Move a bunch of the code around to more sensible places
Getty Ritter
6 years ago
| 110 | 110 | pub has_collision: bool, |
| 111 | 111 | } |
| 112 | 112 | |
| 113 | /// A component which represents things which have a collision shape | |
| 114 | /// in the world | |
| 113 | 115 | #[derive(Component)] |
| 114 | 116 | #[storage(VecStorage)] |
| 115 | 117 | pub struct Blocking { |
| 117 | 119 | } |
| 118 | 120 | |
| 119 | 121 | impl Blocking { |
| 120 |
|
|
| 122 | /// create a `Blocking` component for an entity given a specified shape | |
| 123 | pub fn new_shape<S>(e: specs::Entity, w: &mut World, volume: S) -> Blocking | |
| 124 | where S: ncollide2d::shape::Shape<f32> | |
| 125 | { | |
| 121 | 126 | let (handle, _) = w.add( |
| 122 | 127 | nalgebra::geometry::Isometry::identity(), |
| 123 | 128 | ncollide2d::shape::ShapeHandle::new(volume), |
| 130 | 135 | } |
| 131 | 136 | } |
| 132 | 137 | |
| 138 | /// create an 11pxx11px box for an entity | |
| 133 | 139 | pub fn new_box(e: specs::Entity, w: &mut World) -> Blocking { |
| 134 | 140 | Blocking::new_shape(e, w, ncollide2d::shape::Cuboid::new(nalgebra::Vector2::new( |
| 135 | 141 | 11.0, 11.0, |
| 136 | 142 | ))) |
| 137 | 143 | } |
| 138 | 144 | |
| 145 | /// create a 11px ball for an entity | |
| 139 | 146 | pub fn new_ball(e: specs::Entity, w: &mut World) -> Blocking { |
| 140 |
Blocking::new_shape(e, w, ncollide2d::shape::Ball::new( |
|
| 147 | Blocking::new_shape(e, w, ncollide2d::shape::Ball::new(11.0)) | |
| 141 | 148 | } |
| 142 | 149 | } |
| 1 | /// The shared values that the game state needs, mostly contained in | |
| 2 | /// the specs ECS world | |
| 1 | use ggez::{Context, GameResult}; | |
| 2 | use ggez::event::EventHandler; | |
| 3 | ||
| 4 | use specs::world::WorldExt; | |
| 5 | ||
| 6 | use crate::{components,resources,sys}; | |
| 7 | ||
| 8 | /// The shared values that the game state needs, specifically as the specs world | |
| 3 | 9 | pub struct MyGame { |
| 4 | 10 | pub world: specs::World, |
| 5 | 11 | } |
| 12 | ||
| 13 | impl MyGame { | |
| 14 | // setup the necessary initial state for `MyGame`, inserting the | |
| 15 | // relevant resources into it | |
| 16 | pub fn setup(ctx: &mut Context) -> GameResult<MyGame> { | |
| 17 | let mut world = specs::World::new(); | |
| 18 | components::register(&mut world); | |
| 19 | ||
| 20 | world.insert(ncollide2d::world::CollisionWorld::<f32, specs::Entity>::new(0.1)); | |
| 21 | resources::world_from_file(&mut world, "assets/main.tmx"); | |
| 22 | ||
| 23 | let image = ggez::graphics::Image::new(ctx, "/spritesheet.png")?; | |
| 24 | let mut sprites = ggez::graphics::spritebatch::SpriteBatch::new(image); | |
| 25 | sprites.set_filter(ggez::graphics::FilterMode::Nearest); | |
| 26 | world.insert(sprites); | |
| 27 | world.insert(resources::KeySet::new()); | |
| 28 | ||
| 29 | Ok(MyGame { world }) | |
| 30 | } | |
| 31 | } | |
| 32 | ||
| 33 | impl EventHandler for MyGame { | |
| 34 | fn update(&mut self, _ctx: &mut Context) -> GameResult<()> { | |
| 35 | sys::input::systems(self); | |
| 36 | sys::physics::systems(self); | |
| 37 | Ok(()) | |
| 38 | } | |
| 39 | ||
| 40 | fn draw(&mut self, ctx: &mut Context) -> GameResult<()> { | |
| 41 | sys::drawing::systems(self, ctx) | |
| 42 | } | |
| 43 | ||
| 44 | fn key_down_event( | |
| 45 | &mut self, | |
| 46 | ctx: &mut Context, | |
| 47 | keycode: winit::VirtualKeyCode, | |
| 48 | _keymod: ggez::event::KeyMods, | |
| 49 | _repeat: bool, | |
| 50 | ) { | |
| 51 | if keycode == winit::VirtualKeyCode::Escape { | |
| 52 | ggez::event::quit(ctx); | |
| 53 | } | |
| 54 | self.world.write_resource::<resources::KeySet>().insert(keycode); | |
| 55 | } | |
| 56 | ||
| 57 | fn key_up_event( | |
| 58 | &mut self, | |
| 59 | _ctx: &mut Context, | |
| 60 | keycode: winit::VirtualKeyCode, | |
| 61 | _keymod: ggez::event::KeyMods, | |
| 62 | ) { | |
| 63 | self.world.write_resource::<resources::KeySet>().remove(&keycode); | |
| 64 | } | |
| 65 | } |
| 1 | 1 | #[macro_use] |
| 2 | 2 | extern crate specs_derive; |
| 3 | ||
| 4 | use ggez::{ | |
| 5 | event::{self, EventHandler}, | |
| 6 | Context, ContextBuilder, GameResult, | |
| 7 | }; | |
| 8 | ||
| 9 | use specs::world::WorldExt; | |
| 10 | 3 | |
| 11 | 4 | pub mod components; |
| 12 | 5 | pub mod consts; |
| 15 | 8 | pub mod sys; |
| 16 | 9 | pub mod types; |
| 17 | 10 | |
| 18 | use game::MyGame; | |
| 19 | ||
| 20 | impl EventHandler for MyGame { | |
| 21 | fn update(&mut self, _ctx: &mut Context) -> GameResult<()> { | |
| 22 | sys::input::systems(self); | |
| 23 | sys::physics::systems(self); | |
| 24 | Ok(()) | |
| 25 | } | |
| 26 | ||
| 27 | fn draw(&mut self, ctx: &mut Context) -> GameResult<()> { | |
| 28 | sys::drawing::systems(self, ctx) | |
| 29 | } | |
| 30 | ||
| 31 | fn key_down_event( | |
| 32 | &mut self, | |
| 33 | ctx: &mut Context, | |
| 34 | keycode: winit::VirtualKeyCode, | |
| 35 | _keymod: ggez::event::KeyMods, | |
| 36 | _repeat: bool, | |
| 37 | ) { | |
| 38 | if keycode == winit::VirtualKeyCode::Escape { | |
| 39 | ggez::event::quit(ctx); | |
| 40 | } | |
| 41 | self.world.write_resource::<resources::KeySet>().insert(keycode); | |
| 42 | } | |
| 43 | ||
| 44 | fn key_up_event( | |
| 45 | &mut self, | |
| 46 | _ctx: &mut Context, | |
| 47 | keycode: winit::VirtualKeyCode, | |
| 48 | _keymod: ggez::event::KeyMods, | |
| 49 | ) { | |
| 50 | self.world.write_resource::<resources::KeySet>().remove(&keycode); | |
| 51 | } | |
| 52 | } | |
| 53 | ||
| 54 | 11 | fn main() -> Result<(), ggez::error::GameError> { |
| 55 | let mut world = specs::World::new(); | |
| 56 | components::register(&mut world); | |
| 57 | ||
| 58 | world.insert(ncollide2d::world::CollisionWorld::<f32, specs::Entity>::new(0.1)); | |
| 59 | resources::world_from_file(&mut world, "assets/main.tmx"); | |
| 60 | 12 | |
| 61 | 13 | // Make a Context and an EventLoop. |
| 62 |
let (mut ctx, mut evloop) = |
|
| 14 | let (mut ctx, mut evloop) = ggez::ContextBuilder::new("game", "me") | |
| 63 | 15 | .add_resource_path({ |
| 64 | 16 | let base = std::env::var("CARGO_MANIFEST_DIR").unwrap(); |
| 65 | 17 | let mut path = std::path::PathBuf::from(base); |
| 73 | 25 | }) |
| 74 | 26 | .build()?; |
| 75 | 27 | |
| 76 | let image = ggez::graphics::Image::new(&mut ctx, "/spritesheet.png")?; | |
| 77 | let mut sprites = ggez::graphics::spritebatch::SpriteBatch::new(image); | |
| 78 | sprites.set_filter(ggez::graphics::FilterMode::Nearest); | |
| 79 | world.insert(sprites); | |
| 80 | world.insert(resources::KeySet::new()); | |
| 81 | ||
| 82 | let mut my_game = MyGame { world }; | |
| 83 | ||
| 84 |
|
|
| 28 | let mut my_game = game::MyGame::setup(&mut ctx)?; | |
| 29 | ggez::event::run(&mut ctx, &mut evloop, &mut my_game) | |
| 85 | 30 | } |