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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::map::Map;
use crate::player::Player;
use crate::tileset::Tileset;
pub struct State {
map: Map,
spritebatch: SpriteBatch,
camera: Camera,
player: Player,
}
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,
spritebatch: SpriteBatch::new(image),
camera: Camera::new(context, map_dimensions),
player: Player::new(map_dimensions),
})
}
}
impl EventHandler for State {
fn update(&mut self, context: &mut Context) -> GameResult {
self.map.update();
self.player.update(context);
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);
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)
}
}
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