use boll::*;
-use common::{Nanoseconds, Point2D, Rect};
+use common::{Point2D, Rect};
use core::controller::ControllerManager;
use point; // defined in common, but loaded from main...
use rand::Rng;
use sdl2::{EventPump, VideoSubsystem};
use sprites::SpriteManager;
use std::f32::consts::PI;
-use time::PreciseTime;
+use time::{Duration, Instant, prelude::*};
const FPS: u32 = 60;
const NS_PER_FRAME: u32 = 1_000_000_000 / FPS;
let event_pump = context.event_pump()?;
let sprites = SpriteManager::new(canvas.texture_creator());
let screen = canvas.output_size().unwrap();
- let ctrl = context.game_controller()?;
- ctrl.set_event_state(true);
Ok(App {
canvas,
event_pump,
sprites,
state: self.state.unwrap_or_else(|| Box::new(ActiveState::new(screen))),
- ctrl_man: ControllerManager::new(ctrl, context.haptic()?),
+ ctrl_man: ControllerManager::new(context.joystick()?, context.haptic()?),
})
}
}
pub fn start(&mut self) {
- // let mut frame_count: u64 = 0;
- // let mut fps_time = PreciseTime::now();
- let mut last_time = PreciseTime::now();
+ let mut last_time = Instant::now();
self.state.enter(&mut self.ctrl_man);
break 'running;
}
- let duration =
- last_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as Nanoseconds;
- last_time = PreciseTime::now();
+ let duration = Instant::now() - last_time;
+ last_time = Instant::now();
+
+ self.ctrl_man.update(duration);
self.state.update(duration);
self.render();
-
- // frame_count += 1;
- // if frame_count == FPS as u64 {
- // let duration = fps_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as f64
- // / 1_000_000_000.0;
- // // println!("fps: {}", frame_count as f64 / duration);
- // frame_count = 0;
- // fps_time = PreciseTime::now();
- // }
}
self.state.leave();
pub trait AppState {
fn enter(&mut self, ctrl_man: &mut ControllerManager);
fn leave(&mut self);
- fn update(&mut self, dt: Nanoseconds);
+ fn update(&mut self, dt: Duration);
fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager);
fn handle_event(&mut self, event: Event);
}
}
impl AppState for ActiveState {
- fn enter(&mut self, ctrl_man: &mut ControllerManager) {}
+ fn enter(&mut self, _ctrl_man: &mut ControllerManager) {}
- fn update(&mut self, dt: Nanoseconds) {
+ fn update(&mut self, dt: Duration) {
for b in &mut self.bolls {
b.update();
}
match dt {
- ns if ns < (NS_PER_FRAME - 90_0000) as u64 => self.change_boll_count(100),
- ns if ns > (NS_PER_FRAME + 90_0000) as u64 => self.change_boll_count(-100),
+ ns if ns < (NS_PER_FRAME - 90_0000).nanoseconds() => self.change_boll_count(100),
+ ns if ns > (NS_PER_FRAME + 90_0000).nanoseconds() => self.change_boll_count(-100),
_ => {}
}
}