main.rs 27KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719
  1. use std::cmp;
  2. use std::collections::HashMap;
  3. use std::f32::consts::FRAC_PI_2;
  4. use ggez::event::MouseButton;
  5. use ggez::graphics::{DrawMode, MeshBuilder, StrokeOptions};
  6. use ggez::input::keyboard::{pressed_keys, KeyCode};
  7. use ggez::timer::check_update_time;
  8. use ggez::{event, graphics, input, Context, GameResult};
  9. use crate::behavior::animate::{digest_current_behavior, digest_current_order, digest_next_order};
  10. use crate::behavior::order::Order;
  11. use crate::behavior::ItemBehavior;
  12. use crate::config::{
  13. ANIMATE_EACH, DEFAULT_SELECTED_SQUARE_SIDE, DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  14. DISPLAY_OFFSET_BY, DISPLAY_OFFSET_BY_SPEED, MAX_FRAME_I, META_EACH, MOVE_FAST_VELOCITY,
  15. MOVE_HIDE_VELOCITY, MOVE_TO_REACHED_WHEN_DISTANCE_INFERIOR_AT, MOVE_VELOCITY, PHYSICS_EACH,
  16. SCENE_ITEMS_CHANGE_ERR_MSG, SPRITE_EACH, TARGET_FPS,
  17. };
  18. use crate::map::Map;
  19. use crate::physics::util::scene_point_from_window_point;
  20. use crate::physics::util::window_point_from_scene_point;
  21. use crate::physics::GridPosition;
  22. use crate::physics::{util, MetaEvent, PhysicEvent};
  23. use crate::scene::item::{
  24. apply_scene_item_modifier, ItemState, SceneItem, SceneItemModifier, SceneItemType,
  25. };
  26. use crate::ui::vertical_menu::{vertical_menu_sprite_info, VerticalMenuSpriteInfo};
  27. use crate::ui::MenuItem;
  28. use crate::ui::{SceneItemPrepareOrder, UiComponent, UserEvent};
  29. use crate::util::velocity_for_behavior;
  30. use crate::{Offset, ScenePoint, WindowPoint};
  31. use std::fs::File;
  32. use std::path::Path;
  33. use std::time::Instant;
  34. pub struct MainState {
  35. // time
  36. frame_i: u32,
  37. start: Instant,
  38. // map
  39. map: Map,
  40. // display
  41. debug: bool,
  42. debug_terrain: bool,
  43. display_offset: Offset,
  44. sprite_sheet_batch: graphics::spritebatch::SpriteBatch,
  45. map_batch: graphics::spritebatch::SpriteBatch,
  46. ui_batch: graphics::spritebatch::SpriteBatch,
  47. terrain_batch: graphics::spritebatch::SpriteBatch,
  48. // scene items
  49. scene_items: Vec<SceneItem>,
  50. scene_items_by_grid_position: HashMap<GridPosition, Vec<usize>>,
  51. // events
  52. physics_events: Vec<PhysicEvent>,
  53. // user interactions
  54. last_key_consumed: HashMap<KeyCode, Instant>,
  55. left_click_down: Option<WindowPoint>,
  56. right_click_down: Option<WindowPoint>,
  57. current_cursor_position: WindowPoint,
  58. user_events: Vec<UserEvent>,
  59. selected_scene_items: Vec<usize>, // scene_item usize
  60. scene_item_menu: Option<(usize, ScenePoint)>, // scene_item usize, display_at
  61. scene_item_prepare_order: Option<SceneItemPrepareOrder>,
  62. }
  63. fn update_terrain_batch(
  64. mut terrain_batch: graphics::spritebatch::SpriteBatch,
  65. map: &Map,
  66. ) -> graphics::spritebatch::SpriteBatch {
  67. terrain_batch.clear();
  68. for ((grid_x, grid_y), tile) in map.tiles.iter() {
  69. // FIXME pre compute these data
  70. let src_x = tile.tile_x as f32 * tile.relative_tile_width;
  71. let src_y = tile.tile_y as f32 * tile.relative_tile_height;
  72. let dest_x = *grid_x as f32 * tile.tile_width as f32;
  73. let dest_y = *grid_y as f32 * tile.tile_height as f32;
  74. terrain_batch.add(
  75. graphics::DrawParam::new()
  76. .src(graphics::Rect::new(
  77. src_x,
  78. src_y,
  79. tile.relative_tile_width,
  80. tile.relative_tile_height,
  81. ))
  82. .dest(ScenePoint::new(dest_x, dest_y)),
  83. );
  84. }
  85. terrain_batch
  86. }
  87. impl MainState {
  88. pub fn new(ctx: &mut Context) -> GameResult<MainState> {
  89. let map = Map::new(&Path::new("resources/map1.tmx"))?;
  90. // FIXME manage error
  91. let sprite_sheet_image = graphics::Image::new(ctx, "/sprite_sheet.png").unwrap();
  92. let sprite_sheet_batch = graphics::spritebatch::SpriteBatch::new(sprite_sheet_image);
  93. let map_image = graphics::Image::new(
  94. ctx,
  95. &Path::new(&format!("/{}", &map.background_image.source)),
  96. )
  97. .unwrap();
  98. let map_batch = graphics::spritebatch::SpriteBatch::new(map_image);
  99. // FIXME manage error
  100. let ui_image = graphics::Image::new(ctx, "/ui.png").unwrap();
  101. let ui_batch = graphics::spritebatch::SpriteBatch::new(ui_image);
  102. // FIXME manage error
  103. let terrain_image =
  104. graphics::Image::new(ctx, format!("/{}", map.terrain_image.source)).unwrap();
  105. let mut terrain_batch = graphics::spritebatch::SpriteBatch::new(terrain_image);
  106. terrain_batch = update_terrain_batch(terrain_batch, &map);
  107. let mut scene_items = vec![];
  108. for x in 0..1 {
  109. for y in 0..4 {
  110. // let current_behavior = if y % 2 == 0 {
  111. // ItemBehavior::WalkingTo(util::vec_from_angle(90.0))
  112. // } else {
  113. // ItemBehavior::CrawlingTo()
  114. // };
  115. scene_items.push(SceneItem::new(
  116. SceneItemType::Soldier,
  117. ScenePoint::new((x as f32 * 24.0) + 100.0, (y as f32 * 24.0) + 100.0),
  118. ItemState::new(ItemBehavior::Standing),
  119. ));
  120. }
  121. }
  122. let mut main_state = MainState {
  123. frame_i: 0,
  124. start: Instant::now(),
  125. map,
  126. debug: false,
  127. debug_terrain: false,
  128. display_offset: Offset::new(0.0, 0.0),
  129. sprite_sheet_batch,
  130. map_batch,
  131. ui_batch,
  132. terrain_batch,
  133. scene_items,
  134. scene_items_by_grid_position: HashMap::new(),
  135. physics_events: vec![],
  136. last_key_consumed: HashMap::new(),
  137. left_click_down: None,
  138. right_click_down: None,
  139. current_cursor_position: WindowPoint::new(0.0, 0.0),
  140. user_events: vec![],
  141. selected_scene_items: vec![],
  142. scene_item_menu: None,
  143. scene_item_prepare_order: None,
  144. };
  145. for (i, scene_item) in main_state.scene_items.iter().enumerate() {
  146. let grid_position = util::grid_position_from_scene_point(&scene_item.position);
  147. main_state
  148. .scene_items_by_grid_position
  149. .entry(grid_position)
  150. .or_default()
  151. .push(i);
  152. }
  153. Ok(main_state)
  154. }
  155. fn get_scene_item(&self, index: usize) -> &SceneItem {
  156. self.scene_items
  157. .get(index)
  158. .expect(SCENE_ITEMS_CHANGE_ERR_MSG)
  159. }
  160. fn get_scene_item_mut(&mut self, index: usize) -> &mut SceneItem {
  161. self.scene_items
  162. .get_mut(index)
  163. .expect(SCENE_ITEMS_CHANGE_ERR_MSG)
  164. }
  165. fn inputs(&mut self, ctx: &Context) {
  166. let display_offset_by =
  167. if input::keyboard::is_mod_active(ctx, input::keyboard::KeyMods::SHIFT) {
  168. DISPLAY_OFFSET_BY_SPEED
  169. } else {
  170. DISPLAY_OFFSET_BY
  171. };
  172. if input::keyboard::is_key_pressed(ctx, KeyCode::Left) {
  173. self.display_offset.x += display_offset_by;
  174. }
  175. if input::keyboard::is_key_pressed(ctx, KeyCode::Right) {
  176. self.display_offset.x -= display_offset_by;
  177. }
  178. if input::keyboard::is_key_pressed(ctx, KeyCode::Up) {
  179. self.display_offset.y += display_offset_by;
  180. }
  181. if input::keyboard::is_key_pressed(ctx, KeyCode::Down) {
  182. self.display_offset.y -= display_offset_by;
  183. }
  184. if input::keyboard::is_key_pressed(ctx, KeyCode::F12) {
  185. if self
  186. .last_key_consumed
  187. .get(&KeyCode::F12)
  188. .unwrap_or(&self.start)
  189. .elapsed()
  190. .as_millis()
  191. > 250
  192. {
  193. self.debug = !self.debug;
  194. self.last_key_consumed.insert(KeyCode::F12, Instant::now());
  195. }
  196. }
  197. if input::keyboard::is_key_pressed(ctx, KeyCode::F10) {
  198. if self
  199. .last_key_consumed
  200. .get(&KeyCode::F10)
  201. .unwrap_or(&self.start)
  202. .elapsed()
  203. .as_millis()
  204. > 250
  205. {
  206. self.debug_terrain = !self.debug_terrain;
  207. self.last_key_consumed.insert(KeyCode::F10, Instant::now());
  208. }
  209. }
  210. while let Some(user_event) = self.user_events.pop() {
  211. match user_event {
  212. UserEvent::Click(window_click_point) => self.digest_click(window_click_point),
  213. UserEvent::AreaSelection(window_from, window_to) => {
  214. self.digest_area_selection(window_from, window_to)
  215. }
  216. UserEvent::RightClick(window_right_click_point) => {
  217. self.digest_right_click(window_right_click_point)
  218. }
  219. }
  220. }
  221. }
  222. fn digest_click(&mut self, window_click_point: WindowPoint) {
  223. let scene_click_point =
  224. scene_point_from_window_point(&window_click_point, &self.display_offset);
  225. let mut scene_item_selected = false;
  226. let mut scene_item_menu_clicked = false;
  227. let mut prepare_order_clicked = false;
  228. if let Some(scene_item_usize) =
  229. self.get_first_scene_item_for_scene_point(&scene_click_point)
  230. {
  231. self.selected_scene_items.drain(..);
  232. self.selected_scene_items.push(scene_item_usize);
  233. scene_item_selected = true;
  234. }
  235. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  236. match scene_item_prepare_order {
  237. SceneItemPrepareOrder::Move(scene_item_usize) => {
  238. let mut scene_item = self.get_scene_item_mut(*scene_item_usize);
  239. scene_item.next_order = Some(Order::MoveTo(scene_click_point));
  240. }
  241. SceneItemPrepareOrder::MoveFast(scene_item_usize) => {
  242. let mut scene_item = self.get_scene_item_mut(*scene_item_usize);
  243. scene_item.next_order = Some(Order::MoveFastTo(scene_click_point));
  244. }
  245. SceneItemPrepareOrder::Hide(scene_item_usize) => {
  246. let mut scene_item = self.get_scene_item_mut(*scene_item_usize);
  247. scene_item.next_order = Some(Order::HideTo(scene_click_point));
  248. }
  249. }
  250. self.scene_item_prepare_order = None;
  251. prepare_order_clicked = true;
  252. }
  253. if let Some((scene_item_usize, scene_menu_point)) = self.scene_item_menu {
  254. let menu_sprite_info = vertical_menu_sprite_info(UiComponent::SceneItemMenu);
  255. if let Some(menu_item) =
  256. menu_sprite_info.item_clicked(&scene_menu_point, &scene_click_point)
  257. {
  258. match menu_item {
  259. MenuItem::Move => {
  260. self.scene_item_prepare_order =
  261. Some(SceneItemPrepareOrder::Move(scene_item_usize));
  262. self.scene_item_menu = None;
  263. }
  264. MenuItem::MoveFast => {
  265. self.scene_item_prepare_order =
  266. Some(SceneItemPrepareOrder::MoveFast(scene_item_usize));
  267. self.scene_item_menu = None;
  268. }
  269. MenuItem::Hide => {
  270. self.scene_item_prepare_order =
  271. Some(SceneItemPrepareOrder::Hide(scene_item_usize));
  272. self.scene_item_menu = None;
  273. }
  274. }
  275. };
  276. self.scene_item_menu = None;
  277. scene_item_menu_clicked = true;
  278. };
  279. if !prepare_order_clicked && !scene_item_menu_clicked && !scene_item_selected {
  280. self.selected_scene_items.drain(..);
  281. }
  282. }
  283. fn digest_right_click(&mut self, window_right_click_point: WindowPoint) {
  284. let scene_right_click_point =
  285. scene_point_from_window_point(&window_right_click_point, &self.display_offset);
  286. // TODO: aucune selection et right click sur un item: scene_item_menu sur un item
  287. // TODO: selection et right click sur un item de la selection: scene_item_menu sur un TOUS les item de la selection
  288. // TODO: selection et right click sur un item PAS dans la selection: scene_item_menu sur un item
  289. if let Some(scene_item_usize) =
  290. self.get_first_scene_item_for_scene_point(&scene_right_click_point)
  291. {
  292. if self.selected_scene_items.contains(&scene_item_usize) {
  293. let scene_item = self.get_scene_item(scene_item_usize);
  294. self.scene_item_menu = Some((scene_item_usize, scene_item.position))
  295. }
  296. }
  297. }
  298. fn digest_area_selection(&mut self, window_from: WindowPoint, window_to: WindowPoint) {
  299. let scene_from = scene_point_from_window_point(&window_from, &self.display_offset);
  300. let scene_to = scene_point_from_window_point(&window_to, &self.display_offset);
  301. self.selected_scene_items.drain(..);
  302. self.selected_scene_items
  303. .extend(self.get_scene_items_for_scene_area(&scene_from, &scene_to));
  304. }
  305. // TODO: manage errors
  306. fn physics(&mut self) {
  307. // Scene items movements
  308. for scene_item in self.scene_items.iter_mut() {
  309. match scene_item.state.current_behavior {
  310. ItemBehavior::Standing => {}
  311. ItemBehavior::MoveTo(move_to_scene_point)
  312. | ItemBehavior::MoveFastTo(move_to_scene_point)
  313. | ItemBehavior::HideTo(move_to_scene_point) => {
  314. let velocity = velocity_for_behavior(&scene_item.state.current_behavior)
  315. .expect("must have velocity here");
  316. let move_vector =
  317. (move_to_scene_point - scene_item.position).normalize() * velocity;
  318. // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
  319. scene_item.position.x += move_vector.x;
  320. scene_item.position.y += move_vector.y;
  321. scene_item.grid_position =
  322. util::grid_position_from_scene_point(&scene_item.position);
  323. }
  324. }
  325. }
  326. // (FAKE) Drop a bomb to motivate stop move
  327. if self.frame_i % 600 == 0 && self.frame_i != 0 {
  328. self.physics_events.push(PhysicEvent::Explosion);
  329. }
  330. }
  331. fn metas(&mut self) {
  332. for physic_event in &self.physics_events {
  333. match physic_event {
  334. PhysicEvent::Explosion => {
  335. for scene_item in self.scene_items.iter_mut() {
  336. scene_item.meta_events.push(MetaEvent::FeelExplosion);
  337. }
  338. }
  339. }
  340. }
  341. }
  342. fn animate(&mut self) {
  343. for (i, scene_item) in self.scene_items.iter_mut().enumerate() {
  344. apply_scene_item_modifier(scene_item, digest_next_order(&scene_item));
  345. apply_scene_item_modifier(scene_item, digest_current_order(&scene_item));
  346. apply_scene_item_modifier(scene_item, digest_current_behavior(&scene_item));
  347. }
  348. }
  349. fn tick_sprites(&mut self) {
  350. for scene_item in self.scene_items.iter_mut() {
  351. scene_item.tick_sprite();
  352. }
  353. }
  354. fn get_first_scene_item_for_scene_point(&self, scene_position: &ScenePoint) -> Option<usize> {
  355. // TODO: if found multiple: select nearest
  356. for (i, scene_item) in self.scene_items.iter().enumerate() {
  357. let sprite_info = scene_item.sprite_info();
  358. if scene_item.position.x >= scene_position.x - sprite_info.tile_width
  359. && scene_item.position.x <= scene_position.x + sprite_info.tile_width
  360. && scene_item.position.y >= scene_position.y - sprite_info.tile_height
  361. && scene_item.position.y <= scene_position.y + sprite_info.tile_height
  362. {
  363. return Some(i);
  364. }
  365. }
  366. None
  367. }
  368. fn get_scene_items_for_scene_area(&self, from: &ScenePoint, to: &ScenePoint) -> Vec<usize> {
  369. let mut selection = vec![];
  370. for (i, scene_item) in self.scene_items.iter().enumerate() {
  371. if scene_item.position.x >= from.x
  372. && scene_item.position.x <= to.x
  373. && scene_item.position.y >= from.y
  374. && scene_item.position.y <= to.y
  375. {
  376. selection.push(i);
  377. }
  378. }
  379. selection
  380. }
  381. fn generate_scene_item_sprites(&mut self) -> GameResult {
  382. for scene_item in self.scene_items.iter() {
  383. self.sprite_sheet_batch.add(
  384. scene_item
  385. .as_draw_param(scene_item.current_frame)
  386. .dest(scene_item.position.clone()),
  387. );
  388. }
  389. Ok(())
  390. }
  391. fn generate_scene_item_menu_sprites(&mut self) -> GameResult {
  392. if let Some((_, scene_point)) = self.scene_item_menu {
  393. for draw_param in vertical_menu_sprite_info(UiComponent::SceneItemMenu)
  394. .as_draw_params(&scene_point, &self.current_cursor_position)
  395. {
  396. self.ui_batch.add(draw_param);
  397. }
  398. }
  399. Ok(())
  400. }
  401. fn generate_map_sprites(&mut self) -> GameResult {
  402. self.map_batch.add(
  403. graphics::DrawParam::new()
  404. .src(graphics::Rect::new(0.0, 0.0, 1.0, 1.0))
  405. .dest(ScenePoint::new(0.0, 0.0)),
  406. );
  407. Ok(())
  408. }
  409. fn update_mesh_builder_with_debug(
  410. &self,
  411. mut mesh_builder: MeshBuilder,
  412. ) -> GameResult<MeshBuilder> {
  413. if self.debug {
  414. // Draw circle on each scene item position
  415. for scene_item in self.scene_items.iter() {
  416. mesh_builder.circle(
  417. DrawMode::fill(),
  418. scene_item.position.clone(),
  419. 2.0,
  420. 2.0,
  421. graphics::WHITE,
  422. )?;
  423. }
  424. // Draw circle where left click down
  425. if let Some(window_left_click_down_point) = self.left_click_down {
  426. let scene_left_click_down_point = scene_point_from_window_point(
  427. &window_left_click_down_point,
  428. &self.display_offset,
  429. );
  430. mesh_builder.circle(
  431. DrawMode::fill(),
  432. scene_left_click_down_point,
  433. 2.0,
  434. 2.0,
  435. graphics::YELLOW,
  436. )?;
  437. }
  438. // Draw circle at cursor position
  439. mesh_builder.circle(
  440. DrawMode::fill(),
  441. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset),
  442. 2.0,
  443. 2.0,
  444. graphics::BLUE,
  445. )?;
  446. }
  447. GameResult::Ok(mesh_builder)
  448. }
  449. fn update_mesh_builder_with_selected_items(
  450. &self,
  451. mut mesh_builder: MeshBuilder,
  452. ) -> GameResult<MeshBuilder> {
  453. for i in &self.selected_scene_items {
  454. let selected_scene_item = self.get_scene_item(*i);
  455. mesh_builder.rectangle(
  456. DrawMode::Stroke(StrokeOptions::default()),
  457. graphics::Rect::new(
  458. selected_scene_item.position.x - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  459. selected_scene_item.position.y - DEFAULT_SELECTED_SQUARE_SIDE_HALF,
  460. DEFAULT_SELECTED_SQUARE_SIDE,
  461. DEFAULT_SELECTED_SQUARE_SIDE,
  462. ),
  463. graphics::GREEN,
  464. )?;
  465. }
  466. GameResult::Ok(mesh_builder)
  467. }
  468. fn update_mesh_builder_with_selection_area(
  469. &self,
  470. mut mesh_builder: MeshBuilder,
  471. ) -> GameResult<MeshBuilder> {
  472. if let Some(window_left_click_down_point) = self.left_click_down {
  473. let scene_left_click_down_point =
  474. scene_point_from_window_point(&window_left_click_down_point, &self.display_offset);
  475. let scene_current_cursor_position =
  476. scene_point_from_window_point(&self.current_cursor_position, &self.display_offset);
  477. if scene_left_click_down_point != scene_current_cursor_position {
  478. mesh_builder.rectangle(
  479. DrawMode::stroke(1.0),
  480. graphics::Rect::new(
  481. scene_left_click_down_point.x,
  482. scene_left_click_down_point.y,
  483. scene_current_cursor_position.x - scene_left_click_down_point.x,
  484. scene_current_cursor_position.y - scene_left_click_down_point.y,
  485. ),
  486. graphics::GREEN,
  487. )?;
  488. }
  489. }
  490. GameResult::Ok(mesh_builder)
  491. }
  492. fn update_mesh_builder_with_prepare_order(
  493. &self,
  494. mut mesh_builder: MeshBuilder,
  495. ) -> GameResult<MeshBuilder> {
  496. if let Some(scene_item_prepare_order) = &self.scene_item_prepare_order {
  497. match scene_item_prepare_order {
  498. SceneItemPrepareOrder::Move(scene_item_usize)
  499. | SceneItemPrepareOrder::MoveFast(scene_item_usize)
  500. | SceneItemPrepareOrder::Hide(scene_item_usize) => {
  501. let color = match &scene_item_prepare_order {
  502. SceneItemPrepareOrder::Move(_) => graphics::BLUE,
  503. SceneItemPrepareOrder::MoveFast(_) => graphics::MAGENTA,
  504. SceneItemPrepareOrder::Hide(_) => graphics::YELLOW,
  505. };
  506. let scene_item = self.get_scene_item(*scene_item_usize);
  507. mesh_builder.line(
  508. &vec![
  509. scene_item.position.clone(),
  510. scene_point_from_window_point(
  511. &self.current_cursor_position,
  512. &self.display_offset,
  513. ),
  514. ],
  515. 2.0,
  516. color,
  517. )?;
  518. }
  519. }
  520. }
  521. GameResult::Ok(mesh_builder)
  522. }
  523. }
  524. impl event::EventHandler for MainState {
  525. fn update(&mut self, ctx: &mut Context) -> GameResult {
  526. while check_update_time(ctx, TARGET_FPS) {
  527. self.inputs(ctx);
  528. // TODO: meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu
  529. // ennemi, dans animate il se mettra a tirer)
  530. let tick_sprite = self.frame_i % SPRITE_EACH == 0;
  531. let tick_animate = self.frame_i % ANIMATE_EACH == 0;
  532. let tick_physics = self.frame_i % PHYSICS_EACH == 0;
  533. let tick_meta = self.frame_i % META_EACH == 0;
  534. // Apply moves, explosions, etc
  535. if tick_physics {
  536. self.physics();
  537. }
  538. // Generate meta events according to physics events and current physic state
  539. if tick_meta {
  540. self.metas();
  541. }
  542. // Animate scene items according to meta events
  543. if tick_animate {
  544. self.animate();
  545. };
  546. // Change scene items tiles
  547. if tick_sprite {
  548. self.tick_sprites();
  549. }
  550. // Increment frame counter
  551. self.frame_i += 1;
  552. if self.frame_i >= MAX_FRAME_I {
  553. self.frame_i = 0;
  554. }
  555. // Empty physics event
  556. self.physics_events.drain(..);
  557. }
  558. Ok(())
  559. }
  560. fn draw(&mut self, ctx: &mut Context) -> GameResult {
  561. graphics::clear(ctx, graphics::BLACK);
  562. let mut scene_mesh_builder = MeshBuilder::new();
  563. self.generate_scene_item_sprites()?;
  564. self.generate_scene_item_menu_sprites()?;
  565. self.generate_map_sprites()?;
  566. scene_mesh_builder = self.update_mesh_builder_with_debug(scene_mesh_builder)?;
  567. scene_mesh_builder = self.update_mesh_builder_with_selected_items(scene_mesh_builder)?;
  568. scene_mesh_builder = self.update_mesh_builder_with_selection_area(scene_mesh_builder)?;
  569. scene_mesh_builder = self.update_mesh_builder_with_prepare_order(scene_mesh_builder)?;
  570. let window_draw_param = graphics::DrawParam::new().dest(window_point_from_scene_point(
  571. &ScenePoint::new(0.0, 0.0),
  572. &self.display_offset,
  573. ));
  574. graphics::draw(ctx, &self.map_batch, window_draw_param)?;
  575. if self.debug_terrain {
  576. graphics::draw(ctx, &self.terrain_batch, window_draw_param)?;
  577. }
  578. graphics::draw(ctx, &self.sprite_sheet_batch, window_draw_param)?;
  579. if let Ok(scene_mesh) = scene_mesh_builder.build(ctx) {
  580. graphics::draw(ctx, &scene_mesh, window_draw_param)?;
  581. }
  582. graphics::draw(ctx, &self.ui_batch, window_draw_param)?;
  583. self.sprite_sheet_batch.clear();
  584. self.map_batch.clear();
  585. self.ui_batch.clear();
  586. graphics::present(ctx)?;
  587. // println!("FPS: {}", ggez::timer::fps(ctx));
  588. Ok(())
  589. }
  590. fn mouse_button_down_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  591. match button {
  592. MouseButton::Left => {
  593. self.left_click_down = Some(WindowPoint::new(x, y));
  594. }
  595. MouseButton::Right => {
  596. self.right_click_down = Some(WindowPoint::new(x, y));
  597. }
  598. MouseButton::Middle => {}
  599. MouseButton::Other(_) => {}
  600. }
  601. }
  602. fn mouse_button_up_event(&mut self, _ctx: &mut Context, button: MouseButton, x: f32, y: f32) {
  603. match button {
  604. MouseButton::Left => {
  605. if let Some(left_click_down) = self.left_click_down {
  606. if left_click_down == WindowPoint::new(x, y) {
  607. self.user_events.push(UserEvent::Click(left_click_down));
  608. } else {
  609. let from = WindowPoint::new(
  610. cmp::min(left_click_down.x as i32, x as i32) as f32,
  611. cmp::min(left_click_down.y as i32, y as i32) as f32,
  612. );
  613. let to = WindowPoint::new(
  614. cmp::max(left_click_down.x as i32, x as i32) as f32,
  615. cmp::max(left_click_down.y as i32, y as i32) as f32,
  616. );
  617. self.user_events.push(UserEvent::AreaSelection(from, to));
  618. }
  619. }
  620. self.left_click_down = None;
  621. }
  622. MouseButton::Right => {
  623. if let Some(right_click_down) = self.right_click_down {
  624. self.user_events
  625. .push(UserEvent::RightClick(right_click_down));
  626. }
  627. }
  628. MouseButton::Middle => {}
  629. MouseButton::Other(_) => {}
  630. }
  631. }
  632. fn mouse_motion_event(&mut self, _ctx: &mut Context, x: f32, y: f32, _dx: f32, _dy: f32) {
  633. self.current_cursor_position = WindowPoint::new(x, y);
  634. }
  635. }