susuwatari-game/src/lib.rs

102 lines
2.7 KiB
Rust

extern crate ai_behavior;
extern crate find_folder;
extern crate gfx_device_gl;
extern crate piston_window;
extern crate sprite;
extern crate uuid;
mod object;
use gfx_device_gl::Resources;
use piston_window::*;
use object::Object;
use sprite::*;
pub struct Game {
scene: Scene<Texture<Resources>>,
player: Object,
up_d: bool,
down_d: bool,
left_d: bool,
right_d: bool,
}
impl Game {
pub fn new(w: &mut PistonWindow) -> Game {
let mut scene = Scene::new();
let player = Object::new(w, &mut scene);
Game {
scene: scene,
player: player,
up_d: false,
down_d: false,
left_d: false,
right_d: false,
}
}
pub fn on_update(&mut self, e: &Input, upd: UpdateArgs) {
self.scene.event(e);
if self.up_d {
self.player.mov(&mut self.scene, 0.0, -1500.0 * upd.dt);
}
if self.down_d {
self.player.mov(&mut self.scene, 0.0, 1500.0 * upd.dt);
}
if self.left_d {
self.player.mov(&mut self.scene, -1500.0 * upd.dt, 0.0);
}
if self.right_d {
self.player.mov(&mut self.scene, 1500.0 * upd.dt, 0.0);
}
}
pub fn on_draw(&mut self, e: &Input, _: RenderArgs, w: &mut PistonWindow) {
w.draw_2d(e, |c, g| {
clear([1.0, 1.0, 1.0, 1.0], g);
self.scene.draw(c.transform, g);
});
}
pub fn on_input(&mut self, inp: Input) {
match inp {
Input::Press(but) => {
match but {
Button::Keyboard(Key::Up) => {
self.up_d = true;
}
Button::Keyboard(Key::Down) => {
self.down_d = true;
}
Button::Keyboard(Key::Left) => {
self.left_d = true;
}
Button::Keyboard(Key::Right) => {
self.right_d = true;
}
_ => {}
}
}
Input::Release(but) => {
match but {
Button::Keyboard(Key::Up) => {
self.up_d = false;
}
Button::Keyboard(Key::Down) => {
self.down_d = false;
}
Button::Keyboard(Key::Left) => {
self.left_d = false;
}
Button::Keyboard(Key::Right) => {
self.right_d = false;
}
_ => {}
}
}
_ => {}
}
}
}