doukutsu-rs/src/main.rs

259 lines
7.9 KiB
Rust

extern crate strum;
#[macro_use]
extern crate strum_macros;
use std::{env, mem};
use std::path;
use ggez::{Context, ContextBuilder, event, GameResult};
use ggez::conf::{WindowMode, WindowSetup};
use ggez::event::{KeyCode, KeyMods};
use ggez::event::winit_event::{ElementState, Event, KeyboardInput, WindowEvent};
use ggez::graphics;
use ggez::graphics::DrawParam;
use ggez::input::keyboard;
use ggez::mint::ColumnMatrix4;
use ggez::nalgebra::Vector2;
use log::*;
use pretty_env_logger::env_logger::Env;
use crate::engine_constants::EngineConstants;
use crate::scene::loading_scene::LoadingScene;
use crate::scene::Scene;
use crate::stage::StageData;
use crate::texture_set::TextureSet;
use crate::sound::SoundManager;
mod common;
mod engine_constants;
mod entity;
mod enemy;
mod frame;
mod map;
mod player;
mod player_hit;
mod scene;
mod stage;
mod sound;
mod text_script;
mod texture_set;
bitfield! {
pub struct KeyState(u16);
impl Debug;
left, set_left: 0;
right, set_right: 1;
up, set_up: 2;
down, set_down: 3;
map, set_map: 4;
jump, set_jump: 5;
fire, set_fire: 6;
weapon_next, set_weapon_next: 7;
weapon_prev, set_weapon_prev: 8;
}
bitfield! {
pub struct GameFlags(u32);
impl Debug;
pub flag_x01, set_flag_x01: 0;
pub control_enabled, set_control_enabled: 1;
pub flag_x04, set_flag_x04: 2;
}
struct Game {
scene: Option<Box<dyn Scene>>,
state: SharedGameState,
scaled_matrix: ColumnMatrix4<f32>,
def_matrix: ColumnMatrix4<f32>,
}
pub struct SharedGameState {
pub flags: GameFlags,
pub key_state: KeyState,
pub key_trigger: KeyState,
pub texture_set: TextureSet,
pub base_path: String,
pub stages: Vec<StageData>,
pub sound_manager: SoundManager,
pub constants: EngineConstants,
pub scale: f32,
pub canvas_size: (f32, f32),
pub screen_size: (f32, f32),
pub next_scene: Option<Box<dyn Scene>>,
key_old: u16,
}
impl SharedGameState {
pub fn update_key_trigger(&mut self) {
let mut trigger = self.key_state.0 ^ self.key_old;
trigger = self.key_state.0 & trigger;
self.key_old = self.key_state.0;
self.key_trigger = KeyState(trigger);
}
}
impl Game {
fn new(ctx: &mut Context) -> GameResult<Game> {
let scale = 2.0;
let screen_size = graphics::drawable_size(ctx);
let canvas_size = (screen_size.0 / scale, screen_size.1 / scale);
let s = Game {
scene: None,
scaled_matrix: DrawParam::new()
.scale(Vector2::new(scale, scale))
.to_matrix(),
def_matrix: DrawParam::new().to_matrix(),
state: SharedGameState {
flags: GameFlags(0),
key_state: KeyState(0),
key_trigger: KeyState(0),
texture_set: TextureSet::new("/"),
base_path: "/".to_string(),
stages: Vec::new(),
sound_manager: SoundManager::new(),
constants: EngineConstants::defaults(),
scale,
screen_size,
canvas_size,
next_scene: None,
key_old: 0,
},
};
Ok(s)
}
fn update(&mut self, ctx: &mut Context) -> GameResult {
if self.scene.is_some() {
self.scene.as_mut().unwrap().tick(&mut self.state, ctx)?;
}
Ok(())
}
fn draw(&mut self, ctx: &mut Context) -> GameResult {
graphics::clear(ctx, [0.0, 0.0, 0.0, 1.0].into());
graphics::set_transform(ctx, self.scaled_matrix);
graphics::apply_transformations(ctx)?;
if self.scene.is_some() {
self.scene.as_ref().unwrap().draw(&mut self.state, ctx)?;
graphics::set_transform(ctx, self.def_matrix);
graphics::apply_transformations(ctx)?;
self.scene.as_ref().unwrap().overlay_draw(&mut self.state, ctx)?;
}
graphics::present(ctx)?;
Ok(())
}
fn key_down_event(&mut self, _ctx: &mut Context, key_code: KeyCode, _key_mod: KeyMods, repeat: bool) {
if repeat { return; }
// todo: proper keymaps?
let state = &mut self.state;
match key_code {
KeyCode::Left => { state.key_state.set_left(true) }
KeyCode::Right => { state.key_state.set_right(true) }
KeyCode::Up => { state.key_state.set_up(true) }
KeyCode::Down => { state.key_state.set_down(true) }
KeyCode::Z => { state.key_state.set_jump(true) }
KeyCode::X => { state.key_state.set_fire(true) }
KeyCode::A => { state.key_state.set_weapon_prev(true) }
KeyCode::S => { state.key_state.set_weapon_next(true) }
_ => {}
}
}
fn key_up_event(&mut self, _ctx: &mut Context, key_code: KeyCode, _key_mod: KeyMods) {
let state = &mut self.state;
match key_code {
KeyCode::Left => { state.key_state.set_left(false) }
KeyCode::Right => { state.key_state.set_right(false) }
KeyCode::Up => { state.key_state.set_up(false) }
KeyCode::Down => { state.key_state.set_down(false) }
KeyCode::Z => { state.key_state.set_jump(false) }
KeyCode::X => { state.key_state.set_fire(false) }
KeyCode::A => { state.key_state.set_weapon_prev(false) }
KeyCode::S => { state.key_state.set_weapon_next(false) }
_ => {}
}
}
}
pub fn main() -> GameResult {
pretty_env_logger::env_logger::init_from_env(Env::default().default_filter_or("info"));
let resource_dir = if let Ok(manifest_dir) = env::var("CARGO_MANIFEST_DIR") {
let mut path = path::PathBuf::from(manifest_dir);
path.push("data");
path
} else {
path::PathBuf::from("./data")
};
info!("Resource directory: {:?}", resource_dir);
info!("Initializing engine...");
let cb = ContextBuilder::new("doukutsu-rs", "Alula")
.window_setup(WindowSetup::default().title("Cave Story (doukutsu-rs)"))
.window_mode(WindowMode::default().dimensions(854.0, 480.0))
.add_resource_path(resource_dir);
let (ctx, event_loop) = &mut cb.build()?;
let state = &mut Game::new(ctx)?;
state.state.next_scene = Some(Box::new(LoadingScene::new()));
while ctx.continuing {
ctx.timer_context.tick();
event_loop.poll_events(|event| {
ctx.process_event(&event);
match event {
Event::WindowEvent { event, .. } => match event {
WindowEvent::CloseRequested => event::quit(ctx),
WindowEvent::KeyboardInput {
input:
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(keycode),
modifiers,
..
},
..
} => {
let repeat = keyboard::is_key_repeated(ctx);
state.key_down_event(ctx, keycode, modifiers.into(), repeat);
}
WindowEvent::KeyboardInput {
input:
KeyboardInput {
state: ElementState::Released,
virtual_keycode: Some(keycode),
modifiers,
..
},
..
} => {
state.key_up_event(ctx, keycode, modifiers.into());
}
_ => {}
},
_ => {}
}
});
state.update(ctx)?;
state.draw(ctx)?;
if state.state.next_scene.is_some() {
mem::swap(&mut state.scene, &mut state.state.next_scene);
state.state.next_scene = None;
state.scene.as_mut().unwrap().init(&mut state.state, ctx)?;
}
}
Ok(())
}