schule-pong/src/engine.rs

350 lines
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Rust
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2024-02-22 18:10:37 +01:00
const GAME_SIZE: (u32, u32) = (500, 800);
use std::{
collections::HashMap,
num::NonZeroU32,
process,
rc::Rc,
time::{Duration, Instant},
};
use softbuffer::Buffer;
use winit::{
dpi::PhysicalSize,
event::{Event, KeyEvent, StartCause, WindowEvent},
event_loop::{ControlFlow, EventLoop},
keyboard::{Key, NamedKey},
raw_window_handle::{HasDisplayHandle, HasWindowHandle},
window::WindowBuilder,
};
use self::objs::{MovingObject, World};
type RenderFn = fn(&mut render::RenderCtx<'_, '_>, &mut World, &GameTimer);
// core game engine struct
pub struct Engine {
event_loop: EventLoop<()>,
render_fn: RenderFn,
world: World,
}
impl Engine {
pub fn new() -> Self {
let event_loop = EventLoop::new().unwrap();
Self {
event_loop,
render_fn: |_, _, _| {},
world: World::new(),
}
}
pub fn insert_into_world(&mut self, obj: Rc<dyn MovingObject>) -> usize {
self.world.insert(obj)
}
// sets the render function for the game
pub fn set_render_fn(mut self, f: RenderFn) -> Self {
self.render_fn = f;
self
}
// runs the game and consumes self, this will finish the process
pub fn run(self) -> ! {
let Self {
event_loop,
mut world,
render_fn,
} = self;
// set up window
let window = WindowBuilder::new()
.with_inner_size(winit::dpi::Size::Physical(PhysicalSize::new(1200, 700)))
.build(&event_loop)
.unwrap();
// set up softbuffer
let context = softbuffer::Context::new(window.display_handle().unwrap()).unwrap();
let mut surface =
softbuffer::Surface::new(&context, window.window_handle().unwrap()).unwrap();
let mut timer = GameTimer::new();
event_loop
.run(|event, elwt| {
// shoddy vsync
elwt.set_control_flow(ControlFlow::WaitUntil(
Instant::now() + Duration::from_millis(1000 / 60),
));
match event {
// redraw
Event::NewEvents(StartCause::ResumeTimeReached { .. }) => {
window.request_redraw();
}
Event::WindowEvent {
window_id,
event: WindowEvent::RedrawRequested,
} => {
if window_id == window.id() {
if let (Some(width), Some(height)) = {
let size = window.inner_size();
(NonZeroU32::new(size.width), NonZeroU32::new(size.height))
} {
surface.resize(width, height).unwrap();
let mut buffer = surface.buffer_mut().unwrap();
let mut ctx =
render::RenderCtx::new(buffer, (width, height), GAME_SIZE);
// render
render_fn(&mut ctx, &mut world, &timer);
ctx.force_present();
timer.frame_update();
}
}
}
// crash game to exit lol
Event::WindowEvent {
window_id: _window_id,
event:
WindowEvent::CloseRequested
| WindowEvent::KeyboardInput {
event:
KeyEvent {
logical_key: Key::Named(NamedKey::Escape),
..
},
..
},
} => todo!(),
// potential future keyboard handling
Event::WindowEvent {
window_id: _window_id,
event:
WindowEvent::KeyboardInput {
device_id: _device_id,
event: _event,
is_synthetic: _is_synthetic,
},
} => {}
_ => {}
}
})
.unwrap();
process::exit(0);
}
}
pub struct GameTimer {
game_start: Instant,
last_frame: Instant,
stopwatches: HashMap<String, Instant>,
}
impl GameTimer {
pub fn new() -> Self {
Self {
game_start: Instant::now(),
last_frame: Instant::now(),
stopwatches: HashMap::new(),
}
}
pub fn frame_update(&mut self) {
self.last_frame = Instant::now()
}
pub fn delta_t(&self) -> f32 {
Instant::now().duration_since(self.last_frame).as_secs_f32()
}
pub fn game_time_passed(&self) -> f32 {
Instant::now().duration_since(self.game_start).as_secs_f32()
}
pub fn start_stopwatch(&mut self, name: impl ToString) {
let _ = self.stopwatches.insert(name.to_string(), Instant::now());
}
pub fn get_stopwatch_time(&self, name: &str) -> Option<f32> {
self.stopwatches
.get(name)
.map(|start_time| Instant::now().duration_since(*start_time).as_secs_f32())
}
pub fn delete_stopwatch(&mut self, name: &str) {
let _ = self.stopwatches.remove(name);
}
}
mod render;
pub mod objs {
use std::rc::Rc;
use super::render::RenderCtx;
pub struct World {
objects: Vec<Rc<dyn MovingObject>>,
}
impl World {
pub fn new() -> Self {
Self {
objects: Vec::new(),
}
}
pub fn insert(&mut self, obj: Rc<dyn MovingObject>) -> usize {
self.objects.push(obj);
self.objects.len() - 1
}
pub fn get(&self, i: usize) -> Rc<dyn MovingObject> {
self.objects[i].clone()
}
pub fn get_mut(&mut self, i: usize) -> &mut Rc<dyn MovingObject> {
&mut self.objects[i]
}
pub fn draw_all(&self, ctx: &mut RenderCtx<'_, '_>) {
self.objects.iter().for_each(|obj| obj.display(ctx))
}
}
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub struct Rect {
pos: Position,
size: Size,
}
impl Rect {
pub fn new(x: u32, y: u32, height: u32, width: u32) -> Self {
Self {
pos: Position::new(x, y),
size: Size::new(width, height),
}
}
pub fn square(x: u32, y: u32, size: u32) -> Self {
Self {
pos: Position::new(x, y),
size: Size::new(size, size),
}
}
}
impl Object for Rect {
fn position(&self) -> Position {
self.pos
}
fn size(&self) -> Size {
self.size
}
}
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub struct MovingRect {
prev_pos: Position,
current: Rect,
}
impl MovingRect {
pub fn new(x: u32, y: u32, height: u32, width: u32) -> Self {
Self {
prev_pos: Position::new(x, y),
current: Rect::new(x, y, height, width),
}
}
pub fn square(x: u32, y: u32, size: u32) -> Self {
Self {
prev_pos: Position::new(x, y),
current: Rect::square(x, y, size),
}
}
}
impl Object for MovingRect {
fn position(&self) -> Position {
self.current.position()
}
fn size(&self) -> Size {
self.current.size()
}
}
impl MovingObject for MovingRect {
fn previous_pos(&self) -> Position {
self.prev_pos
}
fn update_pos(&mut self, x: u32, y: u32) {
self.prev_pos = self.current.pos;
self.current.pos = Position::new(x, y);
}
}
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub struct Position {
x: u32,
y: u32,
}
impl Position {
pub fn new(x: u32, y: u32) -> Self {
Self { x, y }
}
}
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub struct Size {
width: u32,
height: u32,
}
impl Size {
pub fn new(width: u32, height: u32) -> Self {
Self { width, height }
}
}
pub trait Object {
fn position(&self) -> Position;
fn size(&self) -> Size;
fn display(&self, ctx: &mut RenderCtx<'_, '_>) {
let Position { x, y } = self.position();
let Size { width, height } = self.size();
ctx.rect(x, y, width, height, 0xffffff);
}
}
pub trait MovingObject: Object {
fn previous_pos(&self) -> Position;
fn update_pos(&mut self, x: u32, y: u32);
fn move_obj(&mut self, x: i32, y: i32) {
let Position { x: cur_x, y: cur_y } = self.position();
self.update_pos(
cur_x.saturating_add_signed(x),
cur_y.saturating_add_signed(y),
)
}
// TODO: damage
fn draw_move(&self, ctx: &mut RenderCtx<'_, '_>) {
let Position {
x: prev_x,
y: prev_y,
} = self.previous_pos();
let Size { width, height } = self.size();
ctx.rect(prev_x, prev_y, width, height, 0x000000);
self.display(ctx);
}
}
}