261 lines
7.0 KiB
Rust
261 lines
7.0 KiB
Rust
//! This module contains the whole engine that manages everything.
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pub mod bbox;
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pub mod character;
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pub mod controls;
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pub mod input;
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pub mod map;
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pub mod math;
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pub mod physics;
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pub mod scene;
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pub mod texture;
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pub mod vector;
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use std::cell::RefCell;
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use std::rc::Rc;
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use std::time::{Duration, SystemTime};
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use wasm_bindgen::prelude::*;
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use wasm_bindgen::JsCast;
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use crate::engine::bbox::Bbox;
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use crate::engine::character::Character;
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use crate::engine::controls::Controls;
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use crate::engine::input::InputManager;
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use crate::engine::map::Map;
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use crate::engine::math::now;
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use crate::engine::scene::{Scene, State};
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use crate::engine::texture::{Texture, TextureManager};
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use crate::engine::vector::Vector;
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use crate::{error_js, log, Result};
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macro_rules! unwrap {
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($t: expr) => {{
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match $t {
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None => return Err(JsValue::from_str("cannot unwrap on none")),
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Some(x) => x,
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}
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}};
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}
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/// Our game engine.
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#[derive(Clone)]
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pub struct Game(Rc<RefCell<Engine>>);
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impl Game {
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/// Creates a new game.
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pub fn new() -> Result<Game> {
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Ok(Game(Rc::new(RefCell::new(Engine::new()?))))
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// let clone = inner.clone();
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// let cb = Closure::<dyn FnMut(_)>::new(move |event: web_sys::GamepadEvent| {
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// let mut inner = clone.borrow_mut();
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// inner.add_gamepad(&event);
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// });
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// (*window)
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// .add_event_listener_with_callback("gamepadconnected", cb.as_ref().unchecked_ref())?;
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// cb.forget();
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}
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/// Starts the game.
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pub fn start(&self) -> Result<()> {
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let clone = self.clone();
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let cb = Closure::<dyn FnMut(_)>::new(move |_event: web_sys::Event| {
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if let Err(e) = clone.run() {
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error_js!(e);
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}
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});
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let inner = self.0.borrow_mut();
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inner
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.window
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.request_animation_frame(cb.as_ref().unchecked_ref())?;
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cb.forget();
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Ok(())
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}
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/// Launches a loop of the engine, and schedules the next one.
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pub fn run(&self) -> Result<()> {
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let mut inner = self.0.borrow_mut();
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// Perform update
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inner.update()?;
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// Perform render
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inner.render()?;
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// Schedule next render
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let clone = self.clone();
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let cb = Closure::<dyn FnMut(_)>::new(move |_event: web_sys::Event| {
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if let Err(e) = clone.run() {
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error_js!(e);
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}
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});
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inner
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.window
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.request_animation_frame(cb.as_ref().unchecked_ref())?;
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cb.forget();
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Ok(())
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}
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}
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/// The data contained in our engine.
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pub struct Engine {
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/// The scene of the engine.
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pub scene: Scene,
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/// The time when the loop is done.
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pub after_loop: SystemTime,
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/// The texture manager.
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pub textures: TextureManager,
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/// The input manager.
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pub inputs: InputManager,
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/// The web page window.
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pub window: web_sys::Window,
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/// The web page document.
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pub document: web_sys::Document,
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/// The canvas rendering context.
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///
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/// We keep a reference so that we can easily render things.
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pub context: web_sys::CanvasRenderingContext2d,
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/// The performance object.
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pub performance: web_sys::Performance,
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}
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impl Engine {
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/// Initializes the engine.
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pub fn new() -> Result<Engine> {
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let window = unwrap!(web_sys::window());
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let document = unwrap!(window.document());
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let performance = unwrap!(window.performance());
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let canvas = unwrap!(document.get_element_by_id("canvas"));
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let canvas: web_sys::HtmlCanvasElement = canvas.dyn_into::<web_sys::HtmlCanvasElement>()?;
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canvas.set_width(1920);
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canvas.set_height(1080);
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let context =
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unwrap!(canvas.get_context("2d")?).dyn_into::<web_sys::CanvasRenderingContext2d>()?;
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let map = Map::from_str(include_str!("../../static/levels/level1.lvl")).unwrap();
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let mut scene = Scene::from_map(map);
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let character = Character::new();
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scene.add(character);
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Ok(Engine {
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scene,
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after_loop: now(&performance),
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textures: TextureManager::new()?,
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inputs: InputManager::new(),
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window,
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document,
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context,
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performance,
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})
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}
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/// Triggers the update of the model of the engine.
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pub fn update(&mut self) -> Result<()> {
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// Manage the physics
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let now = now(&self.performance);
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let duration = unwrap!(now.duration_since(self.after_loop).ok());
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self.after_loop = now;
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if self.document.has_focus()? {
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// Manage events
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// while let Some(event) = inner.keyboard.pop() {
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// inner.scene.manage_action(&action);
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// }
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// let keyboard = inner.keyboard.clone();
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if self.scene.update(now, duration) == State::Finished {
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let map = Map::from_str(include_str!("../../static/levels/level1.lvl")).unwrap();
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let mut scene = Scene::from_map(map);
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let character = Character::new();
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scene.add(character);
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self.scene = scene;
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}
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}
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Ok(())
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}
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/// Performs the rendering of the engine.
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pub fn render(&self) -> Result<()> {
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let view = self.scene.view().unwrap(); // TODO remove this unwrap
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// Clear render
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self.context.clear_rect(0.0, 0.0, 1920.0, 1080.0);
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self.context
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.set_fill_style(&JsValue::from_str("rgb(135, 206, 235)"));
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self.context.fill_rect(0.0, 0.0, 1920.0, 1080.0);
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// Draw the scene
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let map = self.scene.map();
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let rows = map.rows();
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let cols = map.cols();
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for i in 0..rows {
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for j in 0..cols {
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let tile = map.at(i, j);
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if tile.graphic.is_visible() {
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self.draw(&tile, view)?;
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}
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}
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}
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// Draw characters
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for c in self.scene.characters() {
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if true {
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self.draw(c, view)?;
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}
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}
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Ok(())
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}
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/// Draw a drawable.
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pub fn draw<D: Drawable>(&self, drawable: &D, view: Bbox) -> Result<()> {
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let image = self.textures.get(drawable.texture());
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let source = drawable.texture_rect(self.after_loop);
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let mut dest = source.clone();
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dest.position = drawable.position() - view.position;
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dest.position.x *= 1920.0 / view.size.x;
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dest.position.y *= 1080.0 / view.size.y;
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dest.size.x *= 1920.0 / view.size.x;
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dest.size.y *= 1080.0 / view.size.y;
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image.render(source, dest, &self.context)?;
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Ok(())
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}
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}
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/// Our custom drawable trait.
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pub trait Drawable {
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/// Returns the texture of the drawable.
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fn texture(&self) -> Texture;
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/// Returns the coordinates to use on the texture.
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fn texture_rect(&self, now: SystemTime) -> Bbox;
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/// Returns the position on which the drawable should be drawn.
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fn position(&self) -> Vector;
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}
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