mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
6b09fd7c53
Former-commit-id: eb49765c911aaa97a9c8ed351216a7a6f8411213
213 lines
6.9 KiB
Rust
213 lines
6.9 KiB
Rust
use crate::{
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hud::{Event as HudEvent, Hud},
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key_state::KeyState,
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render::Renderer,
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scene::Scene,
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settings::Settings,
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window::{Event, Key, Window},
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Direction, Error, GlobalState, PlayState, PlayStateResult,
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};
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use client::{self, Client, Input, InputEvent};
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use common::clock::Clock;
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use std::{cell::RefCell, mem, rc::Rc, time::Duration};
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use vek::*;
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const FPS: u64 = 60;
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pub struct SessionState {
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scene: Scene,
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client: Rc<RefCell<Client>>,
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key_state: KeyState,
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input_events: Vec<InputEvent>,
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hud: Hud,
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}
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/// Represents an active game session (i.e., the one being played).
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impl SessionState {
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/// Create a new `SessionState`.
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pub fn new(window: &mut Window, client: Rc<RefCell<Client>>, settings: Settings) -> Self {
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// Create a scene for this session. The scene handles visible elements of the game world.
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let scene = Scene::new(window.renderer_mut(), &client.borrow());
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Self {
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scene,
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client,
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key_state: KeyState::new(),
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hud: Hud::new(window, settings),
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input_events: Vec::new(),
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}
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}
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}
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// Background colour
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const BG_COLOR: Rgba<f32> = Rgba {
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r: 0.0,
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g: 0.3,
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b: 1.0,
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a: 1.0,
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};
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impl SessionState {
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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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// Calculate the movement input vector of the player from the current key presses
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// 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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let move_dir = unit_vecs.0 * dir_vec[0] + unit_vecs.1 * dir_vec[1];
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// Take the input events.
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let mut input_events = Vec::new();
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mem::swap(&mut self.input_events, &mut input_events);
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for event in self.client.borrow_mut().tick(
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Input {
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move_dir,
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jumping: self.key_state.jump,
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gliding: self.key_state.glide,
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events: input_events,
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},
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dt,
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)? {
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match event {
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client::Event::Chat(msg) => {
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self.hud.new_message(msg);
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}
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client::Event::Disconnect => {
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// TODO
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}
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}
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}
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Ok(())
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}
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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.borrow_mut().cleanup();
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}
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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(renderer, &mut self.client.borrow_mut());
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// Draw the UI to the screen
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self.hud.render(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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impl PlayState for SessionState {
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fn play(&mut self, _: Direction, global_state: &mut GlobalState) -> PlayStateResult {
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// Trap the cursor.
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global_state.window.grab_cursor(true);
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// Set up an fps clock.
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let mut clock = Clock::new();
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// Load a few chunks. TODO: Remove this.
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/*
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for x in -6..7 {
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for y in -6..7 {
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for z in -1..2 {
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self.client.borrow_mut().load_chunk(Vec3::new(x, y, z));
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}
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}
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}
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*/
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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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// Pass all events to the ui first.
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if self.hud.handle_event(event.clone(), global_state) {
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continue;
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}
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let _handled = match event {
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Event::Close => {
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return PlayStateResult::Shutdown;
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}
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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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Event::KeyDown(Key::Jump) => {
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self.input_events.push(InputEvent::Jump);
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self.key_state.jump = true;
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}
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Event::KeyDown(Key::Glide) => self.key_state.glide = 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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Event::KeyUp(Key::Jump) => self.key_state.jump = false,
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Event::KeyUp(Key::Glide) => self.key_state.glide = false,
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// Pass all other events to the scene
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event => {
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self.scene.handle_input_event(event);
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}
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};
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// TODO: Do something if the event wasn't handled?
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}
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// Perform an in-game tick.
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self.tick(clock.get_last_delta())
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.expect("Failed to tick the scene!");
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// Maintain the scene.
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self.scene.maintain(
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global_state.window.renderer_mut(),
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&mut self.client.borrow_mut(),
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);
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// Maintain the UI.
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for event in self
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.hud
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.maintain(global_state.window.renderer_mut(), clock.get_tps())
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{
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match event {
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HudEvent::SendMessage(msg) => {
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// TODO: Handle result
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self.client.borrow_mut().send_chat(msg);
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}
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HudEvent::Logout => return PlayStateResult::Pop,
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HudEvent::Quit => {
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return PlayStateResult::Shutdown;
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}
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}
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}
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// Render the session.
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self.render(global_state.window.renderer_mut());
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// Display the frame on the window.
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global_state
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.window
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.swap_buffers()
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.expect("Failed to swap window buffers!");
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// Wait for the next tick.
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clock.tick(Duration::from_millis(1000 / FPS));
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// Clean things up after the tick.
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self.cleanup();
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}
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}
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fn name(&self) -> &'static str {
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"Session"
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}
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}
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