// Standard use std::time::Duration; // Library use vek::*; // Project use client::{self, Client}; use common::clock::Clock; // Crate use crate::{ hud::{Event as HudEvent, Hud}, key_state::KeyState, render::Renderer, scene::Scene, window::{Event, Key, Window}, Error, GlobalState, PlayState, PlayStateResult, }; const FPS: u64 = 60; pub struct SessionState { scene: Scene, client: Client, key_state: KeyState, hud: Hud, } /// Represents an active game session (i.e: one that is being played) impl SessionState { /// Create a new `SessionState` pub fn new(window: &mut Window) -> Result { let client = Client::new(([127, 0, 0, 1], 59003))?.with_test_state(); // <--- TODO: Remove this Ok(Self { // Create a scene for this session. The scene handles visible elements of the game world scene: Scene::new(window.renderer_mut(), &client), client, key_state: KeyState::new(), hud: Hud::new(window), }) } } // 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> { // 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]; for event in self.client.tick(client::Input { move_dir }, dt)? { match event { client::Event::Chat(msg) => { self.hud.new_message(msg); } } } 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); // Draw the UI to the screen self.hud.render(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 -6..7 { for y in -6..7 { 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() { // Pass all events to the ui first if self.hud.handle_event(event.clone()) { continue; } let _handled = match event { Event::Close => return PlayStateResult::Shutdown, Event::KeyDown(Key::Map) => self.hud.toggle_map(), Event::KeyDown(Key::Bag) => self.hud.toggle_bag(), Event::KeyDown(Key::QuestLog) => self.hud.toggle_questlog(), Event::KeyDown(Key::CharacterWindow) => self.hud.toggle_charwindow(), Event::KeyDown(Key::Social) => self.hud.toggle_social(), Event::KeyDown(Key::Spellbook) => self.hud.toggle_spellbook(), Event::KeyDown(Key::Settings) => self.hud.toggle_settings(), Event::KeyDown(Key::Help) => self.hud.toggle_help(), Event::KeyDown(Key::Interface) => self.hud.toggle_ui(), // Close windows on esc Event::KeyDown(Key::Escape) => self.hud.toggle_windows(), // Toggle cursor grabbing Event::KeyDown(Key::ToggleCursor) => { global_state .window .grab_cursor(!global_state.window.is_cursor_grabbed()); self.hud .update_grab(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 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); // Maintain the UI for event in self.hud.maintain(global_state.window.renderer_mut()) { match event { HudEvent::SendMessage(msg) => { // TODO: Handle result self.client.send_chat(msg); } HudEvent::Logout => return PlayStateResult::Pop, HudEvent::Quit => return PlayStateResult::Shutdown, } } // 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" } }