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::position::GridPosition;
  9. use crate::physics::{util, MetaEvent, PhysicEvent};
  10. use crate::scene::item::{ItemState, SceneItem, SceneItemType};
  11. use crate::ui::scene_item_menu::SceneItemMenuItem;
  12. use crate::ui::{SceneItemPrepareOrder, UiItem, UiSpriteInfo, UserEvent};
  13. use crate::{
  14. Point2, ANIMATE_EACH, DEFAULT_SELECTED_SQUARE_SIDE, DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  15. DISPLAY_OFFSET_BY, DISPLAY_OFFSET_BY_SPEED, MAX_FRAME_I, META_EACH, PHYSICS_EACH,
  16. SCENE_ITEMS_CHANGE_ERR_MSG, SPRITE_EACH, TARGET_FPS,
  17. };
  18. use ggez::input::keyboard::KeyCode;
  19. pub struct MainState {
  20. // time
  21. frame_i: u32,
  22. // display
  23. display_offset: Point2,
  24. sprite_sheet_batch: graphics::spritebatch::SpriteBatch,
  25. map_batch: graphics::spritebatch::SpriteBatch,
  26. ui_batch: graphics::spritebatch::SpriteBatch,
  27. // scene items
  28. scene_items: Vec<SceneItem>,
  29. scene_items_by_grid_position: HashMap<GridPosition, Vec<usize>>,
  30. // events
  31. physics_events: Vec<PhysicEvent>,
  32. // user interactions
  33. left_click_down: Option<Point2>,
  34. right_click_down: Option<Point2>,
  35. current_cursor_position: Point2,
  36. user_events: Vec<UserEvent>,
  37. selected_scene_items: Vec<usize>, // scene_item usize
  38. scene_item_menu: Option<(usize, Point2)>, // scene_item usize, display_at
  39. scene_item_prepare_order: Option<SceneItemPrepareOrder>,
  40. }
  41. impl MainState {
  42. pub fn new(ctx: &mut Context) -> GameResult<MainState> {
  43. let sprite_sheet = graphics::Image::new(ctx, "/sprite_sheet.png").unwrap();
  44. let sprite_sheet_batch = graphics::spritebatch::SpriteBatch::new(sprite_sheet);
  45. let map = graphics::Image::new(ctx, "/map1bg.png").unwrap();
  46. let map_batch = graphics::spritebatch::SpriteBatch::new(map);
  47. let ui = graphics::Image::new(ctx, "/ui.png").unwrap();
  48. let ui_batch = graphics::spritebatch::SpriteBatch::new(ui);
  49. let mut scene_items = vec![];
  50. for x in 0..1 {
  51. for y in 0..4 {
  52. let current_behavior = if y % 2 == 0 {
  53. ItemBehavior::Walking(util::vec_from_angle(90.0))
  54. } else {
  55. ItemBehavior::Crawling
  56. };
  57. scene_items.push(SceneItem::new(
  58. SceneItemType::Soldier,
  59. Point2::new((x as f32 * 24.0) + 100.0, (y as f32 * 24.0) + 100.0),
  60. ItemState::new(current_behavior),
  61. ));
  62. }
  63. }
  64. let mut main_state = MainState {
  65. frame_i: 0,
  66. display_offset: Point2::new(0.0, 0.0),
  67. sprite_sheet_batch,
  68. map_batch,
  69. ui_batch,
  70. scene_items,
  71. scene_items_by_grid_position: HashMap::new(),
  72. physics_events: vec![],
  73. left_click_down: None,
  74. right_click_down: None,
  75. current_cursor_position: Point2::new(0.0, 0.0),
  76. user_events: vec![],
  77. selected_scene_items: vec![],
  78. scene_item_menu: None,
  79. scene_item_prepare_order: None,
  80. };
  81. for (i, scene_item) in main_state.scene_items.iter().enumerate() {
  82. let grid_position = util::grid_position_from_position(&scene_item.position);
  83. main_state
  84. .scene_items_by_grid_position
  85. .entry(grid_position)
  86. .or_default()
  87. .push(i);
  88. }
  89. Ok(main_state)
  90. }
  91. fn inputs(&mut self, ctx: &Context) {
  92. let display_offset_by =
  93. if input::keyboard::is_mod_active(ctx, input::keyboard::KeyMods::SHIFT) {
  94. DISPLAY_OFFSET_BY_SPEED
  95. } else {
  96. DISPLAY_OFFSET_BY
  97. };
  98. if input::keyboard::is_key_pressed(ctx, KeyCode::Left) {
  99. self.display_offset.x += display_offset_by;
  100. }
  101. if input::keyboard::is_key_pressed(ctx, KeyCode::Right) {
  102. self.display_offset.x -= display_offset_by;
  103. }
  104. if input::keyboard::is_key_pressed(ctx, KeyCode::Up) {
  105. self.display_offset.y += display_offset_by;
  106. }
  107. if input::keyboard::is_key_pressed(ctx, KeyCode::Down) {
  108. self.display_offset.y -= display_offset_by;
  109. }
  110. while let Some(user_event) = self.user_events.pop() {
  111. match user_event {
  112. UserEvent::Click(click_position) => {
  113. let scene_position = Point2::new(
  114. click_position.x - self.display_offset.x,
  115. click_position.y - self.display_offset.y,
  116. );
  117. self.selected_scene_items.drain(..);
  118. if let Some(scene_item_usize) =
  119. self.get_first_scene_item_for_position(&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, menu_position)) = self.scene_item_menu {
  129. let menu_sprite_info = UiSpriteInfo::from_type(UiItem::SceneItemMenu);
  130. let scene_item = self
  131. .scene_items
  132. .get(scene_item_usize)
  133. .expect(SCENE_ITEMS_CHANGE_ERR_MSG);
  134. if click_position.x >= menu_position.x
  135. && click_position.x <= menu_position.x + menu_sprite_info.width
  136. && click_position.y >= menu_position.y
  137. && click_position.y <= menu_position.y + menu_sprite_info.height
  138. {
  139. if let Some(menu_item) = menu_sprite_info.which_item_clicked(
  140. menu_position,
  141. click_position,
  142. scene_item,
  143. ) {
  144. match menu_item {
  145. SceneItemMenuItem::Move => {
  146. self.scene_item_prepare_order =
  147. Some(SceneItemPrepareOrder::Move(scene_item_usize));
  148. self.scene_item_menu = None;
  149. }
  150. }
  151. }
  152. } else {
  153. self.scene_item_menu = None;
  154. }
  155. };
  156. }
  157. UserEvent::AreaSelection(from, to) => {
  158. let scene_from = Point2::new(
  159. from.x - self.display_offset.x,
  160. from.y - self.display_offset.y,
  161. );
  162. let scene_to =
  163. Point2::new(to.x - self.display_offset.x, to.y - self.display_offset.y);
  164. self.selected_scene_items.drain(..);
  165. self.selected_scene_items
  166. .extend(self.get_scene_items_for_area(&scene_from, &scene_to));
  167. }
  168. UserEvent::RightClick(position) => {
  169. // FIXME BS NOW: il y a des probleme de position avec le offset !
  170. if let Some(scene_item_usize) =
  171. self.get_first_scene_item_for_position(&position)
  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 =
  179. Some((scene_item_usize, scene_item.position.clone()))
  180. }
  181. }
  182. }
  183. }
  184. }
  185. }
  186. // TODO: manage errors
  187. fn physics(&mut self) {
  188. // Scene items movements
  189. for scene_item in self.scene_items.iter_mut() {
  190. match scene_item.state.current_behavior {
  191. ItemBehavior::Walking(vector) => {
  192. // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
  193. scene_item.position.x += 1.0;
  194. scene_item.grid_position =
  195. util::grid_position_from_position(&scene_item.position);
  196. }
  197. _ => {}
  198. }
  199. }
  200. // (FAKE) Drop a bomb to motivate stop move
  201. if self.frame_i % 600 == 0 && self.frame_i != 0 {
  202. self.physics_events.push(PhysicEvent::Explosion);
  203. }
  204. }
  205. fn metas(&mut self) {
  206. for physic_event in &self.physics_events {
  207. match physic_event {
  208. PhysicEvent::Explosion => {
  209. for scene_item in self.scene_items.iter_mut() {
  210. scene_item.meta_events.push(MetaEvent::FeelExplosion);
  211. }
  212. }
  213. }
  214. }
  215. }
  216. fn animate(&mut self) {
  217. // TODO: ici il faut reflechir a comment organiser les comportements
  218. for scene_item in self.scene_items.iter_mut() {
  219. for meta_event in &scene_item.meta_events {
  220. match meta_event {
  221. MetaEvent::FeelExplosion => {
  222. scene_item.state = ItemState::new(ItemBehavior::Standing(self.frame_i));
  223. }
  224. }
  225. }
  226. match scene_item.state.current_behavior {
  227. ItemBehavior::Crawling => {
  228. scene_item.state =
  229. ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0)));
  230. }
  231. ItemBehavior::Walking(_) => {
  232. scene_item.state = ItemState::new(ItemBehavior::Crawling);
  233. }
  234. ItemBehavior::Standing(since) => {
  235. if self.frame_i - since >= 120 {
  236. scene_item.state =
  237. ItemState::new(ItemBehavior::Walking(util::vec_from_angle(90.0)));
  238. }
  239. }
  240. }
  241. scene_item.meta_events.drain(..);
  242. }
  243. }
  244. fn tick_sprites(&mut self) {
  245. for scene_item in self.scene_items.iter_mut() {
  246. scene_item.tick_sprite();
  247. }
  248. }
  249. fn position_with_display_offset(&self, position: &Point2) -> Point2 {
  250. Point2::new(
  251. position.x + self.display_offset.x,
  252. position.y + self.display_offset.y,
  253. )
  254. }
  255. fn get_first_scene_item_for_position(&self, position: &Point2) -> 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 >= position.x - sprite_info.tile_width
  260. && scene_item.position.x <= position.x + sprite_info.tile_width
  261. && scene_item.position.y >= position.y - sprite_info.tile_height
  262. && scene_item.position.y <= position.y + sprite_info.tile_height
  263. {
  264. return Some(i);
  265. }
  266. }
  267. None
  268. }
  269. fn get_scene_items_for_area(&self, from: &Point2, to: &Point2) -> 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(left_click_down) = self.left_click_down {
  350. if left_click_down != self.current_cursor_position {
  351. scene_mesh_builder.rectangle(
  352. DrawMode::fill(),
  353. graphics::Rect::new(
  354. left_click_down.x - self.display_offset.x,
  355. left_click_down.y - self.display_offset.y,
  356. self.current_cursor_position.x - left_click_down.x,
  357. self.current_cursor_position.y - left_click_down.y,
  358. ),
  359. graphics::GREEN,
  360. )?;
  361. }
  362. scene_mesh_builder.circle(
  363. DrawMode::fill(),
  364. left_click_down,
  365. 2.0,
  366. 2.0,
  367. graphics::YELLOW,
  368. )?;
  369. }
  370. if let Some((_, position)) = self.scene_item_menu {
  371. self.ui_batch.add(
  372. UiSpriteInfo::from_type(UiItem::SceneItemMenu)
  373. .as_draw_param()
  374. .dest(position),
  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![scene_item.position.clone(), self.current_cursor_position],
  386. 2.0,
  387. graphics::WHITE,
  388. )?;
  389. }
  390. }
  391. }
  392. self.map_batch.add(
  393. graphics::DrawParam::new()
  394. .src(graphics::Rect::new(0.0, 0.0, 1.0, 1.0))
  395. .dest(Point2::new(0.0, 0.0)),
  396. );
  397. let scene_mesh = scene_mesh_builder.build(ctx)?;
  398. graphics::draw(
  399. ctx,
  400. &self.map_batch,
  401. graphics::DrawParam::new()
  402. .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
  403. )?;
  404. graphics::draw(
  405. ctx,
  406. &self.sprite_sheet_batch,
  407. graphics::DrawParam::new()
  408. .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
  409. )?;
  410. graphics::draw(
  411. ctx,
  412. &scene_mesh,
  413. graphics::DrawParam::new()
  414. .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
  415. )?;
  416. graphics::draw(
  417. ctx,
  418. &self.ui_batch,
  419. graphics::DrawParam::new()
  420. .dest(self.position_with_display_offset(&Point2::new(0.0, 0.0))),
  421. )?;
  422. self.sprite_sheet_batch.clear();
  423. self.map_batch.clear();
  424. self.ui_batch.clear();
  425. graphics::present(ctx)?;
  426. println!("FPS: {}", ggez::timer::fps(ctx));
  427. Ok(())
  428. }
  429. fn mouse_button_down_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  430. match button {
  431. MouseButton::Left => {
  432. self.left_click_down = Some(Point2::new(x, y));
  433. }
  434. MouseButton::Right => {
  435. self.right_click_down = Some(Point2::new(x, y));
  436. }
  437. MouseButton::Middle => {}
  438. MouseButton::Other(_) => {}
  439. }
  440. }
  441. fn mouse_button_up_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  442. match button {
  443. MouseButton::Left => {
  444. if let Some(left_click_down) = self.left_click_down {
  445. if left_click_down == Point2::new(x, y) {
  446. self.user_events.push(UserEvent::Click(left_click_down));
  447. } else {
  448. let from = Point2::new(
  449. cmp::min(left_click_down.x as i32, x as i32) as f32,
  450. cmp::min(left_click_down.y as i32, y as i32) as f32,
  451. );
  452. let to = Point2::new(
  453. cmp::max(left_click_down.x as i32, x as i32) as f32,
  454. cmp::max(left_click_down.y as i32, y as i32) as f32,
  455. );
  456. self.user_events.push(UserEvent::AreaSelection(from, to));
  457. }
  458. }
  459. self.left_click_down = None;
  460. }
  461. MouseButton::Right => {
  462. if let Some(right_click_down) = self.right_click_down {
  463. self.user_events
  464. .push(UserEvent::RightClick(right_click_down));
  465. }
  466. }
  467. MouseButton::Middle => {}
  468. MouseButton::Other(_) => {}
  469. }
  470. }
  471. fn mouse_motion_event(&mut self, _ctx: &mut Context, x: f32, y: f32, _dx: f32, _dy: f32) {
  472. self.current_cursor_position = Point2::new(x, y);
  473. }
  474. }