2019-01-12 15:57:19 +00:00
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// Standard
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use std::time::Duration;
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2019-01-11 23:18:34 +00:00
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// Library
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use vek::*;
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2019-01-12 15:57:19 +00:00
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// Project
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use common::clock::Clock;
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2019-01-14 15:47:57 +00:00
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use client::{
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self,
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Client,
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};
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2019-01-12 15:57:19 +00:00
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2019-01-11 23:18:34 +00:00
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// Crate
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use crate::{
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2019-01-14 15:47:57 +00:00
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Error,
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2019-01-11 23:18:34 +00:00
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PlayState,
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PlayStateResult,
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GlobalState,
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2019-03-02 03:48:30 +00:00
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key_state::KeyState,
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2019-01-23 22:21:47 +00:00
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window::{Event, Key},
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2019-01-11 23:18:34 +00:00
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render::Renderer,
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scene::Scene,
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};
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2019-01-12 15:57:19 +00:00
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const FPS: u64 = 60;
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2019-01-11 23:18:34 +00:00
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pub struct SessionState {
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scene: Scene,
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2019-01-14 15:47:57 +00:00
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client: Client,
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2019-03-02 03:48:30 +00:00
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key_state: KeyState,
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2019-01-11 23:18:34 +00:00
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}
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/// Represents an active game session (i.e: one that is being played)
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impl SessionState {
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/// Create a new `SessionState`
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2019-01-14 15:47:57 +00:00
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pub fn new(renderer: &mut Renderer) -> Self {
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2019-01-15 15:13:11 +00:00
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let client = Client::new().with_test_state(); // <--- TODO: Remove this
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2019-01-11 23:18:34 +00:00
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Self {
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// Create a scene for this session. The scene handles visible elements of the game world
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2019-01-15 15:13:11 +00:00
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scene: Scene::new(renderer, &client),
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client,
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2019-03-02 03:48:30 +00:00
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key_state: KeyState::new(),
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2019-01-11 23:18:34 +00:00
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}
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}
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}
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// The background colour
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const BG_COLOR: Rgba<f32> = Rgba { r: 0.0, g: 0.3, b: 1.0, a: 1.0 };
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2019-01-12 15:57:19 +00:00
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impl SessionState {
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2019-01-14 15:47:57 +00:00
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/// Tick the session (and the client attached to it)
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pub fn tick(&mut self, dt: Duration) -> Result<(), Error> {
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2019-03-02 03:48:30 +00:00
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// Calculate the movement input vector of the player from the current key presses and the camera direction
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let ori = self.scene.camera().get_orientation();
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let unit_vecs = (
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Vec2::new(ori[0].cos(), -ori[0].sin()),
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Vec2::new(ori[0].sin(), ori[0].cos()),
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);
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let dir_vec = self.key_state.dir_vec();
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2019-03-02 19:43:51 +00:00
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let move_dir = unit_vecs.0 * dir_vec[0] + unit_vecs.1 * dir_vec[1];
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2019-03-02 03:48:30 +00:00
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2019-03-02 19:43:51 +00:00
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self.client.tick(client::Input { move_dir }, dt)?;
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2019-01-14 15:47:57 +00:00
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Ok(())
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}
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2019-01-23 20:01:58 +00:00
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/// Clean up the session (and the client attached to it) after a tick
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pub fn cleanup(&mut self) {
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self.client.cleanup();
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}
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2019-01-12 15:57:19 +00:00
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/// Render the session to the screen.
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///
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/// This method should be called once per frame.
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pub fn render(&mut self, renderer: &mut Renderer) {
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// Clear the screen
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renderer.clear(BG_COLOR);
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// Render the screen using the global renderer
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self.scene.render_to(renderer);
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// Finish the frame
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renderer.flush();
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}
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}
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2019-01-11 23:18:34 +00:00
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impl PlayState for SessionState {
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fn play(&mut self, global_state: &mut GlobalState) -> PlayStateResult {
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2019-01-12 01:14:58 +00:00
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// Trap the cursor
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2019-01-23 22:21:47 +00:00
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global_state.window.grab_cursor(true);
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2019-01-12 01:14:58 +00:00
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2019-01-12 15:57:19 +00:00
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// Set up an fps clock
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let mut clock = Clock::new();
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2019-01-23 20:01:58 +00:00
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// Load a few chunks TODO: Remove this
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2019-01-23 22:39:31 +00:00
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for x in -6..7 {
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for y in -6..7 {
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2019-01-23 20:01:58 +00:00
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for z in -1..2 {
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self.client.load_chunk(Vec3::new(x, y, z));
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}
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}
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}
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2019-01-11 23:18:34 +00:00
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// Game loop
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loop {
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// Handle window events
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for event in global_state.window.fetch_events() {
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let _handled = match event {
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Event::Close => return PlayStateResult::Shutdown,
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// When 'q' is pressed, exit the session
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Event::Char('q') => return PlayStateResult::Pop,
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2019-01-23 22:21:47 +00:00
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// Toggle cursor grabbing
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Event::KeyDown(Key::ToggleCursor) => {
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global_state.window.grab_cursor(!global_state.window.is_cursor_grabbed());
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},
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2019-03-02 03:48:30 +00:00
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// Movement Key Pressed
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Event::KeyDown(Key::MoveForward) => self.key_state.up = true,
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Event::KeyDown(Key::MoveBack) => self.key_state.down = true,
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Event::KeyDown(Key::MoveLeft) => self.key_state.left = true,
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Event::KeyDown(Key::MoveRight) => self.key_state.right = true,
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// Movement Key Released
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Event::KeyUp(Key::MoveForward) => self.key_state.up = false,
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Event::KeyUp(Key::MoveBack) => self.key_state.down = false,
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Event::KeyUp(Key::MoveLeft) => self.key_state.left = false,
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Event::KeyUp(Key::MoveRight) => self.key_state.right = false,
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2019-01-12 13:56:34 +00:00
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// Pass all other events to the scene
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2019-01-23 22:21:47 +00:00
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event => { self.scene.handle_input_event(event); },
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2019-01-12 13:56:34 +00:00
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};
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// TODO: Do something if the event wasn't handled?
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2019-01-11 23:18:34 +00:00
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}
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2019-01-12 15:57:19 +00:00
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// Perform an in-game tick
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2019-01-14 15:47:57 +00:00
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self.tick(clock.get_last_delta())
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2019-01-12 15:57:19 +00:00
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.expect("Failed to tick the scene");
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2019-01-11 23:18:34 +00:00
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2019-01-23 20:01:58 +00:00
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// Maintain the scene
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self.scene.maintain(global_state.window.renderer_mut(), &self.client);
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2019-01-12 15:57:19 +00:00
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// Render the session
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self.render(global_state.window.renderer_mut());
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2019-01-11 23:18:34 +00:00
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2019-01-12 15:57:19 +00:00
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// Display the frame on the window
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2019-01-12 01:14:58 +00:00
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global_state.window
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.swap_buffers()
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.expect("Failed to swap window buffers");
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2019-01-12 15:57:19 +00:00
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// Wait for the next tick
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clock.tick(Duration::from_millis(1000 / FPS));
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2019-01-23 20:01:58 +00:00
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// Clean things up after the tick
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self.cleanup();
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2019-01-11 23:18:34 +00:00
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}
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}
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fn name(&self) -> &'static str { "Session" }
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}
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