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use ggez::event::{EventHandler, KeyCode, KeyMods};
use ggez::graphics::{self, spritebatch::SpriteBatch, DrawParam, FilterMode, Image, Text};
use ggez::nalgebra::Point2;
use ggez::{filesystem, Context, GameResult};
use crate::camera::Camera;
use crate::constants;
use crate::map::Map;
use crate::tileset::Tileset;
pub struct State {
map: Map,
tileset: Tileset,
spritebatch: SpriteBatch,
camera: Camera,
player_position: Point2<f32>,
}
impl State {
pub 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: Camera::default(),
player_position: Point2::new(0.0, 0.0),
})
}
}
impl EventHandler for State {
fn update(&mut self, _: &mut Context) -> GameResult {
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);
graphics::draw(
context,
&self.spritebatch,
DrawParam::default().dest(self.camera.draw),
)?;
graphics::draw(
context,
&Text::new("@"),
DrawParam::default().dest(self.player_position),
)?;
self.spritebatch.clear();
graphics::present(context)?;
Ok(())
}
fn key_down_event(&mut self, _: &mut Context, keycode: KeyCode, _: KeyMods, _: bool) {
match keycode {
KeyCode::W => self.player_position.y -= constants::PLAYER_SPEED,
KeyCode::A => self.player_position.x -= constants::PLAYER_SPEED,
KeyCode::S => self.player_position.y += constants::PLAYER_SPEED,
KeyCode::D => self.player_position.x += constants::PLAYER_SPEED,
_ => (),
}
}
}
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