extern crate rand;
extern crate sdl2;
extern crate time;
+extern crate noise;
-use std::f32::consts::PI;
+use core::game::GameState;
+use core::app::*;
-use sdl2::event::Event;
-use sdl2::event::WindowEvent;
-use sdl2::gfx::primitives::DrawRenderer;
-use sdl2::keyboard::Keycode;
-use sdl2::pixels::Color;
-use sdl2::rect::Rect;
-use sdl2::video::FullscreenType;
-use time::PreciseTime;
-
-use game::app::*;
-use common::Point2D;
-
-mod game;
-#[macro_use] mod common;
-mod boll;
+mod core;
+mod geometry;
mod sprites;
+mod teststate;
+mod util;
-const SCREEN_WIDTH: u32 = 1280;
-const SCREEN_HEIGHT: u32 = (SCREEN_WIDTH as f64 * (1440.0 / 2560.0)) as u32;
-const FPS: u32 = 60;
-const NS_PER_FRAME: u32 = 1_000_000_000 / FPS;
+const SCREEN_WIDTH: u16 = 1280;
+const SCREEN_HEIGHT: u16 = (SCREEN_WIDTH as f64 * (1440.0 / 2560.0)) as u16;
fn main() {
println!("starting...");
let mut app = App::new()
- .with_resolution(SCREEN_WIDTH as u16, SCREEN_HEIGHT as u16)
- .with_fps(60)
- .with_state(Box::new(ActiveState::new()))
- .with_title("SDL test")
- .start();
- app.load_sprites(&[
- ("block", "res/block.bmp"),
- ("mario", "res/mario-trans.png"),
- ]);
-
- let mut frame_count: u64 = 0;
- let mut fps_time = PreciseTime::now();
- let mut last_time = PreciseTime::now();
-
- let mut mario_angle = 0.0;
-
- 'running: loop {
- app.canvas.set_draw_color(Color::RGB(0, 0, 0));
- app.canvas.clear();
- {
- let blocks = 20;
- let size = 32;
- let offset = point!((SCREEN_WIDTH as i32 - (blocks + 1) * size) / 2, (SCREEN_HEIGHT as i32 - (blocks + 1) * size) / 2);
- let block = app.sprites.get("block");
- for i in 0..blocks {
- app.canvas.copy(block, None, Rect::new((i) * size + offset.x, offset.y, size as u32, size as u32)).unwrap();
- app.canvas.copy(block, None, Rect::new((blocks - i) * size + offset.x, (blocks) * size + offset.y, size as u32, size as u32)).unwrap();
- app.canvas.copy(block, None, Rect::new(offset.x, (blocks - i) * size + offset.y, size as u32, size as u32)).unwrap();
- app.canvas.copy(block, None, Rect::new((blocks) * size + offset.x, (i) * size + offset.y, size as u32, size as u32)).unwrap();
- }
- }
- {
- let size = 64;
- let offset = point!((SCREEN_WIDTH as i32 - size) / 2, (SCREEN_HEIGHT as i32 - size) / 2);
- let radius = 110.0 + size as f32 * 0.5;
- let angle = (mario_angle as f32 - 90.0) * PI / 180.0;
- let offset2 = point!((angle.cos() * radius) as i32, (angle.sin() * radius) as i32);
- app.canvas.copy_ex(
- app.sprites.get("mario"),
- None, Rect::new(offset.x + offset2.x, offset.y + offset2.y, size as u32, size as u32),
- mario_angle,
- sdl2::rect::Point::new(size / 2, size / 2),
- false, false).unwrap();
- mario_angle += 1.0;
- if mario_angle >= 360.0 { mario_angle -= 360.0 }
- }
- {
- let p = point!((SCREEN_WIDTH / 2) as i16, (SCREEN_HEIGHT / 2) as i16);
- app.canvas.circle(p.x, p.y, 100, Color::RGB(255, 255, 255)).unwrap();
- app.canvas.aa_circle(p.x, p.y, 110, Color::RGB(255, 255, 255)).unwrap();
- app.canvas.ellipse(p.x, p.y, 50, 100, Color::RGB(255, 255, 255)).unwrap();
- app.canvas.aa_ellipse(p.x, p.y, 110, 55, Color::RGB(255, 255, 255)).unwrap();
- }
-
-// window.gl_swap_window();
- for event in app.event_pump.poll_iter() {
- match event {
- Event::Quit { .. } | Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
- break 'running;
- }
- Event::KeyDown { keycode: Some(Keycode::F11), .. } => {
- match app.canvas.window().fullscreen_state() {
- FullscreenType::Off => app.canvas.window_mut().set_fullscreen(FullscreenType::Desktop),
- _ => app.canvas.window_mut().set_fullscreen(FullscreenType::Off)
- }.unwrap();
- }
- Event::Window { win_event: WindowEvent::Resized(x, y), .. } => { println!("window resized({}, {})", x, y) }
- Event::Window { win_event: WindowEvent::Maximized, .. } => { println!("window maximized") }
- Event::Window { win_event: WindowEvent::Restored, .. } => { println!("window restored") }
- Event::Window { win_event: WindowEvent::Enter, .. } => { println!("window enter") }
- Event::Window { win_event: WindowEvent::Leave, .. } => { println!("window leave") }
- Event::Window { win_event: WindowEvent::FocusGained, .. } => { println!("window focus gained") }
- Event::Window { win_event: WindowEvent::FocusLost, .. } => { println!("window focus lost") }
- _ => { app.state.on_event(event) }
- }
- }
-
- let duration = last_time.to(PreciseTime::now()).num_nanoseconds().unwrap() as Nanoseconds;
- last_time = PreciseTime::now();
- app.state.update(duration);
- app.state.render(&mut app.canvas);
- app.canvas.present();
-
- 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();
- }
- }
-
- app.state.leave();
+ .with_resolution(SCREEN_WIDTH, SCREEN_HEIGHT)
+// .with_state(Box::new(ActiveState::new((SCREEN_WIDTH as u32, SCREEN_HEIGHT as u32))))
+ .with_state(Box::new(GameState::new()))
+ .with_title("SDL test")
+ .build()
+ .unwrap();
+ app.load_sprites(&[("block", "res/block.bmp"), ("mario", "res/mario-trans.png")]);
+
+ app.start();
}