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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<State> {
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)
}
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