use log::info; use crate::common::{FadeDirection, FadeState, Rect}; use crate::entity::GameEntity; use crate::frame::Frame; use crate::ggez::{Context, GameResult, graphics, timer}; use crate::ggez::graphics::{Color, Drawable, DrawParam, Text, TextFragment}; use crate::ggez::nalgebra::clamp; use crate::player::Player; use crate::scene::Scene; use crate::SharedGameState; use crate::stage::{BackgroundType, Stage}; use crate::str; use crate::text_script::TextScriptVM; use crate::ui::Components; pub struct GameScene { pub tick: usize, pub stage: Stage, pub frame: Frame, pub player: Player, pub stage_id: usize, tex_background_name: String, tex_caret_name: String, tex_face_name: String, tex_fade_name: String, tex_hud_name: String, tex_npcsym_name: String, tex_tileset_name: String, life_bar: usize, life_bar_count: usize, } #[derive(Debug, EnumIter, PartialEq, Eq, Hash, Copy, Clone)] pub enum TileLayer { All, Background, Foreground, Snack, } #[derive(Debug, EnumIter, PartialEq, Eq, Hash, Copy, Clone)] pub enum Alignment { Left, Right, } impl GameScene { pub fn new(state: &mut SharedGameState, ctx: &mut Context, id: usize) -> GameResult { let stage = Stage::load(&state.base_path, &state.stages[id], ctx)?; info!("Loaded stage: {}", stage.data.name); info!("Map size: {}x{}", stage.map.width, stage.map.height); let tex_background_name = stage.data.background.filename(); let tex_caret_name = str!("Caret"); let tex_face_name = str!("Face"); let tex_fade_name = str!("Fade"); let tex_hud_name = str!("TextBox"); let tex_npcsym_name = str!("Npc/NpcSym"); let tex_tileset_name = ["Stage/", &stage.data.tileset.filename()].join(""); Ok(Self { tick: 0, stage, player: Player::new(state), frame: Frame { x: 0, y: 0, wait: 16, }, stage_id: id, tex_background_name, tex_caret_name, tex_face_name, tex_fade_name, tex_hud_name, tex_npcsym_name, tex_tileset_name, life_bar: 3, life_bar_count: 0, }) } fn draw_number(&self, x: f32, y: f32, val: usize, align: Alignment, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, &self.tex_hud_name)?; let n = val.to_string(); let align_offset = if align == Alignment::Right { n.len() as f32 * 8.0 } else { 0.0 }; for (offset, chr) in n.chars().enumerate() { let idx = chr as usize - '0' as usize; batch.add_rect(x - align_offset + offset as f32 * 8.0, y, &Rect::::new_size(idx * 8, 56, 8, 8)); } batch.draw(ctx)?; Ok(()) } fn draw_hud(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, &self.tex_hud_name)?; // todo: max ammo display // none batch.add_rect(16.0 + 48.0, 16.0, &Rect::::new_size(80, 48, 16, 8)); batch.add_rect(16.0 + 48.0, 24.0, &Rect::::new_size(80, 48, 16, 8)); // per batch.add_rect(16.0 + 32.0, 24.0, &Rect::::new_size(72, 48, 8, 8)); // lv batch.add_rect(16.0, 32.0, &Rect::::new_size(80, 80, 16, 8)); // xp box batch.add_rect(40.0, 32.0, &Rect::::new_size(0, 72, 40, 8)); // experience //batch.add_rect(40.0, 32.0, // &Rect::::new_size(0, 80, (40), 8)); // todo // life box batch.add_rect(16.0, 40.0, &Rect::::new_size(0, 40, 64, 8)); // yellow bar batch.add_rect(40.0, 40.0, &Rect::::new_size(0, 32, ((self.life_bar as usize * 40) / self.player.max_life as usize) - 1, 8)); // life batch.add_rect(40.0, 40.0, &Rect::::new_size(0, 24, ((self.player.life as usize * 40) / self.player.max_life as usize) - 1, 8)); batch.draw(ctx)?; self.draw_number(40.0, 32.0, 0, Alignment::Right, state, ctx)?; self.draw_number(40.0, 40.0, self.life_bar as usize, Alignment::Right, state, ctx)?; Ok(()) } fn draw_background(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, &self.tex_background_name)?; match self.stage.data.background_type { BackgroundType::Stationary => { let count_x = state.canvas_size.0 as usize / batch.width() + 1; let count_y = state.canvas_size.1 as usize / batch.height() + 1; for y in 0..count_y { for x in 0..count_x { batch.add((x * batch.width()) as f32, (y * batch.height()) as f32); } } } BackgroundType::MoveDistant => { let off_x = self.frame.x as usize / 2 % (batch.width() * 0x200); let off_y = self.frame.y as usize / 2 % (batch.height() * 0x200); let count_x = state.canvas_size.0 as usize / batch.width() + 2; let count_y = state.canvas_size.1 as usize / batch.height() + 2; for y in 0..count_y { for x in 0..count_x { batch.add((x * batch.width()) as f32 - (off_x / 0x200) as f32, (y * batch.height()) as f32 - (off_y / 0x200) as f32); } } } BackgroundType::MoveNear => {} BackgroundType::Water => {} BackgroundType::Black => {} BackgroundType::Autoscroll => {} BackgroundType::OutsideWind | BackgroundType::Outside => { let offset = (self.tick % 640) as isize; batch.add_rect(((state.canvas_size.0 - 320.0) / 2.0).floor(), 0.0, &Rect::::new_size(0, 0, 320, 88)); for x in ((-offset / 2)..(state.canvas_size.0 as isize)).step_by(320) { batch.add_rect(x as f32, 88.0, &Rect::::new_size(0, 88, 320, 35)); } for x in ((-offset % 320)..(state.canvas_size.0 as isize)).step_by(320) { batch.add_rect(x as f32, 123.0, &Rect::::new_size(0, 123, 320, 23)); } for x in ((-offset * 2)..(state.canvas_size.0 as isize)).step_by(320) { batch.add_rect(x as f32, 146.0, &Rect::::new_size(0, 146, 320, 30)); } for x in ((-offset * 4)..(state.canvas_size.0 as isize)).step_by(320) { batch.add_rect(x as f32, 176.0, &Rect::::new_size(0, 176, 320, 64)); } } } batch.draw(ctx)?; Ok(()) } fn draw_carets(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, &self.tex_caret_name)?; for caret in state.carets.iter() { batch.add_rect((((caret.x - caret.offset_x) / 0x200) - (self.frame.x / 0x200)) as f32, (((caret.y - caret.offset_y) / 0x200) - (self.frame.y / 0x200)) as f32, &caret.anim_rect); } batch.draw(ctx)?; Ok(()) } fn draw_fade(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { match state.fade_state { FadeState::Visible => { return Ok(()); } FadeState::Hidden => { graphics::clear(ctx, Color::from_rgb(0, 0, 32)); } FadeState::FadeIn(tick, direction) | FadeState::FadeOut(tick, direction) => { let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, &self.tex_fade_name)?; let mut rect = Rect::::new(0, 0, 16, 16); match direction { FadeDirection::Left | FadeDirection::Right => { let mut frame = tick; for x in (0..(state.canvas_size.0 as isize + 16)).step_by(16) { if frame > 15 { frame = 15; } else { frame += 1; } if frame >= 0 { rect.left = frame as usize * 16; rect.right = rect.left + 16; for y in (0..(state.canvas_size.1 as isize + 16)).step_by(16) { if direction == FadeDirection::Left { batch.add_rect(state.canvas_size.0 - x as f32, y as f32, &rect); } else { batch.add_rect(x as f32, y as f32, &rect); } } } } } FadeDirection::Up | FadeDirection::Down => { let mut frame = tick; for y in (0..(state.canvas_size.1 as isize + 16)).step_by(16) { if frame > 15 { frame = 15; } else { frame += 1; } if frame >= 0 { rect.left = frame as usize * 16; rect.right = rect.left + 16; for x in (0..(state.canvas_size.0 as isize + 16)).step_by(16) { if direction == FadeDirection::Down { batch.add_rect(x as f32, y as f32, &rect); } else { batch.add_rect(x as f32, state.canvas_size.1 - y as f32, &rect); } } } } } FadeDirection::Center => { let center_x = (state.canvas_size.0 / 2.0 - 8.0) as isize; let center_y = (state.canvas_size.1 / 2.0 - 8.0) as isize; let mut start_frame = tick; for x in (0..(center_x + 16)).step_by(16) { let mut frame = start_frame; for y in (0..(center_y + 16)).step_by(16) { if frame > 15 { frame = 15; } else { frame += 1; } if frame >= 0 { rect.left = frame as usize * 16; rect.right = rect.left + 16; batch.add_rect((center_x - x) as f32, (center_y + y) as f32, &rect); batch.add_rect((center_x - x) as f32, (center_y - y) as f32, &rect); batch.add_rect((center_x + x) as f32, (center_y + y) as f32, &rect); batch.add_rect((center_x + x) as f32, (center_y - y) as f32, &rect); } } start_frame += 1; } } } batch.draw(ctx)?; } } Ok(()) } fn draw_black_bars(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { Ok(()) } fn draw_text_boxes(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { if !state.textscript_vm.flags.render() { return Ok(()); } let top_pos = if state.textscript_vm.flags.position_top() { 32.0 } else { state.canvas_size.1 as f32 - 64.0 }; let left_pos = (state.canvas_size.0 / 2.0 - 122.0).floor(); if state.textscript_vm.flags.background_visible() { let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, &self.tex_hud_name)?; batch.add_rect(left_pos, top_pos, &state.constants.textscript.textbox_rect_top); for i in 1..7 { batch.add_rect(left_pos, top_pos + i as f32 * 8.0, &state.constants.textscript.textbox_rect_middle); } batch.add_rect(left_pos, top_pos + 56.0, &state.constants.textscript.textbox_rect_bottom); batch.draw(ctx)?; } if state.textscript_vm.face != 0 { let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, &self.tex_face_name)?; batch.add_rect(left_pos + 14.0, top_pos + 8.0, &Rect::::new_size( (state.textscript_vm.face as usize % 6) * 48, (state.textscript_vm.face as usize / 6) * 48, 48, 48, )); batch.draw(ctx)?; } let text_offset = if state.textscript_vm.face == 0 { 0.0 } else { 56.0 }; // todo: proper text rendering if !state.textscript_vm.line_1.is_empty() { let line1: String = state.textscript_vm.line_1.iter().collect(); Text::new(TextFragment::from(line1.as_str())).draw(ctx, DrawParam::new() .dest(nalgebra::Point2::new((left_pos + text_offset) * 2.0 + 32.0, top_pos * 2.0 + 32.0)) .scale(nalgebra::Vector2::new(0.5, 0.5)))?; } if !state.textscript_vm.line_2.is_empty() { let line2: String = state.textscript_vm.line_2.iter().collect(); Text::new(TextFragment::from(line2.as_str())).draw(ctx, DrawParam::new() .dest(nalgebra::Point2::new((left_pos + text_offset) * 2.0 + 32.0, (top_pos + 12.0) * 2.0 + 32.0)) .scale(nalgebra::Vector2::new(0.5, 0.5)))?; } if !state.textscript_vm.line_3.is_empty() { let line3: String = state.textscript_vm.line_3.iter().collect(); Text::new(TextFragment::from(line3.as_str())).draw(ctx, DrawParam::new() .dest(nalgebra::Point2::new((left_pos + text_offset) * 2.0 + 32.0, (top_pos + 24.0) * 2.0 + 32.0)) .scale(nalgebra::Vector2::new(0.5, 0.5)))?; } Ok(()) } fn draw_tiles(&self, state: &mut SharedGameState, ctx: &mut Context, layer: TileLayer) -> GameResult { let tex = match layer { TileLayer::Snack => &self.tex_npcsym_name, _ => &self.tex_tileset_name, }; let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, tex)?; let mut rect = Rect::::new(0, 0, 16, 16); let tile_start_x = clamp(self.frame.x / 0x200 / 16, 0, self.stage.map.width as isize) as usize; let tile_start_y = clamp(self.frame.y / 0x200 / 16, 0, self.stage.map.height as isize) as usize; let tile_end_x = clamp((self.frame.x / 0x200 + 8 + state.canvas_size.0 as isize) / 16 + 1, 0, self.stage.map.width as isize) as usize; let tile_end_y = clamp((self.frame.y / 0x200 + 8 + state.canvas_size.1 as isize) / 16 + 1, 0, self.stage.map.height as isize) as usize; if layer == TileLayer::Snack { rect = state.constants.world.snack_rect; } for y in tile_start_y..tile_end_y { for x in tile_start_x..tile_end_x { let tile = *self.stage.map.tiles .get((y * self.stage.map.width) + x) .unwrap(); match layer { TileLayer::Background => { if self.stage.map.attrib[tile as usize] >= 0x20 { continue; } rect.left = (tile as usize % 16) * 16; rect.top = (tile as usize / 16) * 16; rect.right = rect.left + 16; rect.bottom = rect.top + 16; } TileLayer::Foreground => { let attr = self.stage.map.attrib[tile as usize]; if attr < 0x40 || attr >= 0x80 || attr == 0x43 { continue; } rect.left = (tile as usize % 16) * 16; rect.top = (tile as usize / 16) * 16; rect.right = rect.left + 16; rect.bottom = rect.top + 16; } TileLayer::Snack => { if self.stage.map.attrib[tile as usize] != 0x43 { continue; } } _ => {} } batch.add_rect((x as f32 * 16.0 - 8.0) - (self.frame.x / 0x200) as f32, (y as f32 * 16.0 - 8.0) - (self.frame.y / 0x200) as f32, &rect); } } batch.draw(ctx)?; Ok(()) } } impl Scene for GameScene { fn init(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { state.textscript_vm.set_scene_script(self.stage.load_text_script(&state.base_path, ctx)?); state.textscript_vm.suspend = false; //self.player.equip.set_booster_2_0(true); //state.control_flags.set_flag_x01(true); //state.control_flags.set_control_enabled(true); Ok(()) } fn tick(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { state.update_key_trigger(); if self.tick % 2 == 0 { match state.fade_state { FadeState::FadeOut(tick, direction) if tick < 15 => { state.fade_state = FadeState::FadeOut(tick + 1, direction); } FadeState::FadeOut(tick, _) if tick == 15 => { state.fade_state = FadeState::Hidden; } FadeState::FadeIn(tick, direction) if tick > -15 => { state.fade_state = FadeState::FadeIn(tick - 1, direction); } FadeState::FadeIn(tick, _) if tick == -15 => { state.fade_state = FadeState::Visible; } _ => {} } } if state.control_flags.flag_x01() { self.player.tick(state, ctx)?; self.player.flags.0 = 0; state.tick_carets(); self.player.tick_map_collisions(state, &self.stage); self.player.tick_npc_collisions(state, &self.stage); self.frame.update(state, &self.player, &self.stage); } if state.control_flags.control_enabled() { // update health bar if self.life_bar < self.player.life as usize { self.life_bar = self.player.life as usize; } if self.life_bar > self.player.life as usize { self.life_bar_count += 1; if self.life_bar_count > 30 { self.life_bar -= 1; } } else { self.life_bar_count = 0; } } TextScriptVM::run(state, self, ctx)?; self.tick = self.tick.wrapping_add(1); Ok(()) } fn draw(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { self.draw_background(state, ctx)?; self.draw_tiles(state, ctx, TileLayer::Background)?; self.player.draw(state, ctx, &self.frame)?; self.draw_tiles(state, ctx, TileLayer::Foreground)?; self.draw_tiles(state, ctx, TileLayer::Snack)?; self.draw_carets(state, ctx)?; self.draw_black_bars(state, ctx)?; self.draw_hud(state, ctx)?; self.draw_number(state.canvas_size.0 - 8.0, 8.0, timer::fps(ctx) as usize, Alignment::Right, state, ctx)?; self.draw_fade(state, ctx)?; self.draw_text_boxes(state, ctx)?; Ok(()) } fn debug_overlay_draw(&mut self, components: &mut Components, state: &mut SharedGameState, ctx: &mut Context, ui: &mut imgui::Ui) -> GameResult { components.live_debugger.run_ingame(self, state, ctx, ui)?; Ok(()) } }