use ggez::event::{EventHandler, KeyCode, KeyMods}; use ggez::graphics::{self, spritebatch::SpriteBatch, DrawParam, FilterMode, Image, WrapMode}; use ggez::{Context, GameResult}; use crate::camera::Camera; use crate::dialogbox::DialogBox; use crate::entity::Operable; use crate::world::World; pub struct Game { world: World, spritebatch: SpriteBatch, dialogbox: DialogBox, camera: Camera, } impl Game { pub fn new(context: &mut Context) -> GameResult { let mut image = Image::new(context, "/tileset.png")?; image.set_filter(FilterMode::Nearest); image.set_wrap(WrapMode::Mirror, WrapMode::Mirror); let world = World::new(context); let dimensions = world.get_dimensions(); Ok(Game { world, spritebatch: SpriteBatch::new(image), dialogbox: DialogBox::new(context), camera: Camera::new(dimensions), }) } } impl EventHandler for Game { fn update(&mut self, _context: &mut Context) -> GameResult { self.world.update(); self.camera.give_center(self.world.player.get_position()); self.dialogbox.update(); Ok(()) } fn draw(&mut self, context: &mut Context) -> GameResult { graphics::clear(context, graphics::BLACK); self.world.draw(&mut self.spritebatch); graphics::draw( context, &self.spritebatch, DrawParam::default().dest(self.camera.draw), )?; self.dialogbox.draw(context)?; self.spritebatch.clear(); graphics::present(context)?; Ok(()) } fn key_up_event(&mut self, _: &mut Context, keycode: KeyCode, _: KeyMods) { self.world.give_key_up(keycode); } fn key_down_event( &mut self, context: &mut Context, keycode: KeyCode, _: KeyMods, repeat: bool, ) { if !repeat { match keycode { KeyCode::Q => context.continuing = false, KeyCode::E => self.dialogbox.give_dialogtree(self.world.get_dialogtree()), _ => self.world.give_key_down(keycode), } } } }