pixels/examples/invaders/main.rs
Jay Oster 076e4e519e
Implement collision detection (#8)
* 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
2019-10-13 19:48:20 -07:00

115 lines
4 KiB
Rust

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;
use winit::event_loop::{ControlFlow, EventLoop};
fn main() -> Result<(), Error> {
env_logger::init();
let event_loop = EventLoop::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) = {
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))
.with_title("pixel invaders")
.build(&event_loop)
.unwrap();
let surface = wgpu::Surface::create(&window);
let size = window.inner_size().to_physical(window.hidpi_factor());
(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(debug);
let mut last = Instant::now();
let mut controls = Controls::default();
let mut last_state = false;
let mut button_state = false;
let mut rising_edge = false;
event_loop.run(move |event, _, control_flow| match event {
event::Event::WindowEvent { event, .. } => match event {
// Close events
event::WindowEvent::KeyboardInput {
input:
event::KeyboardInput {
virtual_keycode: Some(event::VirtualKeyCode::Escape),
state: event::ElementState::Pressed,
..
},
..
}
| event::WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
// Keyboard controls
event::WindowEvent::KeyboardInput {
input:
event::KeyboardInput {
virtual_keycode: Some(virtual_code),
state: event::ElementState::Pressed,
..
},
..
} => match virtual_code {
event::VirtualKeyCode::Left => controls.direction = Direction::Left,
event::VirtualKeyCode::Right => controls.direction = Direction::Right,
event::VirtualKeyCode::Space => button_state = true,
_ => (),
},
event::WindowEvent::KeyboardInput {
input:
event::KeyboardInput {
virtual_keycode: Some(virtual_code),
state: event::ElementState::Released,
..
},
..
} => match virtual_code {
event::VirtualKeyCode::Left => controls.direction = Direction::Still,
event::VirtualKeyCode::Right => controls.direction = Direction::Still,
event::VirtualKeyCode::Space => button_state = false,
_ => (),
},
// Redraw the screen
event::WindowEvent::RedrawRequested => fb.render(invaders.draw()),
_ => (),
},
event::Event::EventsCleared => {
// Get a new delta time.
let now = Instant::now();
let dt = now.duration_since(last);
last = now;
// Compute rising edge based on current and last button states
rising_edge = button_state && !last_state;
last_state = button_state;
// Fire button only uses rising edge
controls.fire = rising_edge;
// Update the game logic and request redraw
invaders.update(&dt, &controls);
window.request_redraw();
}
_ => (),
});
}