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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<Game> {
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),
}
}
}
}
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