veloren/voxygen/src/session.rs

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// Standard
use std::time::Duration;
// Library
use vek::*;
// Project
use common::clock::Clock;
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use client::{
self,
Client,
};
// Crate
use crate::{
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Error,
PlayState,
PlayStateResult,
GlobalState,
key_state::KeyState,
window::{Event, Key},
render::Renderer,
scene::Scene,
};
const FPS: u64 = 60;
pub struct SessionState {
scene: Scene,
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client: Client,
key_state: KeyState,
}
/// Represents an active game session (i.e: one that is being played)
impl SessionState {
/// Create a new `SessionState`
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pub fn new(renderer: &mut Renderer) -> Self {
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let client = Client::new().with_test_state(); // <--- TODO: Remove this
Self {
// Create a scene for this session. The scene handles visible elements of the game world
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scene: Scene::new(renderer, &client),
client,
key_state: KeyState::new(),
}
}
}
// The background colour
const BG_COLOR: Rgba<f32> = Rgba { r: 0.0, g: 0.3, b: 1.0, a: 1.0 };
impl SessionState {
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/// Tick the session (and the client attached to it)
pub fn tick(&mut self, dt: Duration) -> Result<(), Error> {
// Calculate the movement input vector of the player from the current key presses and the camera direction
let ori = self.scene.camera().get_orientation();
let unit_vecs = (
Vec2::new(ori[0].cos(), -ori[0].sin()),
Vec2::new(ori[0].sin(), ori[0].cos()),
);
let dir_vec = self.key_state.dir_vec();
let move_dir = unit_vecs.0 * dir_vec[0] + unit_vecs.1 * dir_vec[1];
self.client.tick(client::Input { move_dir }, dt)?;
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Ok(())
}
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/// Clean up the session (and the client attached to it) after a tick
pub fn cleanup(&mut self) {
self.client.cleanup();
}
/// Render the session to the screen.
///
/// This method should be called once per frame.
pub fn render(&mut self, renderer: &mut Renderer) {
// Clear the screen
renderer.clear(BG_COLOR);
// Render the screen using the global renderer
self.scene.render_to(renderer);
// Finish the frame
renderer.flush();
}
}
impl PlayState for SessionState {
fn play(&mut self, global_state: &mut GlobalState) -> PlayStateResult {
// Trap the cursor
global_state.window.grab_cursor(true);
// Set up an fps clock
let mut clock = Clock::new();
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// Load a few chunks TODO: Remove this
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for x in -6..7 {
for y in -6..7 {
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for z in -1..2 {
self.client.load_chunk(Vec3::new(x, y, z));
}
}
}
// Game loop
loop {
// Handle window events
for event in global_state.window.fetch_events() {
let _handled = match event {
Event::Close => return PlayStateResult::Shutdown,
// When 'q' is pressed, exit the session
Event::Char('q') => return PlayStateResult::Pop,
// Toggle cursor grabbing
Event::KeyDown(Key::ToggleCursor) => {
global_state.window.grab_cursor(!global_state.window.is_cursor_grabbed());
},
// Movement Key Pressed
Event::KeyDown(Key::MoveForward) => self.key_state.up = true,
Event::KeyDown(Key::MoveBack) => self.key_state.down = true,
Event::KeyDown(Key::MoveLeft) => self.key_state.left = true,
Event::KeyDown(Key::MoveRight) => self.key_state.right = true,
// Movement Key Released
Event::KeyUp(Key::MoveForward) => self.key_state.up = false,
Event::KeyUp(Key::MoveBack) => self.key_state.down = false,
Event::KeyUp(Key::MoveLeft) => self.key_state.left = false,
Event::KeyUp(Key::MoveRight) => self.key_state.right = false,
// Pass all other events to the scene
event => { self.scene.handle_input_event(event); },
};
// TODO: Do something if the event wasn't handled?
}
// Perform an in-game tick
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self.tick(clock.get_last_delta())
.expect("Failed to tick the scene");
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// Maintain the scene
self.scene.maintain(global_state.window.renderer_mut(), &self.client);
// Render the session
self.render(global_state.window.renderer_mut());
// Display the frame on the window
global_state.window
.swap_buffers()
.expect("Failed to swap window buffers");
// Wait for the next tick
clock.tick(Duration::from_millis(1000 / FPS));
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// Clean things up after the tick
self.cleanup();
}
}
fn name(&self) -> &'static str { "Session" }
}