b18690f19f
* Clean up event handling with winit_input_helper - Closes #20 * QoL improvements
106 lines
3.5 KiB
Rust
106 lines
3.5 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::{Event, VirtualKeyCode, WindowEvent};
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit_input_helper::WinitInputHelper;
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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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let mut input = WinitInputHelper::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, mut hidpi_factor) = {
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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 = pixels::wgpu::Surface::create(&window);
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let hidpi_factor = window.hidpi_factor();
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let size = window.inner_size().to_physical(hidpi_factor);
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(
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window,
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surface,
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size.width.round() as u32,
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size.height.round() as u32,
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hidpi_factor,
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)
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};
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let surface_texture = SurfaceTexture::new(width, height, surface);
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let mut pixels = Pixels::new(224, 256, surface_texture)?;
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let mut invaders = World::new(debug);
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let mut time = Instant::now();
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let mut controls = Controls::default();
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event_loop.run(move |event, _, control_flow| {
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// The one and only event that winit_input_helper doesn't have for us...
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match event {
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Event::WindowEvent {
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event: WindowEvent::RedrawRequested,
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..
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} => {
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pixels.render(invaders.draw());
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}
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_ => (),
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}
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// For everything else, for let winit_input_helper collect events to build its state.
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// It returns `true` when it is time to update our game state and request a redraw.
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if input.update(event) {
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// Close events
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if input.key_pressed(VirtualKeyCode::Escape) || input.quit() {
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*control_flow = ControlFlow::Exit;
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return;
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}
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// Keyboard controls
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controls.direction = if input.key_held(VirtualKeyCode::Left) {
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Direction::Left
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} else if input.key_held(VirtualKeyCode::Right) {
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Direction::Right
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} else {
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Direction::Still
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};
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controls.fire = input.key_pressed(VirtualKeyCode::Space);
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// Adjust high DPI factor
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if let Some(factor) = input.hidpi_changed() {
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hidpi_factor = factor;
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}
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// Resize the window
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if let Some(size) = input.window_resized() {
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let size = size.to_physical(hidpi_factor);
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let width = size.width.round() as u32;
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let height = size.height.round() as u32;
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pixels.resize(width, height);
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}
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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(time);
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time = now;
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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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