
  465. fn draw(&mut self, ctx: &mut Context) -> GameResult {
  466. graphics::clear(ctx, graphics::BLACK);
  467. let mut scene_mesh_builder = MeshBuilder::new();
  468. self.generate_scene_item_sprites()?;
  469. self.generate_scene_item_menu_sprites()?;
  470. self.generate_map_sprites()?;
  471. scene_mesh_builder = self.update_mesh_builder_with_debug(scene_mesh_builder)?;
  472. scene_mesh_builder = self.update_mesh_builder_with_selected_items(scene_mesh_builder)?;
  473. scene_mesh_builder = self.update_mesh_builder_with_selection_area(scene_mesh_builder)?;
  474. scene_mesh_builder = self.update_mesh_builder_with_prepare_order(scene_mesh_builder)?;
  475. let scene_mesh = scene_mesh_builder.build(ctx)?;
  476. let window_draw_param = graphics::DrawParam::new().dest(window_point_from_scene_point(
  477. &ScenePoint::new(0.0, 0.0),
  478. &self.display_offset,
  479. ));
  480. graphics::draw(ctx, &self.map_batch, window_draw_param)?;
  481. graphics::draw(ctx, &self.sprite_sheet_batch, window_draw_param)?;
  482. graphics::draw(ctx, &scene_mesh, window_draw_param)?;
  483. graphics::draw(ctx, &self.ui_batch, window_draw_param)?;
  484. self.sprite_sheet_batch.clear();
  485. self.map_batch.clear();
  486. self.ui_batch.clear();
  487. graphics::present(ctx)?;
  488. // println!("FPS: {}", ggez::timer::fps(ctx));
  489. Ok(())
  490. }
  491. fn mouse_button_down_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  492. match button {
  493. MouseButton::Left => {
  494. self.left_click_down = Some(WindowPoint::new(x, y));
  495. }
  496. MouseButton::Right => {
  497. self.right_click_down = Some(WindowPoint::new(x, y));
  498. }
  499. MouseButton::Middle => {}
  500. MouseButton::Other(_) => {}
  501. }
  502. }
  503. fn mouse_button_up_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  504. match button {
  505. MouseButton::Left => {
  506. if let Some(left_click_down) = self.left_click_down {
  507. if left_click_down == WindowPoint::new(x, y) {
  508. self.user_events.push(UserEvent::Click(left_click_down));
  509. } else {
  510. let from = WindowPoint::new(
  511. cmp::min(left_click_down.x as i32, x as i32) as f32,
  512. cmp::min(left_click_down.y as i32, y as i32) as f32,
  513. );
  514. let to = WindowPoint::new(
  515. cmp::max(left_click_down.x as i32, x as i32) as f32,
  516. cmp::max(left_click_down.y as i32, y as i32) as f32,
  517. );
  518. self.user_events.push(UserEvent::AreaSelection(from, to));
  519. }
  520. }
  521. self.left_click_down = None;
  522. }
  523. MouseButton::Right => {
  524. if let Some(right_click_down) = self.right_click_down {
  525. self.user_events
  526. .push(UserEvent::RightClick(right_click_down));
  527. }
  528. }
  529. MouseButton::Middle => {}
  530. MouseButton::Other(_) => {}
  531. }
  532. }
  533. fn mouse_motion_event(&mut self, _ctx: &mut Context, x: f32, y: f32, _dx: f32, _dy: f32) {
  534. self.current_cursor_position = WindowPoint::new(x, y);
  535. }
  536. }