pixels/examples/invaders/main.rs

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use std::env;
use std::time::Instant;
use pixels::{Error, Pixels, SurfaceTexture};
use simple_invaders::{Controls, Direction, World, SCREEN_HEIGHT, SCREEN_WIDTH};
use winit::event::{Event, VirtualKeyCode, WindowEvent};
use winit::event_loop::{ControlFlow, EventLoop};
use winit_input_helper::WinitInputHelper;
fn main() -> Result<(), Error> {
env_logger::init();
let event_loop = EventLoop::new();
let mut input = WinitInputHelper::new();
// Enable debug mode with `DEBUG=true` environment variable
let debug = env::var("DEBUG")
.unwrap_or_else(|_| "false".to_string())
.parse()
.unwrap_or(false);
let (window, surface, width, height, mut hidpi_factor) = {
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))
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.with_title("pixel invaders")
.build(&event_loop)
.unwrap();
let surface = pixels::wgpu::Surface::create(&window);
let hidpi_factor = window.hidpi_factor();
let size = window.inner_size().to_physical(hidpi_factor);
(
window,
surface,
size.width.round() as u32,
size.height.round() as u32,
hidpi_factor,
)
};
let surface_texture = SurfaceTexture::new(width, height, surface);
let mut pixels = Pixels::new(SCREEN_WIDTH as u32, SCREEN_HEIGHT as u32, surface_texture)?;
let mut invaders = World::new(debug);
let mut time = Instant::now();
event_loop.run(move |event, _, control_flow| {
// The one and only event that winit_input_helper doesn't have for us...
if let Event::WindowEvent {
event: WindowEvent::RedrawRequested,
..
} = event
{
invaders.draw(pixels.get_frame());
pixels.render();
}
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// For everything else, for let winit_input_helper collect events to build its state.
// It returns `true` when it is time to update our game state and request a redraw.
if input.update(event) {
// Close events
if input.key_pressed(VirtualKeyCode::Escape) || input.quit() {
*control_flow = ControlFlow::Exit;
return;
}
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// Keyboard controls
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let controls = Controls {
direction: if input.key_held(VirtualKeyCode::Left) {
Direction::Left
} else if input.key_held(VirtualKeyCode::Right) {
Direction::Right
} else {
Direction::Still
},
fire: input.key_pressed(VirtualKeyCode::Space),
};
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// Adjust high DPI factor
if let Some(factor) = input.hidpi_changed() {
hidpi_factor = factor;
}
// Resize the window
if let Some(size) = input.window_resized() {
let size = size.to_physical(hidpi_factor);
let width = size.width.round() as u32;
let height = size.height.round() as u32;
pixels.resize(width, height);
}
// Get a new delta time.
let now = Instant::now();
let dt = now.duration_since(time);
time = now;
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// Update the game logic and request redraw
invaders.update(&dt, &controls);
window.request_redraw();
}
});
}