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. use std::f32::consts::FRAC_PI_2;
  23. pub struct MainState {
  24. // time
  25. frame_i: u32,
  26. // display
  27. display_offset: Offset,
  28. sprite_sheet_batch: graphics::spritebatch::SpriteBatch,
  29. map_batch: graphics::spritebatch::SpriteBatch,
  30. ui_batch: graphics::spritebatch::SpriteBatch,
  31. // scene items
  32. scene_items: Vec<SceneItem>,
  33. scene_items_by_grid_position: HashMap<GridPosition, Vec<usize>>,
  34. // events
  35. physics_events: Vec<PhysicEvent>,
  36. // user interactions
  37. left_click_down: Option<WindowPoint>,
  38. right_click_down: Option<WindowPoint>,
  39. current_cursor_position: WindowPoint,
  40. user_events: Vec<UserEvent>,
  41. selected_scene_items: Vec<usize>, // scene_item usize
  42. scene_item_menu: Option<(usize, ScenePoint)>, // scene_item usize, display_at
  43. scene_item_prepare_order: Option<SceneItemPrepareOrder>,
  44. }
  45. impl MainState {
  46. pub fn new(ctx: &mut Context) -> GameResult<MainState> {
  47. let sprite_sheet = graphics::Image::new(ctx, "/sprite_sheet.png").unwrap();
  48. let sprite_sheet_batch = graphics::spritebatch::SpriteBatch::new(sprite_sheet);
  49. let map = graphics::Image::new(ctx, "/map1bg.png").unwrap();
  50. let map_batch = graphics::spritebatch::SpriteBatch::new(map);
  51. let ui = graphics::Image::new(ctx, "/ui.png").unwrap();
  52. let ui_batch = graphics::spritebatch::SpriteBatch::new(ui);
  53. let mut scene_items = vec![];
  54. for x in 0..1 {
  55. for y in 0..4 {
  56. let current_behavior = if y % 2 == 0 {
  57. ItemBehavior::Walking(util::vec_from_angle(90.0))
  58. } else {
  59. ItemBehavior::Crawling
  60. };
  61. scene_items.push(SceneItem::new(
  62. SceneItemType::Soldier,
  63. ScenePoint::new((x as f32 * 24.0) + 100.0, (y as f32 * 24.0) + 100.0),
  64. ItemState::new(current_behavior),
  65. ));
  66. }
  67. }
  68. let mut main_state = MainState {
  69. frame_i: 0,
  70. display_offset: Offset::new(0.0, 0.0),
  71. sprite_sheet_batch,
  72. map_batch,
  73. ui_batch,
  74. scene_items,
  75. scene_items_by_grid_position: HashMap::new(),
  76. physics_events: vec![],
  77. left_click_down: None,
  78. right_click_down: None,
  79. current_cursor_position: WindowPoint::new(0.0, 0.0),
  80. user_events: vec![],
  81. selected_scene_items: vec![],
  82. scene_item_menu: None,
  83. scene_item_prepare_order: None,
  84. };
  85. for (i, scene_item) in main_state.scene_items.iter().enumerate() {
  86. let grid_position = util::grid_position_from_scene_point(&scene_item.position);
  87. main_state
  88. .scene_items_by_grid_position
  89. .entry(grid_position)
  90. .or_default()
  91. .push(i);
  92. }
  93. Ok(main_state)
  94. }
  95. fn get_scene_item(&self, index: usize) -> &SceneItem {
  96. self.scene_items
  97. .get(index)
  98. .expect(SCENE_ITEMS_CHANGE_ERR_MSG)
  99. }
  100. fn get_scene_item_mut(&mut self, index: usize) -> &SceneItem {
  101. self.scene_items
  102. .get_mut(index)
  103. .expect(SCENE_ITEMS_CHANGE_ERR_MSG)
  104. }
  105. fn inputs(&mut self, ctx: &Context) {
  106. let display_offset_by =
  107. if input::keyboard::is_mod_active(ctx, input::keyboard::KeyMods::SHIFT) {
  108. DISPLAY_OFFSET_BY_SPEED
  109. } else {
  110. DISPLAY_OFFSET_BY
  111. };
  112. if input::keyboard::is_key_pressed(ctx, KeyCode::Left) {
  113. self.display_offset.x += display_offset_by;
  114. }
  115. if input::keyboard::is_key_pressed(ctx, KeyCode::Right) {
  116. self.display_offset.x -= display_offset_by;
  117. }
  118. if input::keyboard::is_key_pressed(ctx, KeyCode::Up) {
  119. self.display_offset.y += display_offset_by;
  120. }
  121. if input::keyboard::is_key_pressed(ctx, KeyCode::Down) {
  122. self.display_offset.y -= display_offset_by;
  123. }
  124. while let Some(user_event) = self.user_events.pop() {
  125. match user_event {
  126. UserEvent::Click(window_click_point) => self.digest_click(window_click_point),
  127. UserEvent::AreaSelection(window_from, window_to) => {
  128. self.digest_area_selection(window_from, window_to)
  129. }
  130. UserEvent::RightClick(window_right_click_point) => {
  131. self.digest_right_click(window_right_click_point)
  132. }
  133. }
  134. }
  135. }
  136. fn digest_click(&mut self, window_click_point: WindowPoint) {
  137. let scene_position =
  138. scene_point_from_window_point(&window_click_point, &self.display_offset);
  139. self.selected_scene_items.drain(..);
  140. if let Some(scene_item_usize) = self.get_first_scene_item_for_scene_point(&scene_position) {
  141. self.selected_scene_items.push(scene_item_usize);
  142. }
  143. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  144. // TODO: Add order to scene_item
  145. match scene_item_prepare_order {
  146. SceneItemPrepareOrder::Move(scene_item_usize) => {
  147. let scene_item = self.get_scene_item(*scene_item_usize);
  148. // TODO: remove this code when used in right place
  149. let angle = f32::atan2(
  150. scene_position.y - scene_item.position.y,
  151. scene_position.x - scene_item.position.x,
  152. ) + FRAC_PI_2;
  153. println!("{:?}", angle);
  154. }
  155. }
  156. self.scene_item_prepare_order = None;
  157. }
  158. // FIXME BS NOW: interpreter sur quel element du menu on a click ...
  159. if let Some((scene_item_usize, scene_menu_point)) = self.scene_item_menu {
  160. let window_menu_point =
  161. window_point_from_scene_point(&scene_menu_point, &self.display_offset);
  162. let menu_sprite_info = UiSpriteInfo::from_type(UiItem::SceneItemMenu);
  163. let scene_item = self.get_scene_item(scene_item_usize);
  164. if window_click_point.x >= window_menu_point.x
  165. && window_click_point.x <= window_menu_point.x + menu_sprite_info.width
  166. && window_click_point.y >= window_menu_point.y
  167. && window_click_point.y <= window_menu_point.y + menu_sprite_info.height
  168. {
  169. if let Some(menu_item) = menu_sprite_info.which_item_clicked(
  170. window_menu_point,
  171. window_click_point,
  172. scene_item,
  173. ) {
  174. match menu_item {
  175. SceneItemMenuItem::Move => {
  176. self.scene_item_prepare_order =
  177. Some(SceneItemPrepareOrder::Move(scene_item_usize));
  178. self.scene_item_menu = None;
  179. }
  180. }
  181. }
  182. } else {
  183. self.scene_item_menu = None;
  184. }
  185. };
  186. }
  187. fn digest_right_click(&mut self, window_right_click_point: WindowPoint) {
  188. let scene_right_click_point =
  189. scene_point_from_window_point(&window_right_click_point, &self.display_offset);
  190. // TODO: aucune selection et right click sur un item: scene_item_menu sur un item
  191. // TODO: selection et right click sur un item de la selection: scene_item_menu sur un TOUS les item de la selection
  192. // TODO: selection et right click sur un item PAS dans la selection: scene_item_menu sur un item
  193. if let Some(scene_item_usize) =
  194. self.get_first_scene_item_for_scene_point(&scene_right_click_point)
  195. {
  196. if self.selected_scene_items.contains(&scene_item_usize) {
  197. let scene_item = self.get_scene_item(scene_item_usize);
  198. self.scene_item_menu = Some((scene_item_usize, scene_item.position))
  199. }
  200. }
  201. }
  202. fn digest_area_selection(&mut self, window_from: WindowPoint, window_to: WindowPoint) {
  203. let scene_from = scene_point_from_window_point(&window_from, &self.display_offset);
  204. let scene_to = scene_point_from_window_point(&window_to, &self.display_offset);
  205. self.selected_scene_items.drain(..);
  206. self.selected_scene_items
  207. .extend(self.get_scene_items_for_scene_area(&scene_from, &scene_to));
  208. }
  209. // TODO: manage errors
  210. fn physics(&mut self) {
  211. // Scene items movements
  212. for scene_item in self.scene_items.iter_mut() {
  213. match scene_item.state.current_behavior {
  214. ItemBehavior::Walking(_vector) => {
  215. // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
  216. scene_item.position.x += 1.0;
  217. scene_item.grid_position =
  218. util::grid_position_from_scene_point(&scene_item.position);
  219. }
  220. _ => {}
  221. }
  222. }
  223. // (FAKE) Drop a bomb to motivate stop move
  224. if self.frame_i % 600 == 0 && self.frame_i != 0 {
  225. self.physics_events.push(PhysicEvent::Explosion);
  226. }
  227. }
  228. fn metas(&mut self) {
  229. for physic_event in &self.physics_events {
  230. match physic_event {
  231. PhysicEvent::Explosion => {
  232. for scene_item in self.scene_items.iter_mut() {
  233. scene_item.meta_events.push(MetaEvent::FeelExplosion);
  234. }
  235. }
  236. }
  237. }
  238. }
  239. fn animate(&mut self) {
  240. // TODO: ici il faut reflechir a comment organiser les comportements
  241. for scene_item in self.scene_items.iter_mut() {
  242. for meta_event in &scene_item.meta_events {
  243. match meta_event {
  244. MetaEvent::FeelExplosion => {
  245. scene_item.state = ItemState::new(ItemBehavior::Standing(self.frame_i));
  246. }
  247. }
  248. }
  249. match scene_item.state.current_behavior {
  250. ItemBehavior::Crawling => {
  251. scene_item.state =
  252. ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0)));
  253. }
  254. ItemBehavior::Walking(_) => {
  255. scene_item.state = ItemState::new(ItemBehavior::Crawling);
  256. }
  257. ItemBehavior::Standing(since) => {
  258. if self.frame_i - since >= 120 {
  259. scene_item.state =
  260. ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0)));
  261. }
  262. }
  263. }
  264. scene_item.meta_events.drain(..);
  265. }
  266. }
  267. fn tick_sprites(&mut self) {
  268. for scene_item in self.scene_items.iter_mut() {
  269. scene_item.tick_sprite();
  270. }
  271. }
  272. fn get_first_scene_item_for_scene_point(&self, scene_position: &ScenePoint) -> Option<usize> {
  273. // TODO: if found multiple: select nearest
  274. for (i, scene_item) in self.scene_items.iter().enumerate() {
  275. let sprite_info = scene_item.sprite_info();
  276. if scene_item.position.x >= scene_position.x - sprite_info.tile_width
  277. && scene_item.position.x <= scene_position.x + sprite_info.tile_width
  278. && scene_item.position.y >= scene_position.y - sprite_info.tile_height
  279. && scene_item.position.y <= scene_position.y + sprite_info.tile_height
  280. {
  281. return Some(i);
  282. }
  283. }
  284. None
  285. }
  286. fn get_scene_items_for_scene_area(&self, from: &ScenePoint, to: &ScenePoint) -> Vec<usize> {
  287. let mut selection = vec![];
  288. for (i, scene_item) in self.scene_items.iter().enumerate() {
  289. if scene_item.position.x >= from.x
  290. && scene_item.position.x <= to.x
  291. && scene_item.position.y >= from.y
  292. && scene_item.position.y <= to.y
  293. {
  294. selection.push(i);
  295. }
  296. }
  297. selection
  298. }
  299. fn generate_scene_item_sprites(&mut self) -> GameResult {
  300. for scene_item in self.scene_items.iter() {
  301. self.sprite_sheet_batch.add(
  302. scene_item
  303. .as_draw_param(scene_item.current_frame as f32)
  304. .dest(scene_item.position.clone()),
  305. );
  306. }
  307. Ok(())
  308. }
  309. fn generate_scene_item_menu_sprites(&mut self) -> GameResult {
  310. if let Some((_, scene_point)) = self.scene_item_menu {
  311. self.ui_batch.add(
  312. UiSpriteInfo::from_type(UiItem::SceneItemMenu)
  313. .as_draw_param()
  314. .dest(scene_point),
  315. );
  316. }
  317. Ok(())
  318. }
  319. fn generate_map_sprites(&mut self) -> GameResult {
  320. self.map_batch.add(
  321. graphics::DrawParam::new()
  322. .src(graphics::Rect::new(0.0, 0.0, 1.0, 1.0))
  323. .dest(ScenePoint::new(0.0, 0.0)),
  324. );
  325. Ok(())
  326. }
  327. fn update_mesh_builder_with_debug(
  328. &self,
  329. mut mesh_builder: MeshBuilder,
  330. ) -> GameResult<MeshBuilder> {
  331. if DEBUG {
  332. // Draw circle on each scene item position
  333. for scene_item in self.scene_items.iter() {
  334. mesh_builder.circle(
  335. DrawMode::fill(),
  336. scene_item.position.clone(),
  337. 2.0,
  338. 2.0,
  339. graphics::WHITE,
  340. )?;
  341. }
  342. // Draw circle where left click down
  343. if let Some(window_left_click_down_point) = self.left_click_down {
  344. let scene_left_click_down_point = scene_point_from_window_point(
  345. &window_left_click_down_point,
  346. &self.display_offset,
  347. );
  348. mesh_builder.circle(
  349. DrawMode::fill(),
  350. scene_left_click_down_point,
  351. 2.0,
  352. 2.0,
  353. graphics::YELLOW,
  354. )?;
  355. }
  356. // Draw circle at cursor position
  357. mesh_builder.circle(
  358. DrawMode::fill(),
  359. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset),
  360. 2.0,
  361. 2.0,
  362. graphics::BLUE,
  363. )?;
  364. }
  365. GameResult::Ok(mesh_builder)
  366. }
  367. fn update_mesh_builder_with_selected_items(
  368. &self,
  369. mut mesh_builder: MeshBuilder,
  370. ) -> GameResult<MeshBuilder> {
  371. for i in &self.selected_scene_items {
  372. let selected_scene_item = self.get_scene_item(*i);
  373. mesh_builder.rectangle(
  374. DrawMode::Stroke(StrokeOptions::default()),
  375. graphics::Rect::new(
  376. selected_scene_item.position.x - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  377. selected_scene_item.position.y - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  378. DEFAULT_SELECTED_SQUARE_SIDE,
  379. DEFAULT_SELECTED_SQUARE_SIDE,
  380. ),
  381. graphics::GREEN,
  382. )?;
  383. }
  384. GameResult::Ok(mesh_builder)
  385. }
  386. fn update_mesh_builder_with_selection_area(
  387. &self,
  388. mut mesh_builder: MeshBuilder,
  389. ) -> GameResult<MeshBuilder> {
  390. if let Some(window_left_click_down_point) = self.left_click_down {
  391. let scene_left_click_down_point =
  392. scene_point_from_window_point(&window_left_click_down_point, &self.display_offset);
  393. let scene_current_cursor_position =
  394. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset);
  395. if scene_left_click_down_point != scene_current_cursor_position {
  396. mesh_builder.rectangle(
  397. DrawMode::stroke(1.0),
  398. graphics::Rect::new(
  399. scene_left_click_down_point.x,
  400. scene_left_click_down_point.y,
  401. scene_current_cursor_position.x - scene_left_click_down_point.x,
  402. scene_current_cursor_position.y - scene_left_click_down_point.y,
  403. ),
  404. graphics::GREEN,
  405. )?;
  406. }
  407. }
  408. GameResult::Ok(mesh_builder)
  409. }
  410. fn update_mesh_builder_with_prepare_order(
  411. &self,
  412. mut mesh_builder: MeshBuilder,
  413. ) -> GameResult<MeshBuilder> {
  414. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  415. match scene_item_prepare_order {
  416. SceneItemPrepareOrder::Move(scene_item_usize) => {
  417. let scene_item = self.get_scene_item(*scene_item_usize);
  418. mesh_builder.line(
  419. &vec![
  420. scene_item.position.clone(),
  421. scene_point_from_window_point(
  422. &self.current_cursor_position,
  423. &self.display_offset,
  424. ),
  425. ],
  426. 2.0,
  427. graphics::WHITE,
  428. )?;
  429. }
  430. }
  431. }
  432. GameResult::Ok(mesh_builder)
  433. }
  434. }
  435. impl event::EventHandler for MainState {
  436. fn update(&mut self, ctx: &mut Context) -> GameResult {
  437. while check_update_time(ctx, TARGET_FPS) {
  438. self.inputs(ctx);
  439. // TODO: meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu
  440. // ennemi, dans animate il se mettra a tirer)
  441. let tick_sprite = self.frame_i % SPRITE_EACH == 0;
  442. let tick_animate = self.frame_i % ANIMATE_EACH == 0;
  443. let tick_physics = self.frame_i % PHYSICS_EACH == 0;
  444. let tick_meta = self.frame_i % META_EACH == 0;
  445. // Apply moves, explosions, etc
  446. if tick_physics {
  447. self.physics();
  448. }
  449. // Generate meta events according to physics events and current physic state
  450. if tick_meta {
  451. self.metas();
  452. }
  453. // Animate scene items according to meta events
  454. if tick_animate {
  455. self.animate();
  456. };
  457. // Change scene items tiles
  458. if tick_sprite {
  459. self.tick_sprites();
  460. }
  461. // Increment frame counter
  462. self.frame_i += 1;
  463. if self.frame_i >= MAX_FRAME_I {
  464. self.frame_i = 0;
  465. }
  466. // Empty physics event
  467. self.physics_events.drain(..);
  468. }
  469. Ok(())
  470. }
  471. fn draw(&mut self, ctx: &mut Context) -> GameResult {
  472. graphics::clear(ctx, graphics::BLACK);
  473. let mut scene_mesh_builder = MeshBuilder::new();
  474. self.generate_scene_item_sprites()?;
  475. self.generate_scene_item_menu_sprites()?;
  476. self.generate_map_sprites()?;
  477. scene_mesh_builder = self.update_mesh_builder_with_debug(scene_mesh_builder)?;
  478. scene_mesh_builder = self.update_mesh_builder_with_selected_items(scene_mesh_builder)?;
  479. scene_mesh_builder = self.update_mesh_builder_with_selection_area(scene_mesh_builder)?;
  480. scene_mesh_builder = self.update_mesh_builder_with_prepare_order(scene_mesh_builder)?;
  481. let scene_mesh = scene_mesh_builder.build(ctx)?;
  482. let window_draw_param = graphics::DrawParam::new().dest(window_point_from_scene_point(
  483. &ScenePoint::new(0.0, 0.0),
  484. &self.display_offset,
  485. ));
  486. graphics::draw(ctx, &self.map_batch, window_draw_param)?;
  487. graphics::draw(ctx, &self.sprite_sheet_batch, window_draw_param)?;
  488. graphics::draw(ctx, &scene_mesh, window_draw_param)?;
  489. graphics::draw(ctx, &self.ui_batch, window_draw_param)?;
  490. self.sprite_sheet_batch.clear();
  491. self.map_batch.clear();
  492. self.ui_batch.clear();
  493. graphics::present(ctx)?;
  494. // println!("FPS: {}", ggez::timer::fps(ctx));
  495. Ok(())
  496. }
  497. fn mouse_button_down_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  498. match button {
  499. MouseButton::Left => {
  500. self.left_click_down = Some(WindowPoint::new(x, y));
  501. }
  502. MouseButton::Right => {
  503. self.right_click_down = Some(WindowPoint::new(x, y));
  504. }
  505. MouseButton::Middle => {}
  506. MouseButton::Other(_) => {}
  507. }
  508. }
  509. fn mouse_button_up_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  510. match button {
  511. MouseButton::Left => {
  512. if let Some(left_click_down) = self.left_click_down {
  513. if left_click_down == WindowPoint::new(x, y) {
  514. self.user_events.push(UserEvent::Click(left_click_down));
  515. } else {
  516. let from = WindowPoint::new(
  517. cmp::min(left_click_down.x as i32, x as i32) as f32,
  518. cmp::min(left_click_down.y as i32, y as i32) as f32,
  519. );
  520. let to = WindowPoint::new(
  521. cmp::max(left_click_down.x as i32, x as i32) as f32,
  522. cmp::max(left_click_down.y as i32, y as i32) as f32,
  523. );
  524. self.user_events.push(UserEvent::AreaSelection(from, to));
  525. }
  526. }
  527. self.left_click_down = None;
  528. }
  529. MouseButton::Right => {
  530. if let Some(right_click_down) = self.right_click_down {
  531. self.user_events
  532. .push(UserEvent::RightClick(right_click_down));
  533. }
  534. }
  535. MouseButton::Middle => {}
  536. MouseButton::Other(_) => {}
  537. }
  538. }
  539. fn mouse_motion_event(&mut self, _ctx: &mut Context, x: f32, y: f32, _dx: f32, _dy: f32) {
  540. self.current_cursor_position = WindowPoint::new(x, y);
  541. }
  542. }