susuwatari-game/src/lib.rs
2017-07-13 16:16:14 -04:00

125 lines
4.1 KiB
Rust

extern crate ai_behavior;
extern crate find_folder;
extern crate gfx_device_gl;
extern crate graphics;
extern crate piston_window;
extern crate rand;
extern crate sprite;
extern crate uuid;
mod mobs;
use gfx_device_gl::Resources;
use graphics::Image;
use graphics::rectangle::square;
use piston_window::*;
use mobs::{Hero, Star};
use sprite::*;
pub struct Game {
scene: Scene<Texture<Resources>>,
player: Hero,
star: Star,
}
impl Game {
pub fn new(w: &mut PistonWindow) -> Game {
let mut scene = Scene::new();
let star = Star::new(w, &mut scene);
let player = Hero::new(w, &mut scene);
Game {
scene: scene,
player: player,
star: star,
}
}
pub fn on_update(&mut self, e: &Input, upd: UpdateArgs, w: &PistonWindow) {
self.scene.event(e);
self.star.mov(w, &mut self.scene, upd.dt);
self.player.mov(w, &mut self.scene, upd.dt);
}
pub fn on_draw(&mut self, e: &Input, _: RenderArgs, w: &mut PistonWindow) {
let assets = find_folder::Search::ParentsThenKids(3, 3)
.for_folder("assets")
.unwrap();
let ref font = assets.join("Fresca-Regular.ttf");
let factory = w.factory.clone();
let mut glyphs = Glyphs::new(font, factory).unwrap();
let image = Image::new().rect(square(0.0, 0.0, 640.0));
let bg = Texture::from_path(&mut w.factory,
assets.join("bg.png"),
Flip::None,
&TextureSettings::new()).unwrap();
w.draw_2d(e, |c, g| {
clear([1.0, 1.0, 1.0, 1.0], g);
for number in 0..100 {
let x: f64 = (number % 10 * 64).into();
let y: f64 = (number / 10 * 64).into();
image.draw(&bg, &Default::default(), c.transform.trans(x, y).zoom(0.1), g);
}
text::Text::new_color([0.0, 1.0, 0.0, 1.0], 10).draw(
&format!("{} x: {}, y: {}", self.player.sprite_id, self.player.x.trunc(), self.player.y.trunc()),
&mut glyphs,
&c.draw_state,
c.transform.trans(10.0, 100.0), g
);
text::Text::new_color([0.0, 1.0, 0.0, 1.0], 10).draw(
&format!("{} x: {}, y: {}", self.star.sprite_id, self.star.x.trunc(), self.star.y.trunc()),
&mut glyphs,
&c.draw_state,
c.transform.trans(10.0, 110.0), g
);
self.scene.draw(c.transform, g);
});
}
// TODO use an enum to track requested movement direction
pub fn on_input(&mut self, inp: Input) {
match inp {
Input::Press(but) => {
match but {
Button::Keyboard(Key::Up) => {
self.player.dir = (self.player.dir.0, -1.0);
}
Button::Keyboard(Key::Down) => {
self.player.dir = (self.player.dir.0, 1.0);
}
Button::Keyboard(Key::Left) => {
self.player.dir = (-1.0, self.player.dir.1);
}
Button::Keyboard(Key::Right) => {
self.player.dir = (1.0, self.player.dir.1);
}
_ => {}
}
}
Input::Release(but) => {
match but {
Button::Keyboard(Key::Up) => {
self.player.dir = (self.player.dir.0, 0.0);
}
Button::Keyboard(Key::Down) => {
self.player.dir = (self.player.dir.0, 0.0);
}
Button::Keyboard(Key::Left) => {
self.player.dir = (0.0, self.player.dir.1);
}
Button::Keyboard(Key::Right) => {
self.player.dir = (0.0, self.player.dir.1);
}
_ => {}
}
}
_ => {}
}
}
}