use ggez::conf::Conf; use ggez::event::{self, EventHandler, KeyCode, KeyMods}; use ggez::filesystem; use ggez::graphics::{self, spritebatch::SpriteBatch, DrawParam, FilterMode, Image}; use ggez::nalgebra::{Point2, Vector2}; use ggez::{Context, ContextBuilder, GameResult}; use pax_romana::constants; use pax_romana::map::Map; use pax_romana::tileset::Tileset; struct State { map: Map, tileset: Tileset, spritebatch: SpriteBatch, camera_point: (f32, f32), } impl State { fn new(context: &mut Context) -> GameResult { let mut image = Image::new(context, "/tileset.png")?; image.set_filter(FilterMode::Nearest); Ok(State { map: Map::new(filesystem::open(context, "/map.tmx")?), tileset: Tileset::new(filesystem::open(context, "/tileset.tsx")?), spritebatch: SpriteBatch::new(image), camera_point: (0.0, 0.0), }) } } impl EventHandler for State { fn update(&mut self, _: &mut Context) -> GameResult { Ok(()) } fn draw(&mut self, context: &mut Context) -> GameResult { graphics::clear(context, graphics::BLACK); for layer in self.map.layers.iter() { for x in 0..self.map.width { for y in 0..self.map.height { let draw_param = DrawParam::default() .src(self.tileset.tiles[layer.data[x + (y * self.map.height)]]) .dest(Point2::new( self.tileset.tile_width * constants::TILE_SCALE * x as f32, self.tileset.tile_height * constants::TILE_SCALE * y as f32, )) .scale(Vector2::new(constants::TILE_SCALE, constants::TILE_SCALE)); self.spritebatch.add(draw_param); } } } let draw_param = DrawParam::default().dest(Point2::new(self.camera_point.0, self.camera_point.1)); graphics::draw(context, &self.spritebatch, draw_param)?; self.spritebatch.clear(); graphics::present(context)?; Ok(()) } fn key_down_event(&mut self, _: &mut Context, keycode: KeyCode, _: KeyMods, _: bool) { match keycode { KeyCode::W => self.camera_point.1 += constants::CAMERA_MOVE, KeyCode::A => self.camera_point.0 += constants::CAMERA_MOVE, KeyCode::S => self.camera_point.1 -= constants::CAMERA_MOVE, KeyCode::D => self.camera_point.0 -= constants::CAMERA_MOVE, _ => (), } } } fn main() -> GameResult { let conf = Conf::new(); let (ref mut context, ref mut event_loop) = ContextBuilder::new("pax-romana", "tom barrett") .conf(conf) .add_resource_path("./resources") .build()?; let state = &mut State::new(context)?; event::run(context, event_loop, state) }