pixels/examples/invaders/main.rs

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use pixels::{Error, Pixels, SurfaceTexture};
use simple_invaders::{World, SCREEN_HEIGHT, SCREEN_WIDTH};
use winit::event;
use winit::event_loop::{ControlFlow, EventLoop};
fn main() -> Result<(), Error> {
env_logger::init();
let event_loop = EventLoop::new();
let (window, surface, width, height) = {
let scale = 3.0;
let width = SCREEN_WIDTH as f64 * scale;
let height = SCREEN_HEIGHT as f64 * scale;
let window = winit::window::WindowBuilder::new()
.with_inner_size(winit::dpi::LogicalSize::new(width, height))
.build(&event_loop)
.unwrap();
let surface = wgpu::Surface::create(&window);
let size = window.inner_size().to_physical(window.hidpi_factor());
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(window, surface, size.width as u32, size.height as u32)
};
let surface_texture = SurfaceTexture::new(width, height, &surface);
let mut fb = Pixels::new(224, 256, surface_texture)?;
let mut invaders = World::new();
event_loop.run(move |event, _, control_flow| match event {
event::Event::WindowEvent { event, .. } => match event {
event::WindowEvent::KeyboardInput {
input:
event::KeyboardInput {
virtual_keycode: Some(event::VirtualKeyCode::Escape),
state: event::ElementState::Pressed,
..
},
..
}
| event::WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
event::WindowEvent::RedrawRequested => fb.render(invaders.draw()),
_ => (),
},
event::Event::EventsCleared => {
invaders.update();
window.request_redraw();
}
_ => (),
});
}