076e4e519e
* Implement collision detection * Minor cleanups. * Add laser/player collisions * Add laser collision with bullets and fix fire button repeating * Add basic shield collisions * Refactor collision and debug * Simplify collision and debug by not tracking laser indices - We don't care about which laser collided, because they get destroyed immediately. * Don't track laser indicies against bullets either * DRY and docs * Adjust the fleet bounding box as invaders are shot
115 lines
4 KiB
Rust
115 lines
4 KiB
Rust
use std::env;
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use std::time::Instant;
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use pixels::{Error, Pixels, SurfaceTexture};
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use simple_invaders::{Controls, Direction, World, SCREEN_HEIGHT, SCREEN_WIDTH};
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use winit::event;
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use winit::event_loop::{ControlFlow, EventLoop};
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fn main() -> Result<(), Error> {
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env_logger::init();
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let event_loop = EventLoop::new();
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// Enable debug mode with `DEBUG=true` environment variable
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let debug = env::var("DEBUG")
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.unwrap_or_else(|_| "false".to_string())
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.parse()
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.unwrap_or(false);
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let (window, surface, width, height) = {
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let scale = 3.0;
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let width = SCREEN_WIDTH as f64 * scale;
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let height = SCREEN_HEIGHT as f64 * scale;
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let window = winit::window::WindowBuilder::new()
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.with_inner_size(winit::dpi::LogicalSize::new(width, height))
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.with_title("pixel invaders")
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.build(&event_loop)
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.unwrap();
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let surface = wgpu::Surface::create(&window);
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let size = window.inner_size().to_physical(window.hidpi_factor());
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(window, surface, size.width as u32, size.height as u32)
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};
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let surface_texture = SurfaceTexture::new(width, height, &surface);
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let mut fb = Pixels::new(224, 256, surface_texture)?;
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let mut invaders = World::new(debug);
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let mut last = Instant::now();
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let mut controls = Controls::default();
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let mut last_state = false;
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let mut button_state = false;
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let mut rising_edge = false;
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event_loop.run(move |event, _, control_flow| match event {
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event::Event::WindowEvent { event, .. } => match event {
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// Close events
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event::WindowEvent::KeyboardInput {
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input:
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event::KeyboardInput {
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virtual_keycode: Some(event::VirtualKeyCode::Escape),
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state: event::ElementState::Pressed,
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..
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},
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..
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}
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| event::WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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// Keyboard controls
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event::WindowEvent::KeyboardInput {
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input:
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event::KeyboardInput {
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virtual_keycode: Some(virtual_code),
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state: event::ElementState::Pressed,
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..
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},
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..
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} => match virtual_code {
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event::VirtualKeyCode::Left => controls.direction = Direction::Left,
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event::VirtualKeyCode::Right => controls.direction = Direction::Right,
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event::VirtualKeyCode::Space => button_state = true,
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_ => (),
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},
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event::WindowEvent::KeyboardInput {
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input:
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event::KeyboardInput {
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virtual_keycode: Some(virtual_code),
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state: event::ElementState::Released,
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..
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},
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..
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} => match virtual_code {
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event::VirtualKeyCode::Left => controls.direction = Direction::Still,
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event::VirtualKeyCode::Right => controls.direction = Direction::Still,
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event::VirtualKeyCode::Space => button_state = false,
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_ => (),
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},
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// Redraw the screen
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event::WindowEvent::RedrawRequested => fb.render(invaders.draw()),
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_ => (),
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},
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event::Event::EventsCleared => {
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// Get a new delta time.
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let now = Instant::now();
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let dt = now.duration_since(last);
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last = now;
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// Compute rising edge based on current and last button states
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rising_edge = button_state && !last_state;
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last_state = button_state;
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// Fire button only uses rising edge
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controls.fire = rising_edge;
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// Update the game logic and request redraw
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invaders.update(&dt, &controls);
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window.request_redraw();
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}
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_ => (),
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});
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}
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