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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 gems::cell::{Cell, Occupant};
use gems::constants;
use gems::cosmonaut::Cosmonaut;
struct Game {
selected: Option<(usize, usize)>,
spritebatch: SpriteBatch,
grid: Vec<Vec<Cell>>,
background: Image,
cosmonaut: Cosmonaut,
}
impl Game {
fn new(context: &mut Context) -> GameResult<Game> {
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(())
}
}
pub fn main() -> GameResult {
let (ref mut context, ref mut event_loop) = ContextBuilder::new("gems", "jw&tb")
.add_resource_path("./resources")
.build()?;
let game = &mut Game::new(context)?;
event::run(context, event_loop, game)
}
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