// Standard use std::time::Duration; // Library use vek::*; // Project use common::clock::Clock; use client::{ self, Client, }; // Crate use crate::{ Error, PlayState, PlayStateResult, GlobalState, window::{Event, Key}, render::Renderer, scene::Scene, }; const FPS: u64 = 60; pub struct SessionState { scene: Scene, client: Client, } /// Represents an active game session (i.e: one that is being played) impl SessionState { /// Create a new `SessionState` pub fn new(renderer: &mut Renderer) -> Self { 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 scene: Scene::new(renderer, &client), client, } } } // The background colour const BG_COLOR: Rgba = Rgba { r: 0.0, g: 0.3, b: 1.0, a: 1.0 }; impl SessionState { /// Tick the session (and the client attached to it) pub fn tick(&mut self, dt: Duration) -> Result<(), Error> { self.client.tick(client::Input {}, dt)?; Ok(()) } /// 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(); // Load a few chunks TODO: Remove this for x in -4..5 { for y in -4..5 { 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()); }, // 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 self.tick(clock.get_last_delta()) .expect("Failed to tick the scene"); // 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)); // Clean things up after the tick self.cleanup(); } } fn name(&self) -> &'static str { "Session" } }