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use ggez;
use ggez::event;
use ggez::graphics;
use ggez::nalgebra as na;
use ggez::graphics::{self, spritebatch::SpriteBatch, DrawParam, FilterMode, Image, WrapMode};
struct Game {
spritebatch: SpriteBatch,
}
impl MainState {
fn new() -> ggez::GameResult<Game> {
let mut image = Image::new(context, "/gem.png")?;
image.set_filter(FilterMode::Nearest);
image.set_wrap(WrapMode::Mirror, WrapMode::Mirror);
Ok(MainState { spritebatch: SpriteBatch::new(image) })
}
}
impl event::EventHandler for MainState {
fn update(&mut self, _ctx: &mut ggez::Context) -> ggez::GameResult {
self.pos_x = self.pos_x % 800.0 + 1.0;
Ok(())
}
fn draw(&mut self, ctx: &mut ggez::Context) -> ggez::GameResult {
graphics::clear(ctx, [0.1, 0.2, 0.3, 1.0].into());
let circle = graphics::Mesh::new_circle(
ctx,
graphics::DrawMode::fill(),
na::Point2::new(self.pos_x, 380.0),
100.0,
2.0,
graphics::WHITE,
)?;
graphics::draw(ctx, &circle, (na::Point2::new(0.0, 0.0),))?;
graphics::present(ctx)?;
Ok(())
}
}
pub fn main() -> ggez::GameResult {
let cb = ggez::ContextBuilder::new("super_simple", "ggez");
let (ctx, event_loop) = &mut cb.build()?;
let state = &mut MainState::new()?;
event::run(ctx, event_loop, state)
}
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