1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
|
use ggez::event::{EventHandler, KeyCode, KeyMods};
use ggez::graphics::{self, spritebatch::SpriteBatch, DrawParam, FilterMode, Image, WrapMode};
use ggez::{filesystem, Context, GameResult};
use crate::camera::Camera;
use crate::entity::Entity;
use crate::map::Map;
use crate::player::Player;
use crate::tileset::Tileset;
pub struct State {
map: Map,
spritebatch: SpriteBatch,
camera: Camera,
player: Player,
entities: Vec<Entity>,
}
impl State {
pub fn new(context: &mut Context) -> GameResult<State> {
let mut image = Image::new(context, "/tileset.png")?;
image.set_filter(FilterMode::Nearest);
image.set_wrap(WrapMode::Mirror, WrapMode::Mirror);
let tileset = Tileset::new(filesystem::open(context, "/tileset.tsx")?);
let map = Map::new(filesystem::open(context, "/map.tmx")?, &tileset);
let map_dimensions = map.get_dimensions();
Ok(State {
map: map.clone(),
spritebatch: SpriteBatch::new(image),
camera: Camera::new(context, map_dimensions),
player: Player::new(&tileset, map_dimensions),
entities: Entity::build_entities(&tileset, &map),
})
}
}
impl EventHandler for State {
fn update(&mut self, _context: &mut Context) -> GameResult {
self.map.update();
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.player.draw(&mut self.spritebatch);
for entity in &self.entities {
entity.draw(&mut self.spritebatch);
}
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)
}
}
|