use ggez::event::{EventHandler, KeyCode, KeyMods}; use ggez::graphics::{self, spritebatch::SpriteBatch, DrawParam, FilterMode, Image}; use ggez::{filesystem, Context, GameResult}; use crate::camera::Camera; use crate::map::Map; use crate::player::Player; use crate::tileset::Tileset; pub struct State { map: Map, tileset: Tileset, spritebatch: SpriteBatch, camera: Camera, player: Player, } impl State { pub fn new(context: &mut Context) -> GameResult { let mut image = Image::new(context, "/tileset.png")?; image.set_filter(FilterMode::Nearest); let map = Map::new(filesystem::open(context, "/map.tmx")?); let map_dimensions = map.get_dimensions(); Ok(State { map, tileset: Tileset::new(filesystem::open(context, "/tileset.tsx")?), spritebatch: SpriteBatch::new(image), camera: Camera::new(context, map_dimensions), player: Player::new(), }) } } impl EventHandler for State { fn update(&mut self, _: &mut Context) -> GameResult { self.player.update(); self.camera.give_center(self.player.position); Ok(()) } fn draw(&mut self, context: &mut Context) -> GameResult { graphics::clear(context, graphics::BLACK); self.map.draw(&mut self.spritebatch, &self.tileset); self.player.draw(&mut self.spritebatch, &self.tileset); graphics::draw( context, &self.spritebatch, DrawParam::default().dest(self.camera.draw), )?; self.spritebatch.clear(); graphics::present(context)?; Ok(()) } fn key_down_event( &mut self, context: &mut Context, keycode: KeyCode, _: KeyMods, repeat: bool, ) { if !repeat { match keycode { KeyCode::Q => context.continuing = false, _ => self.player.give_key_down(keycode), } } } fn key_up_event(&mut self, _: &mut Context, keycode: KeyCode, _: KeyMods) { self.player.give_key_up(keycode) } }