main.rs 20KB

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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) => {
  115. let scene_position =
  116. scene_point_from_window_point(&window_click_point, &self.display_offset);
  117. self.selected_scene_items.drain(..);
  118. if let Some(scene_item_usize) =
  119. self.get_first_scene_item_for_scene_point(&scene_position)
  120. {
  121. self.selected_scene_items.push(scene_item_usize);
  122. }
  123. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  124. // TODO: Add order to scene_item
  125. self.scene_item_prepare_order = None;
  126. }
  127. // FIXME BS NOW: interpreter sur quel element du menu on a click ...
  128. if let Some((scene_item_usize, scene_menu_point)) = self.scene_item_menu {
  129. let window_menu_point =
  130. window_point_from_scene_point(&scene_menu_point, &self.display_offset);
  131. let menu_sprite_info = UiSpriteInfo::from_type(UiItem::SceneItemMenu);
  132. let scene_item = self
  133. .scene_items
  134. .get(scene_item_usize)
  135. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  136. if window_click_point.x >= window_menu_point.x
  137. && window_click_point.x <= window_menu_point.x + menu_sprite_info.width
  138. && window_click_point.y >= window_menu_point.y
  139. && window_click_point.y <= window_menu_point.y + menu_sprite_info.height
  140. {
  141. if let Some(menu_item) = menu_sprite_info.which_item_clicked(
  142. window_menu_point,
  143. window_click_point,
  144. scene_item,
  145. ) {
  146. match menu_item {
  147. SceneItemMenuItem::Move => {
  148. self.scene_item_prepare_order =
  149. Some(SceneItemPrepareOrder::Move(scene_item_usize));
  150. self.scene_item_menu = None;
  151. }
  152. }
  153. }
  154. } else {
  155. self.scene_item_menu = None;
  156. }
  157. };
  158. }
  159. UserEvent::AreaSelection(window_from, window_to) => {
  160. let scene_from =
  161. scene_point_from_window_point(&window_from, &self.display_offset);
  162. let scene_to = scene_point_from_window_point(&window_to, &self.display_offset);
  163. self.selected_scene_items.drain(..);
  164. self.selected_scene_items
  165. .extend(self.get_scene_items_for_scene_area(&scene_from, &scene_to));
  166. }
  167. UserEvent::RightClick(window_position) => {
  168. let scene_point =
  169. scene_point_from_window_point(&window_position, &self.display_offset);
  170. if let Some(scene_item_usize) =
  171. self.get_first_scene_item_for_scene_point(&scene_point)
  172. {
  173. if self.selected_scene_items.contains(&scene_item_usize) {
  174. let scene_item = self
  175. .scene_items
  176. .get(scene_item_usize)
  177. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  178. self.scene_item_menu = Some((scene_item_usize, scene_item.position))
  179. }
  180. }
  181. }
  182. }
  183. }
  184. }
  185. // TODO: manage errors
  186. fn physics(&mut self) {
  187. // Scene items movements
  188. for scene_item in self.scene_items.iter_mut() {
  189. match scene_item.state.current_behavior {
  190. ItemBehavior::Walking(vector) => {
  191. // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
  192. scene_item.position.x += 1.0;
  193. scene_item.grid_position =
  194. util::grid_position_from_scene_point(&scene_item.position);
  195. }
  196. _ => {}
  197. }
  198. }
  199. // (FAKE) Drop a bomb to motivate stop move
  200. if self.frame_i % 600 == 0 && self.frame_i != 0 {
  201. self.physics_events.push(PhysicEvent::Explosion);
  202. }
  203. }
  204. fn metas(&mut self) {
  205. for physic_event in &self.physics_events {
  206. match physic_event {
  207. PhysicEvent::Explosion => {
  208. for scene_item in self.scene_items.iter_mut() {
  209. scene_item.meta_events.push(MetaEvent::FeelExplosion);
  210. }
  211. }
  212. }
  213. }
  214. }
  215. fn animate(&mut self) {
  216. // TODO: ici il faut reflechir a comment organiser les comportements
  217. for scene_item in self.scene_items.iter_mut() {
  218. for meta_event in &scene_item.meta_events {
  219. match meta_event {
  220. MetaEvent::FeelExplosion => {
  221. scene_item.state = ItemState::new(ItemBehavior::Standing(self.frame_i));
  222. }
  223. }
  224. }
  225. match scene_item.state.current_behavior {
  226. ItemBehavior::Crawling => {
  227. scene_item.state =
  228. ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0)));
  229. }
  230. ItemBehavior::Walking(_) => {
  231. scene_item.state = ItemState::new(ItemBehavior::Crawling);
  232. }
  233. ItemBehavior::Standing(since) => {
  234. if self.frame_i - since >= 120 {
  235. scene_item.state =
  236. ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0)));
  237. }
  238. }
  239. }
  240. scene_item.meta_events.drain(..);
  241. }
  242. }
  243. fn tick_sprites(&mut self) {
  244. for scene_item in self.scene_items.iter_mut() {
  245. scene_item.tick_sprite();
  246. }
  247. }
  248. fn get_first_scene_item_for_scene_point(&self, scene_position: &ScenePoint) -> Option<usize> {
  249. // TODO: if found multiple: select nearest
  250. for (i, scene_item) in self.scene_items.iter().enumerate() {
  251. let sprite_info = scene_item.sprite_info();
  252. if scene_item.position.x >= scene_position.x - sprite_info.tile_width
  253. && scene_item.position.x <= scene_position.x + sprite_info.tile_width
  254. && scene_item.position.y >= scene_position.y - sprite_info.tile_height
  255. && scene_item.position.y <= scene_position.y + sprite_info.tile_height
  256. {
  257. return Some(i);
  258. }
  259. }
  260. None
  261. }
  262. fn get_scene_items_for_scene_area(&self, from: &ScenePoint, to: &ScenePoint) -> Vec<usize> {
  263. let mut selection = vec![];
  264. for (i, scene_item) in self.scene_items.iter().enumerate() {
  265. if scene_item.position.x >= from.x
  266. && scene_item.position.x <= to.x
  267. && scene_item.position.y >= from.y
  268. && scene_item.position.y <= to.y
  269. {
  270. selection.push(i);
  271. }
  272. }
  273. selection
  274. }
  275. }
  276. impl event::EventHandler for MainState {
  277. fn update(&mut self, ctx: &mut Context) -> GameResult {
  278. while check_update_time(ctx, TARGET_FPS) {
  279. self.inputs(ctx);
  280. // TODO: meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu
  281. // ennemi, dans animate il se mettra a tirer)
  282. let tick_sprite = self.frame_i % SPRITE_EACH == 0;
  283. let tick_animate = self.frame_i % ANIMATE_EACH == 0;
  284. let tick_physics = self.frame_i % PHYSICS_EACH == 0;
  285. let tick_meta = self.frame_i % META_EACH == 0;
  286. // Apply moves, explosions, etc
  287. if tick_physics {
  288. self.physics();
  289. }
  290. // Generate meta events according to physics events and current physic state
  291. if tick_meta {
  292. self.metas();
  293. }
  294. // Animate scene items according to meta events
  295. if tick_animate {
  296. self.animate();
  297. };
  298. // Change scene items tiles
  299. if tick_sprite {
  300. self.tick_sprites();
  301. }
  302. // Increment frame counter
  303. self.frame_i += 1;
  304. if self.frame_i >= MAX_FRAME_I {
  305. self.frame_i = 0;
  306. }
  307. // Empty physics event
  308. self.physics_events.drain(..);
  309. }
  310. Ok(())
  311. }
  312. fn draw(&mut self, ctx: &mut Context) -> GameResult {
  313. graphics::clear(ctx, graphics::BLACK);
  314. let mut scene_mesh_builder = MeshBuilder::new();
  315. for scene_item in self.scene_items.iter() {
  316. self.sprite_sheet_batch.add(
  317. scene_item
  318. .as_draw_param(scene_item.current_frame as f32)
  319. .dest(scene_item.position.clone()),
  320. );
  321. scene_mesh_builder.circle(
  322. DrawMode::fill(),
  323. scene_item.position.clone(),
  324. 2.0,
  325. 2.0,
  326. graphics::WHITE,
  327. )?;
  328. }
  329. for i in &self.selected_scene_items {
  330. let selected_scene_item = self.scene_items.get(*i).expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  331. scene_mesh_builder.rectangle(
  332. DrawMode::Stroke(StrokeOptions::default()),
  333. graphics::Rect::new(
  334. selected_scene_item.position.x - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  335. selected_scene_item.position.y - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  336. DEFAULT_SELECTED_SQUARE_SIDE,
  337. DEFAULT_SELECTED_SQUARE_SIDE,
  338. ),
  339. graphics::GREEN,
  340. )?;
  341. }
  342. if let Some(left_click_down) = self.left_click_down {
  343. if left_click_down != self.current_cursor_position {
  344. scene_mesh_builder.rectangle(
  345. DrawMode::fill(),
  346. graphics::Rect::new(
  347. left_click_down.x - self.display_offset.x,
  348. left_click_down.y - self.display_offset.y,
  349. self.current_cursor_position.x - left_click_down.x,
  350. self.current_cursor_position.y - left_click_down.y,
  351. ),
  352. graphics::GREEN,
  353. )?;
  354. }
  355. scene_mesh_builder.circle(
  356. DrawMode::fill(),
  357. window_point_from_scene_point(&left_click_down, &self.display_offset),
  358. 2.0,
  359. 2.0,
  360. graphics::YELLOW,
  361. )?;
  362. }
  363. scene_mesh_builder.circle(
  364. DrawMode::fill(),
  365. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset),
  366. 2.0,
  367. 2.0,
  368. graphics::BLUE,
  369. )?;
  370. if let Some((_, scene_point)) = self.scene_item_menu {
  371. self.ui_batch.add(
  372. UiSpriteInfo::from_type(UiItem::SceneItemMenu)
  373. .as_draw_param()
  374. .dest(scene_point),
  375. );
  376. }
  377. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  378. match scene_item_prepare_order {
  379. SceneItemPrepareOrder::Move(scene_item_usize) => {
  380. let scene_item = self
  381. .scene_items
  382. .get(*scene_item_usize)
  383. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  384. scene_mesh_builder.line(
  385. &vec![
  386. scene_item.position.clone(),
  387. scene_point_from_window_point(
  388. &self.current_cursor_position,
  389. &self.display_offset,
  390. ),
  391. ],
  392. 2.0,
  393. graphics::WHITE,
  394. )?;
  395. }
  396. }
  397. }
  398. self.map_batch.add(
  399. graphics::DrawParam::new()
  400. .src(graphics::Rect::new(0.0, 0.0, 1.0, 1.0))
  401. .dest(ScenePoint::new(0.0, 0.0)),
  402. );
  403. let scene_mesh = scene_mesh_builder.build(ctx)?;
  404. graphics::draw(
  405. ctx,
  406. &self.map_batch,
  407. graphics::DrawParam::new().dest(window_point_from_scene_point(
  408. &ScenePoint::new(0.0, 0.0),
  409. &self.display_offset,
  410. )),
  411. )?;
  412. graphics::draw(
  413. ctx,
  414. &self.sprite_sheet_batch,
  415. graphics::DrawParam::new().dest(window_point_from_scene_point(
  416. &ScenePoint::new(0.0, 0.0),
  417. &self.display_offset,
  418. )),
  419. )?;
  420. graphics::draw(
  421. ctx,
  422. &scene_mesh,
  423. graphics::DrawParam::new().dest(window_point_from_scene_point(
  424. &ScenePoint::new(0.0, 0.0),
  425. &self.display_offset,
  426. )),
  427. )?;
  428. graphics::draw(
  429. ctx,
  430. &self.ui_batch,
  431. graphics::DrawParam::new().dest(window_point_from_scene_point(
  432. &ScenePoint::new(0.0, 0.0),
  433. &self.display_offset,
  434. )),
  435. )?;
  436. self.sprite_sheet_batch.clear();
  437. self.map_batch.clear();
  438. self.ui_batch.clear();
  439. graphics::present(ctx)?;
  440. println!("FPS: {}", ggez::timer::fps(ctx));
  441. Ok(())
  442. }
  443. fn mouse_button_down_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  444. match button {
  445. MouseButton::Left => {
  446. self.left_click_down = Some(WindowPoint::new(x, y));
  447. }
  448. MouseButton::Right => {
  449. self.right_click_down = Some(WindowPoint::new(x, y));
  450. }
  451. MouseButton::Middle => {}
  452. MouseButton::Other(_) => {}
  453. }
  454. }
  455. fn mouse_button_up_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  456. match button {
  457. MouseButton::Left => {
  458. if let Some(left_click_down) = self.left_click_down {
  459. if left_click_down == WindowPoint::new(x, y) {
  460. self.user_events.push(UserEvent::Click(left_click_down));
  461. } else {
  462. let from = WindowPoint::new(
  463. cmp::min(left_click_down.x as i32, x as i32) as f32,
  464. cmp::min(left_click_down.y as i32, y as i32) as f32,
  465. );
  466. let to = WindowPoint::new(
  467. cmp::max(left_click_down.x as i32, x as i32) as f32,
  468. cmp::max(left_click_down.y as i32, y as i32) as f32,
  469. );
  470. self.user_events.push(UserEvent::AreaSelection(from, to));
  471. }
  472. }
  473. self.left_click_down = None;
  474. }
  475. MouseButton::Right => {
  476. if let Some(right_click_down) = self.right_click_down {
  477. self.user_events
  478. .push(UserEvent::RightClick(right_click_down));
  479. }
  480. }
  481. MouseButton::Middle => {}
  482. MouseButton::Other(_) => {}
  483. }
  484. }
  485. fn mouse_motion_event(&mut self, _ctx: &mut Context, x: f32, y: f32, _dx: f32, _dy: f32) {
  486. self.current_cursor_position = WindowPoint::new(x, y);
  487. }
  488. }