Approved.
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use ggez::input::mouse::{self, MouseButton};
use ggez::event::{self, EventHandler};
use ggez::graphics::{self, Color, DrawMode, Mesh, MeshBuilder};
use ggez::{Context, ContextBuilder, GameResult};
use std::env;
use std::path;
const START_X: f32 = 20.0;
const START_Y: f32 = 20.0;
const BOARD_SQUARE_SIZE: f32 = 20.0;
struct Apr {
row: i32,
col: i32,
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,
}
fn make_grid(ctx: &mut Context, r: i32, c: i32, board: &[Vec<u8>]) -> GameResult<Mesh> {
let mut builder = MeshBuilder::new();
for row in 0..r {
for col in 0..c {
builder.rectangle(
DrawMode::fill(),
graphics::Rect {
x: START_X + (BOARD_SQUARE_SIZE * col as f32),
y: START_Y + (BOARD_SQUARE_SIZE * row as f32),
w: BOARD_SQUARE_SIZE,
h: BOARD_SQUARE_SIZE,
},
match board[row as usize][col as usize] {
0 => Color::WHITE,
1 => Color::BLACK,
2 => Color::RED,
3 => Color::CYAN,
4 => Color::YELLOW,
5 => Color::GREEN,
6 => Color::BLUE,
7 => Color::MAGENTA,
_ => Color::BLACK,
}
)?;
}
}
builder.build(ctx)
}
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];
for row in 0..r as usize {
for col in 0..c as usize {
init[row][col] = (row + col) as u8 % 8;
}
}
init
}
impl Apr {
pub fn new(_ctx: &mut Context, r: i32, c: i32) -> GameResult<Apr> {
// Load/create resources such as images here.
let board = make_board(r, c);
Ok(Apr {
row: r,
col: c,
grid: make_grid(_ctx, r, c, board.as_slice())?,
board: 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
})
}
fn set_colour(&mut self, r: usize, c: usize, col: u8) -> GameResult<()> {
self.board[r][c] = col;
self.should_update_grid = true;
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 + 20.0 && posy >= self.__test_pawn_y && posy <= self.__test_pawn_y + 20.0 { //In real game don't hardcode 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;
}
}
}
self.set_colour((self.__test_pawn_x - START_X) / BOARD_SQUARE_SIZE, (self.__test_pawn_y - START_Y) / BOARD_SQUARE_SIZE, 3);
Ok(())
}
fn draw(&mut self, ctx: &mut Context) -> GameResult<()> {
graphics::clear(ctx, Color::new(0.5, 0.5, 0.5, 1.0));
let drawparams = graphics::DrawParam::new();
if self.should_update_grid {
self.grid = make_grid(ctx, self.row, self.col, self.board.as_slice())?;
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]))?;
// Draw code here...
graphics::present(ctx)
}
}
fn main() -> GameResult<()> {
let mut cb = ContextBuilder::new("apruebo", "s1m7u and e-dt");
if let Ok(manifest_dir) = env::var("CARGO_MANIFEST_DIR") {
let mut path = path::PathBuf::from(manifest_dir);
path.push("resources");
println!("Adding path {:?}", path);
cb = cb.add_resource_path(path);
}
// Make a 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
// use when setting your game up.
let apr = Apr::new(&mut ctx, 8, 8)?;
// Run!
event::run(ctx, event_loop, apr);
}