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New model

master
e-dt 4 years ago
parent
commit
fef956c360
  1. 140
      src/main.rs

140
src/main.rs

@ -16,18 +16,30 @@ struct Apr {
board: Vec<Vec<u8>>,
grid: Mesh,
should_update_grid: bool,
// Your state here...
__test_state: usize,
//These would go in a dedicated Actor struct in the real game.
__test_pawn_image: graphics::Image,
__test_pawn_x: f32,
__test_pawn_y: f32,
__test_pawn_held: bool,
__test_pawn_h_x: f32,
__test_pawn_h_y: f32,
actors: Vec<Actor>,
behaviours: Vec<Behaviour>
}
struct Behaviour {
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}
}
use crate::ActorPosn::{Board, Floating};
struct Actor {
image: graphics::Image,
posn: ActorPosn,
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();
@ -60,7 +72,7 @@ fn make_grid(ctx: &mut Context, r: i32, c: i32, board: &[Vec<u8>]) -> GameResult
}
fn make_board(r: i32, c: i32) -> Vec<Vec<u8>> {
let mut init : Vec<Vec<u8>> = vec![vec![0u8; r as usize]; c as usize];
let mut init: Vec<Vec<u8>> = vec![vec![0u8; r as usize]; c as usize];
for (row, rowa) in init.iter_mut().enumerate() {
for (col, item) in rowa.iter_mut().enumerate() {
*item = (row + col) as u8 % 8;
@ -69,6 +81,28 @@ 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;
x = x.max(START_X);
x = x.min(START_X + (BOARD_SQUARE_SIZE * col as f32) - 1.0);
let mut y = y;
y = y.max(START_Y);
y = y.min(START_Y + (BOARD_SQUARE_SIZE * row as f32) - 1.0);
//Then, remove the start x and y
x -= START_X;
y -= START_Y;
//Then, snap to board coords.
let x = (x / BOARD_SQUARE_SIZE) as u8;
let y = (y / BOARD_SQUARE_SIZE) as u8;
(x, y)
}
impl Apr {
pub fn new(_ctx: &mut Context, r: i32, c: i32) -> GameResult<Apr> {
// Load/create resources such as images here.
@ -79,14 +113,9 @@ impl Apr {
grid: make_grid(_ctx, r, c, board.as_slice())?,
board,
should_update_grid: false,
__test_state: 0,
__test_pawn_image: graphics::Image::new(_ctx, "/pawn.png")?,
__test_pawn_x: 20.0,
__test_pawn_y: 20.0,
__test_pawn_held: false,
__test_pawn_h_x: 0.0,
__test_pawn_h_y: 0.0
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
})
}
@ -96,57 +125,31 @@ impl Apr {
Ok(())
}
fn closest_square_coords(&self, x: f32, y: f32) -> (f32, f32) {
//First, normalise to within the grid.
let mut x = x;
x = x.max(START_X);
x = x.min(START_X + (BOARD_SQUARE_SIZE * self.col as f32) - 1.0);
let mut y = y;
y = y.max(START_Y);
y = y.min(START_Y + (BOARD_SQUARE_SIZE * self.row as f32) - 1.0);
//Then, snap to top left.
x = (x / BOARD_SQUARE_SIZE).trunc() * BOARD_SQUARE_SIZE;
y = (y / BOARD_SQUARE_SIZE).trunc() * BOARD_SQUARE_SIZE;
(x, y)
}
}
impl EventHandler for Apr {
fn update(&mut self, ctx: &mut Context) -> GameResult<()> {
for _x in 0..self.col {
let c = self.__test_state % self.col as usize;
let r = (self.__test_state / self.row as usize) % self.row as usize;
self.set_colour(r, c, (self.board[r][c] + 1) % 8)?;
self.__test_state += 1;
}
let posn = mouse::position(ctx);
if self.__test_pawn_held {
if !mouse::button_pressed(ctx, MouseButton::Left) { // no long clicking and dragging
let (x, y) = self.closest_square_coords(posn.x, posn.y);
self.__test_pawn_x = x;
self.__test_pawn_y = y;
self.__test_pawn_held = false;
} else {
self.__test_pawn_x = posn.x + self.__test_pawn_h_x;
self.__test_pawn_y = posn.y + self.__test_pawn_h_y;
}
} else if mouse::button_pressed(ctx, MouseButton::Left) {
let posx = posn.x;
let posy = posn.y;
if posx >= self.__test_pawn_x && posx <= self.__test_pawn_x + BOARD_SQUARE_SIZE && posy >= self.__test_pawn_y && posy <= self.__test_pawn_y + BOARD_SQUARE_SIZE {
self.__test_pawn_h_x = self.__test_pawn_x - posx;
self.__test_pawn_h_y = self.__test_pawn_y - posy;
self.__test_pawn_held = true;
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
let (x, y) = closest_square_coords(posn.x, posn.y, self.col, self.row);
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 } =>
if mouse::button_pressed(ctx, MouseButton::Left) {
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};
}
}
}
} else {
self.set_colour(((self.__test_pawn_y - START_Y) / BOARD_SQUARE_SIZE) as usize, ((self.__test_pawn_x - START_X) / BOARD_SQUARE_SIZE) as usize, 3)?;
}
Ok(())
}
@ -159,7 +162,14 @@ impl EventHandler for Apr {
self.should_update_grid = false;
}
graphics::draw(ctx, &self.grid, drawparams)?;
graphics::draw(ctx, &self.__test_pawn_image, drawparams.dest([self.__test_pawn_x, self.__test_pawn_y]))?;
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)]))?
}
}
// Draw code here...
graphics::present(ctx)
}

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