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formatting

master
e-dt 4 years ago
parent
commit
b31673c694
  1. 95
      src/main.rs

95
src/main.rs

@ -1,6 +1,6 @@
use ggez::input::mouse::{self, MouseButton};
use ggez::event::{self, EventHandler};
use ggez::graphics::{self, Color, DrawMode, Mesh, MeshBuilder};
use ggez::input::mouse::{self, MouseButton};
use ggez::{Context, ContextBuilder, GameResult};
use std::env;
@ -18,16 +18,24 @@ struct Apr {
should_update_grid: bool,
actors: Vec<Actor>,
behaviours: Vec<Behaviour>
behaviours: Vec<Behaviour>,
}
struct Behaviour {
moves: Vec<(u8, u8)> //this is a placeholder
moves: Vec<(u8, u8)>, //this is a placeholder
}
enum ActorPosn {
Board {x: u8, y: u8},
Floating {x: f32, y: f32, held_x: f32, held_y: f32}
Board {
x: u8,
y: u8,
},
Floating {
x: f32,
y: f32,
held_x: f32,
held_y: f32,
},
}
use crate::ActorPosn::{Board, Floating};
@ -36,10 +44,9 @@ struct Actor {
image: graphics::Image,
posn: ActorPosn,
behaviour: u8 //index into the behaviours array
behaviour: u8, //index into the behaviours array
}
fn make_grid(ctx: &mut Context, r: i32, c: i32, board: &[Vec<u8>]) -> GameResult<Mesh> {
let mut builder = MeshBuilder::new();
@ -63,7 +70,7 @@ fn make_grid(ctx: &mut Context, r: i32, c: i32, board: &[Vec<u8>]) -> GameResult
6 => Color::BLUE,
7 => Color::MAGENTA,
_ => Color::BLACK,
}
},
)?;
}
}
@ -81,7 +88,6 @@ fn make_board(r: i32, c: i32) -> Vec<Vec<u8>> {
init
}
fn closest_square_coords(x: f32, y: f32, col: i32, row: i32) -> (u8, u8) {
//First, normalise to within the grid.
let mut x = x;
@ -114,8 +120,14 @@ impl Apr {
board,
should_update_grid: false,
actors: vec![Actor { image: graphics::Image::new(_ctx, "/pawn.png")?, posn: Board {x: 0, y: 0}, behaviour: 0}],
behaviours: vec![Behaviour{ moves: vec![(0,1)] }] //the pawn can go ONE forwards
actors: vec![Actor {
image: graphics::Image::new(_ctx, "/pawn.png")?,
posn: Board { x: 0, y: 0 },
behaviour: 0,
}],
behaviours: vec![Behaviour {
moves: vec![(0, 1)],
}], //the pawn can go ONE forwards
})
}
@ -124,30 +136,47 @@ impl Apr {
self.should_update_grid = true;
Ok(())
}
}
impl EventHandler for Apr {
fn update(&mut self, ctx: &mut Context) -> GameResult<()> {
let posn = mouse::position(ctx);
for actor in self.actors.iter_mut() {
match actor.posn {
Floating { x: _, y: _, held_x, held_y} =>
if !mouse::button_pressed(ctx, MouseButton::Left) { // no long clicking and dragging
Floating {
x: _,
y: _,
held_x,
held_y,
} => {
if !mouse::button_pressed(ctx, MouseButton::Left) {
// no long clicking and dragging
let (x, y) = closest_square_coords(posn.x, posn.y, self.col, self.row);
actor.posn = Board {x, y};
actor.posn = Board { x, y };
} else {
actor.posn = Floating { x: posn.x + held_x, y: posn.y + held_y, held_x, held_y };
},
Board { x, y } =>
actor.posn = Floating {
x: posn.x + held_x,
y: posn.y + held_y,
held_x,
held_y,
};
}
}
Board { x, y } => {
if mouse::button_pressed(ctx, MouseButton::Left) {
let (posx, posy) = closest_square_coords(posn.x, posn.y, self.col, self.row);
let (posx, posy) =
closest_square_coords(posn.x, posn.y, self.col, self.row);
if posx == x && posy == y {
let x = START_X + BOARD_SQUARE_SIZE * (x as f32);
let y = START_Y + BOARD_SQUARE_SIZE * (y as f32);
actor.posn = Floating { x, y, held_x: x - posn.x, held_y: y - posn.y};
actor.posn = Floating {
x,
y,
held_x: x - posn.x,
held_y: y - posn.y,
};
}
}
}
}
}
Ok(())
@ -163,11 +192,21 @@ impl EventHandler for Apr {
}
graphics::draw(ctx, &self.grid, drawparams)?;
for actor in &self.actors {
match actor.posn{
Floating { x, y, held_x: _, held_y: _ } =>
graphics::draw(ctx, &actor.image, drawparams.dest([x, y]))?,
Board { x, y } =>
graphics::draw(ctx, &actor.image, drawparams.dest([START_X + BOARD_SQUARE_SIZE * (x as f32), START_Y + BOARD_SQUARE_SIZE * (y as f32)]))?
match actor.posn {
Floating {
x,
y,
held_x: _,
held_y: _,
} => graphics::draw(ctx, &actor.image, drawparams.dest([x, y]))?,
Board { x, y } => graphics::draw(
ctx,
&actor.image,
drawparams.dest([
START_X + BOARD_SQUARE_SIZE * (x as f32),
START_Y + BOARD_SQUARE_SIZE * (y as f32),
]),
)?,
}
}
// Draw code here...
@ -186,9 +225,7 @@ fn main() -> GameResult<()> {
}
// Make a Context.
let (mut ctx, event_loop) = cb
.build()
.expect("aieee, could not create ggez context!");
let (mut ctx, event_loop) = cb.build().expect("aieee, could not create ggez context!");
// Create an instance of your event handler.
// Usually, you should provide it with the Context object to

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