basic rectangle drawing support added
This commit is contained in:
parent
1f2105f3be
commit
b495dbbdcd
1 changed files with 150 additions and 417 deletions
493
src/main.rs
493
src/main.rs
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@ -1,75 +1,106 @@
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use engine::Engine;
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fn main() {
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Engine::new()
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.set_render_fn(|mut ctx| {
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// draw three colored rectagles(tm)
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ctx.rect_unchecked(0, 0, 100, 100, 0xff0000);
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ctx.rect_unchecked(100, 0, 100, 100, 0x00ff00);
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ctx.rect_unchecked(0, 100, 100, 100, 0x0000ff);
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})
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.run();
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}
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mod engine {
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const GAME_SIZE: (u32, u32) = (500, 800);
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use std::{
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num::NonZeroU32,
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process,
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time::{Duration, Instant},
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};
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use game::GameState;
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use softbuffer::Buffer;
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use winit::{
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dpi::PhysicalSize,
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event::{Event, KeyEvent, WindowEvent},
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event::{Event, KeyEvent, StartCause, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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keyboard::{Key, NamedKey},
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raw_window_handle::{HasDisplayHandle, HasWindowHandle},
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raw_window_handle::{DisplayHandle, HasDisplayHandle, HasWindowHandle, WindowHandle},
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window::WindowBuilder,
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};
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fn main() {
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type RenderFn = fn(&mut RenderCtx<'_, '_>);
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// core game engine struct
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pub struct Engine {
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event_loop: EventLoop<()>,
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render_fn: RenderFn,
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}
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impl Engine {
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pub fn new() -> Self {
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let event_loop = EventLoop::new().unwrap();
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Self {
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event_loop,
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render_fn: |_| {},
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}
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}
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// sets the render function for the game
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pub fn set_render_fn(mut self, f: RenderFn) -> Self {
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self.render_fn = f;
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self
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}
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// runs the game and consumes self, this will finish the process
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pub fn run(self) -> ! {
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let Self {
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event_loop,
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render_fn,
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} = self;
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// set up window
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let window = WindowBuilder::new()
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.with_inner_size(winit::dpi::Size::Physical(PhysicalSize::new(1200, 700)))
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.build(&event_loop)
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.unwrap();
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// ControlFlow::Poll continuously runs the event loop, even if the OS hasn't
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// dispatched any events. This is ideal for games and similar applications.
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event_loop.set_control_flow(ControlFlow::Poll);
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// ControlFlow::Wait pauses the event loop if no events are available to process.
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// This is ideal for non-game applications that only update in response to user
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// input, and uses significantly less power/CPU time than ControlFlow::Poll.
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event_loop.set_control_flow(ControlFlow::Wait);
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// set up softbuffer
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let context = softbuffer::Context::new(window.display_handle().unwrap()).unwrap();
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let mut surface = softbuffer::Surface::new(&context, window.window_handle().unwrap()).unwrap();
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let mut game = GameState::init();
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let mut surface =
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softbuffer::Surface::new(&context, window.window_handle().unwrap()).unwrap();
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event_loop
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.run(|event, elwt| {
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// shoddy vsync
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elwt.set_control_flow(ControlFlow::WaitUntil(
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Instant::now() + Duration::from_millis(1000 / 60),
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));
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match event {
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Event::WindowEvent {
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window_id,
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event: WindowEvent::RedrawRequested,
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} if window_id == window.id() => {
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// redraw
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Event::NewEvents(StartCause::ResumeTimeReached {
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start: _start,
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requested_resume: _requested_resume,
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}) => {
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if let (Some(width), Some(height)) = {
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let size = window.inner_size();
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(NonZeroU32::new(size.width), NonZeroU32::new(size.height))
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} {
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surface.resize(width, height).unwrap();
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let mut buffer = surface.buffer_mut().unwrap();
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// for y in 0..height.get() {
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// for x in 0..width.get() {
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// let red = x % 255;
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// let green = y % 255;
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// let blue = (x * y) % 255;
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// let index = y as usize * width.get() as usize + x as usize;
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// buffer[index] = blue | (green << 8) | (red << 16);
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// }
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// }
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buffer.fill(0);
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game.update();
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game.render(&mut buffer, (width, height));
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buffer.present().unwrap();
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let mut ctx = RenderCtx::new(buffer, (width, height), GAME_SIZE);
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// render
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render_fn(&mut ctx);
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ctx.force_present();
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}
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}
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// crash game to exit lol
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Event::WindowEvent {
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window_id: _window_id,
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event:
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WindowEvent::CloseRequested
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| WindowEvent::KeyboardInput {
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@ -80,369 +111,71 @@ fn main() {
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},
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..
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},
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window_id,
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} if window_id == window.id() => {
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elwt.exit();
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}
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} => todo!(),
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// potential future keyboard handling
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Event::WindowEvent {
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window_id: _window_id,
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event:
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WindowEvent::KeyboardInput {
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device_id: _device_id,
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event: _event,
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is_synthetic: _is_synthetic,
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},
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} => {}
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_ => {}
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}
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})
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.unwrap();
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}
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mod game {
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use std::{convert::identity, num::NonZeroU32, time::Instant};
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use softbuffer::Buffer;
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use winit::raw_window_handle::{DisplayHandle, WindowHandle};
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const PADDLE_SIZE: (u32, u32) = (5, 50);
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const BALL_RADIUS: u32 = 10;
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const BALL_VEC_RIGHT_DOWN: (i16, i16) = (8, 12);
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const FIELD_SIZE: (u32, u32) = (1200, 700);
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const FIELD_BORDER_WIDTH: u32 = 5;
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const TICK_LEN: f32 = 1000. / 60.;
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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enum BallDirection {
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RightUp,
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RightDown,
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LeftUp,
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LeftDown,
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}
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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enum HorizontalCollisionCheck {
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None,
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Left,
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Right,
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}
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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enum VerticalCollisionCheck {
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None,
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Top,
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Bottom,
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}
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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struct CollisionCheck(HorizontalCollisionCheck, VerticalCollisionCheck);
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impl CollisionCheck {
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fn check_field(obj_pos: (u32, u32), obj_size: (u32, u32)) -> Self {
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let horizontal = if obj_pos.0 == 0 {
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HorizontalCollisionCheck::Left
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} else if (obj_pos.0 + obj_size.0) >= FIELD_SIZE.0 {
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HorizontalCollisionCheck::Right
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} else {
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HorizontalCollisionCheck::None
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};
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let vertical = if obj_pos.1 == 0 {
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VerticalCollisionCheck::Top
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} else if (obj_pos.1 + obj_size.1) >= FIELD_SIZE.1 {
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VerticalCollisionCheck::Bottom
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} else {
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VerticalCollisionCheck::None
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};
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Self(horizontal, vertical)
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}
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fn no_collisions(&self) -> bool {
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matches!(
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self,
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CollisionCheck(HorizontalCollisionCheck::None, VerticalCollisionCheck::None)
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)
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process::exit(0);
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}
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}
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struct MovingObject {
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prev_pos: (u32, u32),
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// render context
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pub struct RenderCtx<'buf, 'win> {
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buffer: Buffer<'buf, DisplayHandle<'win>, WindowHandle<'win>>,
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win_size: (u32, u32),
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context_size: (u32, u32),
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context_pos: (u32, u32),
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}
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impl BallDirection {
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fn get_vec(&self) -> (i16, i16) {
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match self {
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BallDirection::RightDown => BALL_VEC_RIGHT_DOWN,
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BallDirection::RightUp => (BALL_VEC_RIGHT_DOWN.0, -BALL_VEC_RIGHT_DOWN.1),
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BallDirection::LeftUp => (-BALL_VEC_RIGHT_DOWN.0, BALL_VEC_RIGHT_DOWN.1),
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BallDirection::LeftDown => (-BALL_VEC_RIGHT_DOWN.0, -BALL_VEC_RIGHT_DOWN.1),
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}
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}
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}
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pub struct GameState {
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ball_pos: (u32, u32),
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ball_direction: BallDirection,
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paddle_r_pos: u32,
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paddle_y_pos: u32,
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scores: (u32, u32),
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last_frame_time: Instant,
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}
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impl GameState {
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pub fn init() -> Self {
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Self {
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ball_pos: (FIELD_SIZE.0 / 2, FIELD_SIZE.1 / 2),
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paddle_r_pos: FIELD_SIZE.0 / 2,
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paddle_y_pos: FIELD_SIZE.0 / 2,
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ball_direction: BallDirection::RightDown,
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scores: (0, 0),
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last_frame_time: Instant::now(),
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}
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}
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pub fn render(
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&self,
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buf: &mut Buffer<'_, DisplayHandle<'_>, WindowHandle<'_>>,
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impl<'buf, 'win> RenderCtx<'buf, 'win> {
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// create new render context
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pub fn new(
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buffer: Buffer<'buf, DisplayHandle<'win>, WindowHandle<'win>>,
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win_size: (NonZeroU32, NonZeroU32),
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) {
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let win_size = (win_size.0.get(), win_size.1.get());
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self.render_field(buf, win_size);
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self.render_ball(buf, win_size);
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}
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pub fn update(&mut self) {
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let delta_t = self.delta_time();
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self.last_frame_time = Instant::now();
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self.move_ball();
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}
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fn move_ball(&mut self) {
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let vec = self.ball_direction.get_vec();
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let delta_t = self.delta_time();
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let new_pos = (
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self.ball_pos
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.0
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.saturating_add_signed((vec.0 as f32 * delta_t) as i32)
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.clamp(0, FIELD_SIZE.0 - BALL_RADIUS),
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self.ball_pos
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.1
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.saturating_add_signed((vec.1 as f32 * delta_t) as i32)
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.clamp(0, FIELD_SIZE.1 - BALL_RADIUS),
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);
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// println!("{:?} -> {:?}", self.ball_pos, new_pos);
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self.ball_pos = new_pos;
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let check_res = CollisionCheck::check_field(
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(
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new_pos.0.saturating_sub(BALL_RADIUS),
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new_pos.1.saturating_sub(BALL_RADIUS),
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context_size: (u32, u32),
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) -> Self {
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Self {
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buffer,
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win_size: (win_size.0.get(), win_size.1.get()),
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context_size,
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context_pos: (
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(win_size.0.get() / 2).saturating_sub(context_size.0 / 2),
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(win_size.1.get() / 2).saturating_sub(context_size.1 / 2),
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),
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(BALL_RADIUS * 2, BALL_RADIUS * 2),
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);
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let CollisionCheck(horizontal, vertical) = check_res;
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self.ball_direction = match (self.ball_direction, (horizontal, vertical)) {
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(
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BallDirection::RightUp,
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(HorizontalCollisionCheck::None, VerticalCollisionCheck::Bottom),
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)
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| (
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BallDirection::RightDown,
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(HorizontalCollisionCheck::None, VerticalCollisionCheck::None),
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)
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| (
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BallDirection::LeftUp,
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(HorizontalCollisionCheck::Left, VerticalCollisionCheck::None),
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)
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| (
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BallDirection::LeftDown,
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(HorizontalCollisionCheck::Left, VerticalCollisionCheck::Top),
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) => BallDirection::RightDown,
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(
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BallDirection::RightUp,
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(HorizontalCollisionCheck::None, VerticalCollisionCheck::None),
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)
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| (
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BallDirection::RightDown,
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(HorizontalCollisionCheck::None, VerticalCollisionCheck::Top),
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)
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| (
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BallDirection::LeftUp,
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(HorizontalCollisionCheck::Left, VerticalCollisionCheck::Top),
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)
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| (
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BallDirection::LeftDown,
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(HorizontalCollisionCheck::Left, VerticalCollisionCheck::None),
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) => BallDirection::RightUp,
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(
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BallDirection::RightUp,
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(HorizontalCollisionCheck::Right, VerticalCollisionCheck::Bottom),
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)
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| (
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BallDirection::RightDown,
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(HorizontalCollisionCheck::Right, VerticalCollisionCheck::None),
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)
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| (
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BallDirection::LeftUp,
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(HorizontalCollisionCheck::None, VerticalCollisionCheck::None),
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)
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| (
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BallDirection::LeftDown,
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(HorizontalCollisionCheck::None, VerticalCollisionCheck::Bottom),
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) => BallDirection::LeftUp,
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(
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BallDirection::RightUp,
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(HorizontalCollisionCheck::Right, VerticalCollisionCheck::None),
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)
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| (
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BallDirection::RightDown,
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(HorizontalCollisionCheck::Right, VerticalCollisionCheck::Top),
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)
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| (
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BallDirection::LeftUp,
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(HorizontalCollisionCheck::None, VerticalCollisionCheck::Top),
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)
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| (
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BallDirection::LeftDown,
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(HorizontalCollisionCheck::None, VerticalCollisionCheck::None),
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) => BallDirection::LeftDown,
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other => panic!("Invalid collision: {other:#?}"),
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};
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}
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fn delta_time(&self) -> f32 {
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Instant::now()
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.duration_since(self.last_frame_time)
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.as_millis() as f32
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/ TICK_LEN
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}
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fn render_field(
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&self,
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buf: &mut Buffer<'_, DisplayHandle<'_>, WindowHandle<'_>>,
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win_size: (u32, u32),
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) {
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let field_pos = (
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(win_size.0 / 2).saturating_sub(FIELD_SIZE.0 / 2),
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(win_size.1 / 2).saturating_sub(FIELD_SIZE.1 / 2),
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);
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// top border
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draw_rect(
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buf,
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win_size,
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(
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field_pos.0.saturating_sub(FIELD_BORDER_WIDTH),
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field_pos.1.saturating_sub(FIELD_BORDER_WIDTH),
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),
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(
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FIELD_SIZE.0.saturating_add(FIELD_BORDER_WIDTH * 2),
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FIELD_BORDER_WIDTH,
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),
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0xff0000,
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);
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// right border
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draw_rect(
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buf,
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win_size,
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(field_pos.0.saturating_add(FIELD_SIZE.0), field_pos.1),
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(FIELD_BORDER_WIDTH, FIELD_SIZE.1),
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0x00ff00,
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);
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// bottom border
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draw_rect(
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buf,
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win_size,
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(
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field_pos.0.saturating_sub(FIELD_BORDER_WIDTH),
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field_pos.1.saturating_add(FIELD_SIZE.1),
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),
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(
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FIELD_SIZE.0.saturating_add(FIELD_BORDER_WIDTH * 2),
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FIELD_BORDER_WIDTH,
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),
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0xff00ff,
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);
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// left border
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draw_rect(
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buf,
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win_size,
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(field_pos.0.saturating_sub(FIELD_BORDER_WIDTH), field_pos.1),
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(FIELD_BORDER_WIDTH, FIELD_SIZE.1),
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0x00ffff,
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);
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// draw midline
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draw_rect(
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buf,
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win_size,
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((win_size.0 / 2) - (FIELD_BORDER_WIDTH / 2), field_pos.1),
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(FIELD_BORDER_WIDTH, FIELD_SIZE.1),
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0x7f7f7f,
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)
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}
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fn render_ball(
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&self,
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buf: &mut Buffer<'_, DisplayHandle<'_>, WindowHandle<'_>>,
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win_size: (u32, u32),
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) {
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let field_pos = (
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(win_size.0 / 2).saturating_sub(FIELD_SIZE.0 / 2),
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(win_size.1 / 2).saturating_sub(FIELD_SIZE.1 / 2),
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);
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// let field_pos = identity((
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// (win_size.0 / 2).saturating_sub(FIELD_SIZE.0 / 2),
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// (win_size.1 / 2).saturating_sub(FIELD_SIZE.1 / 2),
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// ));
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// println!("{}, {}", field_pos.0, field_pos.1);
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let ball_render_pos = (
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(self.ball_pos.0 + field_pos.0).saturating_sub(BALL_RADIUS),
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(self.ball_pos.1 + field_pos.1).saturating_sub(BALL_RADIUS),
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);
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||||
draw_rect(
|
||||
buf,
|
||||
win_size,
|
||||
ball_render_pos,
|
||||
(BALL_RADIUS * 2, BALL_RADIUS * 2),
|
||||
0xffffff,
|
||||
);
|
||||
}
|
||||
fn render_paddles(
|
||||
&self,
|
||||
buf: &mut Buffer<'_, DisplayHandle<'_>, WindowHandle<'_>>,
|
||||
win_size: (u32, u32),
|
||||
) {
|
||||
todo!()
|
||||
}
|
||||
fn render_paddle(
|
||||
&self,
|
||||
buf: &mut Buffer<'_, DisplayHandle<'_>, WindowHandle<'_>>,
|
||||
win_size: (u32, u32),
|
||||
) {
|
||||
todo!()
|
||||
}
|
||||
fn render_scores(
|
||||
&self,
|
||||
buf: &mut Buffer<'_, DisplayHandle<'_>, WindowHandle<'_>>,
|
||||
win_size: (u32, u32),
|
||||
) {
|
||||
todo!()
|
||||
}
|
||||
}
|
||||
|
||||
fn draw_rect(
|
||||
buf: &mut Buffer<'_, DisplayHandle<'_>, WindowHandle<'_>>,
|
||||
buf_size: (u32, u32),
|
||||
pos: (u32, u32),
|
||||
size: (u32, u32),
|
||||
color: u32,
|
||||
) {
|
||||
for y in pos.1..(pos.1 + size.1) {
|
||||
for x in pos.0..(pos.0 + size.0) {
|
||||
let index = y as usize * buf_size.0 as usize + x as usize;
|
||||
if let Some(px) = buf.get_mut(index) {
|
||||
// draw a rectangle in the context
|
||||
//
|
||||
// coordinates are relative to the context
|
||||
pub fn rect_unchecked(&mut self, x: u32, y: u32, width: u32, height: u32, color: u32) {
|
||||
// position in buffer coordinates and not relative coordinates
|
||||
let x_buf_pos = self.context_pos.0 + x;
|
||||
let y_buf_pos = self.context_pos.1 + y;
|
||||
|
||||
for y in y_buf_pos..(y_buf_pos + height) {
|
||||
for x in x_buf_pos..(x_buf_pos + width) {
|
||||
let index = y as usize * self.win_size.0 as usize + x as usize;
|
||||
if let Some(px) = self.buffer.get_mut(index) {
|
||||
*px = color
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn force_present(self) {
|
||||
self.buffer.present().unwrap()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue