From 91a902278617f4981372b0f93612a7bfe902bc9b Mon Sep 17 00:00:00 2001 From: Tom Barrett Date: Sun, 14 Mar 2021 21:19:02 +0100 Subject: splitting up more --- src/game.rs | 271 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ src/lib.rs | 1 + src/main.rs | 273 +----------------------------------------------------------- 3 files changed, 275 insertions(+), 270 deletions(-) create mode 100644 src/game.rs diff --git a/src/game.rs b/src/game.rs new file mode 100644 index 0000000..5b72d9d --- /dev/null +++ b/src/game.rs @@ -0,0 +1,271 @@ +use ggez::event::EventHandler; +use ggez::graphics::{self, spritebatch::SpriteBatch, DrawParam, FilterMode, Image, WrapMode}; +use ggez::input::mouse; +use ggez::mint::Point2; +use ggez::{Context, GameResult}; +use std::time::Instant; + +use crate::cell::{Cell, Occupant}; +use crate::constants; +use crate::cosmonaut::Cosmonaut; + +pub struct Game { + selected: Option<(usize, usize)>, + spritebatch: SpriteBatch, + grid: Vec>, + background: Image, + cosmonaut: Cosmonaut, +} + +impl Game { + pub fn new(context: &mut Context) -> GameResult { + let mut background = Image::new(context, "/background.png")?; + background.set_filter(FilterMode::Nearest); + + let mut image = Image::new(context, "/tileset.png")?; + image.set_filter(FilterMode::Nearest); + image.set_wrap(WrapMode::Mirror, WrapMode::Mirror); + + let mut grid = Vec::new(); + let mut y = 0.0; + + for _ in 0..constants::COLUMNS { + let mut column = Vec::new(); + for j in 0..constants::ROWS { + column.push(Cell::new(Point2 { + x: (j as f32) + * (constants::TILE_WIDTH * constants::TILE_SCALE + constants::BORDER_SIZE) + + constants::SHIFT_X, + y: y + constants::SHIFT_Y, + })); + } + y += constants::TILE_HEIGHT * constants::TILE_SCALE + constants::BORDER_SIZE; + grid.push(column); + } + + Ok(Game { + grid, + selected: None, + cosmonaut: Cosmonaut::new(context)?, + spritebatch: SpriteBatch::new(image), + background, + }) + } + + fn update_explosions(&mut self) { + let mut last = Occupant::None; + let mut connected = Vec::new(); + for i in 0..constants::COLUMNS { + let mut c = Vec::new(); + for j in 0..constants::ROWS { + if self.grid[i][j].occupant == last && last != Occupant::None { + c.push((i, j)); + c.push((i, j - 1)); + } else { + connected.push(c.clone()); + c.clear(); + } + last = self.grid[i][j].occupant; + } + connected.push(c); + last = Occupant::None; + } + + for c in connected.iter() { + if c.len() > 3 { + for (i, j) in c.iter() { + self.grid[*i][*j].occupant = Occupant::Explosion { + frame: 0, + timer: Instant::now(), + }; + } + } + } + + connected.clear(); + for i in 0..constants::COLUMNS { + let mut c = Vec::new(); + for j in 0..constants::ROWS { + if self.grid[j][i].occupant == last && last != Occupant::None { + c.push((j, i)); + c.push((j - 1, i)); + } else { + connected.push(c.clone()); + c.clear(); + } + last = self.grid[j][i].occupant; + } + connected.push(c); + last = Occupant::None; + } + + for c in connected.iter() { + if c.len() > 3 { + for (j, i) in c.iter() { + self.grid[*j][*i].occupant = Occupant::Explosion { + frame: 0, + timer: Instant::now(), + }; + } + } + } + } + + fn update_dropping(&mut self) { + for i in 1..constants::COLUMNS { + for j in 0..constants::ROWS { + if self.grid[i][j].occupant == Occupant::None + && self.grid[i - 1][j].occupant != Occupant::None + { + self.grid[i][j].occupant = self.grid[i - 1][j].occupant; + self.grid[i - 1][j].occupant = Occupant::None; + } + } + } + } + + fn update_feeding(&mut self) { + for i in 0..constants::COLUMNS { + if self.grid[0][i].occupant == Occupant::None { + self.grid[0][i].occupant = rand::random(); + } + } + } + + fn update_frames(&mut self) { + for row in self.grid.iter_mut() { + for cell in row.iter_mut() { + let mut done = false; + if let Occupant::Explosion { + ref mut frame, + ref mut timer, + } = cell.occupant + { + if timer.elapsed().as_millis() > 500 { + if *frame < 4 { + *frame += 1; + *timer = Instant::now(); + } else { + done = true; + } + } + } + if done { + cell.occupant = Occupant::None; + } + } + } + } +} + +impl EventHandler for Game { + fn update(&mut self, context: &mut Context) -> GameResult { + for row in self.grid.iter_mut() { + for cell in row.iter_mut() { + cell.hover_off(); + } + } + + let position = mouse::position(context); + + if self.cosmonaut.contains(position) { + self.cosmonaut.start(); + } + + self.cosmonaut.update(); + + for row in self.grid.iter_mut() { + for cell in row.iter_mut() { + if cell.contains(position) { + cell.hover_on(); + } + } + } + + self.update_explosions(); + self.update_frames(); + self.update_dropping(); + self.update_feeding(); + + Ok(()) + } + + fn mouse_button_down_event( + &mut self, + _context: &mut Context, + button: mouse::MouseButton, + x: f32, + y: f32, + ) { + if button == mouse::MouseButton::Left { + let position = Point2 { x, y }; + for (i, row) in self.grid.iter_mut().enumerate() { + for (j, cell) in row.iter_mut().enumerate() { + if cell.contains(position) && cell.moveable() { + self.selected = Some((i, j)); + cell.clicked_on(); + } + } + } + } + } + + fn mouse_button_up_event( + &mut self, + _context: &mut Context, + button: mouse::MouseButton, + x: f32, + y: f32, + ) { + if button == mouse::MouseButton::Left { + for row in self.grid.iter_mut() { + for cell in row.iter_mut() { + cell.clicked_off(); + } + } + + if let Some(selected) = self.selected { + let position = Point2 { x, y }; + let mut swap = None; + for (i, row) in self.grid.iter_mut().enumerate() { + for (j, cell) in row.iter_mut().enumerate() { + if cell.contains(position) + && cell.moveable() + && (((i + 1 == selected.0) && (j == selected.1)) + || ((i.overflowing_sub(1).0 == selected.0) && (j == selected.1)) + || ((i == selected.0) && (j + 1 == selected.1)) + || ((i == selected.0) && (j.overflowing_sub(1)).0 == selected.1)) + { + swap = Some((i, j)); + } + } + } + if let Some((i, j)) = swap { + let clone = self.grid[i][j].occupant; + self.grid[i][j].occupant = self.grid[selected.0][selected.1].occupant; + self.grid[selected.0][selected.1].occupant = clone; + self.selected = None; + } + } + } + } + + fn draw(&mut self, context: &mut Context) -> GameResult { + graphics::clear(context, [0.0, 0.0, 0.0, 1.0].into()); + graphics::draw(context, &self.background, DrawParam::default())?; + self.cosmonaut.draw(context)?; + + for row in self.grid.iter() { + for cell in row.iter() { + cell.draw(context, &mut self.spritebatch)?; + } + } + + graphics::draw(context, &self.spritebatch, DrawParam::default())?; + + self.spritebatch.clear(); + + graphics::present(context)?; + Ok(()) + } +} diff --git a/src/lib.rs b/src/lib.rs index 9b47535..78bbb9a 100644 --- a/src/lib.rs +++ b/src/lib.rs @@ -1,3 +1,4 @@ pub mod cell; pub mod constants; pub mod cosmonaut; +pub mod game; diff --git a/src/main.rs b/src/main.rs index bff0079..a1fee19 100644 --- a/src/main.rs +++ b/src/main.rs @@ -1,274 +1,7 @@ -use ggez::event::{self, EventHandler}; -use ggez::graphics::{self, spritebatch::SpriteBatch, DrawParam, FilterMode, Image, WrapMode}; -use ggez::input::mouse; -use ggez::mint::Point2; -use ggez::{Context, ContextBuilder, GameResult}; -use std::time::Instant; +use ggez::event::{self}; +use ggez::{ContextBuilder, GameResult}; -use gems::cell::{Cell, Occupant}; -use gems::constants; -use gems::cosmonaut::Cosmonaut; - -struct Game { - selected: Option<(usize, usize)>, - spritebatch: SpriteBatch, - grid: Vec>, - background: Image, - cosmonaut: Cosmonaut, -} - -impl Game { - fn new(context: &mut Context) -> GameResult { - let mut background = Image::new(context, "/background.png")?; - background.set_filter(FilterMode::Nearest); - - let mut image = Image::new(context, "/tileset.png")?; - image.set_filter(FilterMode::Nearest); - image.set_wrap(WrapMode::Mirror, WrapMode::Mirror); - - let mut grid = Vec::new(); - let mut y = 0.0; - - for _ in 0..constants::COLUMNS { - let mut column = Vec::new(); - for j in 0..constants::ROWS { - column.push(Cell::new(Point2 { - x: (j as f32) - * (constants::TILE_WIDTH * constants::TILE_SCALE + constants::BORDER_SIZE) - + constants::SHIFT_X, - y: y + constants::SHIFT_Y, - })); - } - y += constants::TILE_HEIGHT * constants::TILE_SCALE + constants::BORDER_SIZE; - grid.push(column); - } - - Ok(Game { - grid, - selected: None, - cosmonaut: Cosmonaut::new(context)?, - spritebatch: SpriteBatch::new(image), - background, - }) - } - - fn update_explosions(&mut self) { - let mut last = Occupant::None; - let mut connected = Vec::new(); - for i in 0..constants::COLUMNS { - let mut c = Vec::new(); - for j in 0..constants::ROWS { - if self.grid[i][j].occupant == last && last != Occupant::None { - c.push((i, j)); - c.push((i, j - 1)); - } else { - connected.push(c.clone()); - c.clear(); - } - last = self.grid[i][j].occupant; - } - connected.push(c); - last = Occupant::None; - } - - for c in connected.iter() { - if c.len() > 3 { - for (i, j) in c.iter() { - self.grid[*i][*j].occupant = Occupant::Explosion { - frame: 0, - timer: Instant::now(), - }; - } - } - } - - connected.clear(); - for i in 0..constants::COLUMNS { - let mut c = Vec::new(); - for j in 0..constants::ROWS { - if self.grid[j][i].occupant == last && last != Occupant::None { - c.push((j, i)); - c.push((j - 1, i)); - } else { - connected.push(c.clone()); - c.clear(); - } - last = self.grid[j][i].occupant; - } - connected.push(c); - last = Occupant::None; - } - - for c in connected.iter() { - if c.len() > 3 { - for (j, i) in c.iter() { - self.grid[*j][*i].occupant = Occupant::Explosion { - frame: 0, - timer: Instant::now(), - }; - } - } - } - } - - fn update_dropping(&mut self) { - for i in 1..constants::COLUMNS { - for j in 0..constants::ROWS { - if self.grid[i][j].occupant == Occupant::None - && self.grid[i - 1][j].occupant != Occupant::None - { - self.grid[i][j].occupant = self.grid[i - 1][j].occupant; - self.grid[i - 1][j].occupant = Occupant::None; - } - } - } - } - - fn update_feeding(&mut self) { - for i in 0..constants::COLUMNS { - if self.grid[0][i].occupant == Occupant::None { - self.grid[0][i].occupant = rand::random(); - } - } - } - - fn update_frames(&mut self) { - for row in self.grid.iter_mut() { - for cell in row.iter_mut() { - let mut done = false; - if let Occupant::Explosion { - ref mut frame, - ref mut timer, - } = cell.occupant - { - if timer.elapsed().as_millis() > 500 { - if *frame < 4 { - *frame += 1; - *timer = Instant::now(); - } else { - done = true; - } - } - } - if done { - cell.occupant = Occupant::None; - } - } - } - } -} - -impl EventHandler for Game { - fn update(&mut self, context: &mut Context) -> GameResult { - for row in self.grid.iter_mut() { - for cell in row.iter_mut() { - cell.hover_off(); - } - } - - let position = mouse::position(context); - - if self.cosmonaut.contains(position) { - self.cosmonaut.start(); - } - - self.cosmonaut.update(); - - for row in self.grid.iter_mut() { - for cell in row.iter_mut() { - if cell.contains(position) { - cell.hover_on(); - } - } - } - - self.update_explosions(); - self.update_frames(); - self.update_dropping(); - self.update_feeding(); - - Ok(()) - } - - fn mouse_button_down_event( - &mut self, - _context: &mut Context, - button: mouse::MouseButton, - x: f32, - y: f32, - ) { - if button == mouse::MouseButton::Left { - let position = Point2 { x, y }; - for (i, row) in self.grid.iter_mut().enumerate() { - for (j, cell) in row.iter_mut().enumerate() { - if cell.contains(position) && cell.moveable() { - self.selected = Some((i, j)); - cell.clicked_on(); - } - } - } - } - } - - fn mouse_button_up_event( - &mut self, - _context: &mut Context, - button: mouse::MouseButton, - x: f32, - y: f32, - ) { - if button == mouse::MouseButton::Left { - for row in self.grid.iter_mut() { - for cell in row.iter_mut() { - cell.clicked_off(); - } - } - - if let Some(selected) = self.selected { - let position = Point2 { x, y }; - let mut swap = None; - for (i, row) in self.grid.iter_mut().enumerate() { - for (j, cell) in row.iter_mut().enumerate() { - if cell.contains(position) - && cell.moveable() - && (((i + 1 == selected.0) && (j == selected.1)) - || ((i.overflowing_sub(1).0 == selected.0) && (j == selected.1)) - || ((i == selected.0) && (j + 1 == selected.1)) - || ((i == selected.0) && (j.overflowing_sub(1)).0 == selected.1)) - { - swap = Some((i, j)); - } - } - } - if let Some((i, j)) = swap { - let clone = self.grid[i][j].occupant; - self.grid[i][j].occupant = self.grid[selected.0][selected.1].occupant; - self.grid[selected.0][selected.1].occupant = clone; - self.selected = None; - } - } - } - } - - fn draw(&mut self, context: &mut Context) -> GameResult { - graphics::clear(context, [0.0, 0.0, 0.0, 1.0].into()); - graphics::draw(context, &self.background, DrawParam::default())?; - self.cosmonaut.draw(context)?; - - for row in self.grid.iter() { - for cell in row.iter() { - cell.draw(context, &mut self.spritebatch)?; - } - } - - graphics::draw(context, &self.spritebatch, DrawParam::default())?; - - self.spritebatch.clear(); - - graphics::present(context)?; - Ok(()) - } -} +use gems::game::Game; pub fn main() -> GameResult { let (ref mut context, ref mut event_loop) = ContextBuilder::new("gems", "jw&tb") -- cgit v1.2.3