use cgmath::Point2; use std::time::Instant; use winit::event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode}; use super::{camera::Camera, outfits, system::System}; use crate::{ consts, content::Content, inputstatus::InputStatus, physics::{util, Physics, ShipHandle}, render::Sprite, shipbehavior::{self, ShipBehavior}, }; pub struct Game { pub input: InputStatus, pub last_update: Instant, pub player: ShipHandle, pub system: System, pub camera: Camera, paused: bool, pub time_scale: f32, physics: Physics, shipbehaviors: Vec>, } impl Game { pub fn new(ct: Content) -> Self { let mut physics = Physics::new(); let h1 = physics.add_ship( &ct.ships[0], vec![ outfits::ShipOutfit::Gun(outfits::ShipGun::new(ct.guns[0].clone(), 1)), outfits::ShipOutfit::Gun(outfits::ShipGun::new(ct.guns[0].clone(), 2)), outfits::ShipOutfit::Engine(ct.engines[0].clone()), ], Point2 { x: 0.0, y: 0.0 }, ); let h2 = physics.add_ship(&ct.ships[0], vec![], Point2 { x: 300.0, y: 300.0 }); let h3 = physics.add_ship( &ct.ships[0], vec![outfits::ShipOutfit::Gun(outfits::ShipGun::new( ct.guns[0].clone(), 0, ))], Point2 { x: -300.0, y: 300.0, }, ); let mut shipbehaviors: Vec> = Vec::new(); shipbehaviors.push(shipbehavior::Player::new(h1)); shipbehaviors.push(shipbehavior::Point::new(h3)); shipbehaviors.push(shipbehavior::Dummy::new(h2)); Game { last_update: Instant::now(), input: InputStatus::new(), player: h1, camera: Camera { pos: (0.0, 0.0).into(), zoom: 500.0, }, system: System::new(&ct.systems[0]), paused: false, time_scale: 1.0, physics, shipbehaviors, } } pub fn process_key(&mut self, state: &ElementState, key: &VirtualKeyCode) { self.input.process_key(state, key) } pub fn process_click(&mut self, state: &ElementState, key: &MouseButton) { self.input.process_click(state, key) } pub fn process_scroll(&mut self, delta: &MouseScrollDelta, phase: &TouchPhase) { self.input.process_scroll(delta, phase) } pub fn set_paused(&mut self, pause: bool) { if pause { self.paused = true; self.input.release_all() } else { self.paused = false; } } pub fn update(&mut self) { let t: f32 = self.last_update.elapsed().as_secs_f32() * self.time_scale; for b in &mut self.shipbehaviors { b.update_controls(&mut self.physics, &self.input, self.player); } self.physics.step(t); if self.input.v_scroll != 0.0 { self.camera.zoom = (self.camera.zoom + self.input.v_scroll).clamp(consts::ZOOM_MIN, consts::ZOOM_MAX); self.input.v_scroll = 0.0; } // TODO: Camera physics let r = self.physics.get_ship_mut(&self.player).physics_handle; let r = self.physics.get_rigid_body(r.0); // TODO: r.0 shouldn't be public let ship_pos = util::rigidbody_position(r); self.camera.pos = ship_pos; self.last_update = Instant::now(); } pub fn get_sprites(&self) -> Vec { let mut sprites: Vec = Vec::new(); sprites.append(&mut self.system.get_sprites()); sprites.extend(self.physics.get_ship_sprites()); // Make sure sprites are drawn in the correct order // (note the reversed a, b in the comparator) // // TODO: maybe use a gpu depth buffer instead? // I've tried this, but it doesn't seem to work with transparent textures. sprites.sort_by(|a, b| b.pos.z.total_cmp(&a.pos.z)); // Don't waste time sorting these, they should always be on top. sprites.extend(self.physics.get_projectile_sprites()); return sprites; } }