move player to this repo
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@ -7,6 +7,7 @@ edition = "2018"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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[dependencies]
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ggez = "0.5.1"
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toml = "^0.5.6"
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toml = "^0.5.6"
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serde = "^1.0.114"
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serde = "^1.0.114"
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serde_derive = "^1.0.114"
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serde_derive = "^1.0.114"
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@ -0,0 +1,302 @@
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use ggez;
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// Next we need to actually `use` the pieces of ggez that we are going
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// to need frequently.
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use ggez::event::{KeyCode, KeyMods, EventsLoop};
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use ggez::{event, graphics, Context, GameResult};
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// We'll bring in some things from `std` to help us in the future.
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use std::time::{Duration, Instant};
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use ggez::graphics::{Rect};
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use ggez::conf::FullscreenType;
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// The first thing we want to do is set up some constants that will help us out later.
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// Here we define the size of our game board in terms of how many grid
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// cells it will take up. We choose to make a 30 x 20 game board.
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const GRID_SIZE: (u8, u8) = (16, 9);
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// dimension, i.e. 8×8 (square)
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const GRID_CELL_SIZE: u8 = 8;
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const UPDATES_PER_SECOND: f32 = 0.4;
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// And we get the milliseconds of delay that this update rate corresponds to.
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const MILLIS_PER_UPDATE: u64 = (1.0 / UPDATES_PER_SECOND * 1000.0) as u64;
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#[derive(Clone, Copy, PartialEq, Eq, Debug)]
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struct GridPosition { x: u8, y: u8 }
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impl GridPosition {
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/// We make a standard helper function so that we can create a new `GridPosition`
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/// more easily.
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pub fn new(x: u8, y: u8) -> Self {
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GridPosition { x, y }
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}
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/// We'll make another helper function that takes one grid position and returns a new one after
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/// making one move in the direction of `dir`. We use our `SignedModulo` trait
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/// above, which is now implemented on `i16` because it satisfies the trait bounds,
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/// to automatically wrap around within our grid size if the move would have otherwise
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/// moved us off the board to the top, bottom, left, or right.
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pub fn new_from_move(pos: GridPosition, dir: Direction) -> Self {
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match dir {
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Direction::Up => GridPosition::new(pos.x, pos.y - 1),
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Direction::Down => GridPosition::new(pos.x, pos.y + 1),
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Direction::Left => GridPosition::new(pos.x - 1, pos.y),
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Direction::Right => GridPosition::new(pos.x + 1, pos.y),
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}
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}
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}
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/// We implement the `From` trait, which in this case allows us to convert easily between
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/// a GridPosition and a ggez `graphics::Rect` which fills that grid cell.
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/// Now we can just call `.into()` on a `GridPosition` where we want a
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/// `Rect` that represents that grid cell.
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impl From<GridPosition> for graphics::Rect {
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fn from(pos: GridPosition) -> Self {
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graphics::Rect::new_i32(
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pos.x as i32 * GRID_CELL_SIZE as i32,
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pos.y as i32 * GRID_CELL_SIZE as i32,
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GRID_CELL_SIZE as i32,
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GRID_CELL_SIZE as i32,
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)
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}
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}
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impl From<(u8, u8)> for GridPosition {
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fn from(pos: (u8, u8)) -> Self {
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GridPosition { x: pos.0, y: pos.1 }
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}
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}
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/// Next we create an enum that will represent all the possible
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/// directions that our snake could move.
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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enum Direction {
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Up,
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Down,
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Left,
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Right,
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}
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impl Direction {
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/// We also create a helper function that will let us convert between a
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/// `ggez` `Keycode` and the `Direction` that it represents. Of course,
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/// not every keycode represents a direction, so we return `None` if this
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/// is the case.
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pub fn from_keycode(key: KeyCode) -> Option<Direction> {
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match key {
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KeyCode::Up => Some(Direction::Up),
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KeyCode::Down => Some(Direction::Down),
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KeyCode::Left => Some(Direction::Left),
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KeyCode::Right => Some(Direction::Right),
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_ => None,
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}
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}
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}
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struct Avatar {
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pos: GridPosition,
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}
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impl Avatar {
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pub fn new(pos: GridPosition) -> Self {
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Avatar {
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pos
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}
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}
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/// The main update function for our snake which gets called every time
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/// we want to update the game state.
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fn update(&mut self) {
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}
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/// Again, note that this approach to drawing is fine for the limited scope of this
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/// example, but larger scale games will likely need a more optimized render path
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/// using SpriteBatch or something similar that batches draw calls.
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fn draw(&self, ctx: &mut Context, multiplier: &u8) -> GameResult<()> {
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let dimension = (GRID_CELL_SIZE * multiplier) as f32;
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// And then we do the same for the head, instead making it fully red to distinguish it.
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let rectangle = graphics::Mesh::new_rectangle(
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ctx,
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graphics::DrawMode::fill(),
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ggez::graphics::Rect {
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x: (self.pos.x as u16 * GRID_CELL_SIZE as u16 * *multiplier as u16) as f32,
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y: (self.pos.y as u16 * GRID_CELL_SIZE as u16 * *multiplier as u16) as f32,
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w: dimension,
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h: dimension,
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},
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[1.0, 0.5, 0.0, 1.0].into(),
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)?;
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graphics::draw(ctx, &rectangle, (ggez::mint::Point2 { x: 0.0, y: 0.0 },))?;
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Ok(())
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}
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}
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/// Now we have the heart of our game, the GameState. This struct
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/// will implement ggez's `EventHandler` trait and will therefore drive
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/// everything else that happens in our game.
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struct GameState {
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avatar: Avatar,
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/// And we track the last time we updated so that we can limit
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/// our update rate.
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last_update: Instant,
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/// integer multiples for scaling the display
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size_multiplier: u8,
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fullscreen: bool,
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scene_width: u8,
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scene_height: u8,
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}
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impl GameState {
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pub fn new() -> Self {
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let avatar = Avatar {
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pos: (GRID_SIZE.0 / 4, GRID_SIZE.1 / 2).into(),
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};
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GameState {
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avatar,
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last_update: Instant::now(),
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size_multiplier: 4,
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fullscreen: false,
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scene_width: 16,
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scene_height: 9
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}
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}
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fn toggle_fullscreen(&mut self) {
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self.fullscreen = !self.fullscreen;
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}
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}
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/// Now we implement EventHandler for GameState. This provides an interface
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/// that ggez will call automatically when different events happen.
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impl event::EventHandler for GameState {
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/// Update will happen on every frame before it is drawn. This is where we update
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/// our game state to react to whatever is happening in the game world.
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fn update(&mut self, _ctx: &mut Context) -> GameResult {
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// First we check to see if enough time has elapsed since our last update based on
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// the update rate we defined at the top.
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if Instant::now() - self.last_update >= Duration::from_millis(MILLIS_PER_UPDATE) {
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self.avatar.update();
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// If we updated, we set our last_update to be now
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self.last_update = Instant::now();
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}
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// Finally we return `Ok` to indicate we didn't run into any errors
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Ok(())
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}
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/// draw is where we should actually render the game's current state.
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fn draw(&mut self, ctx: &mut Context) -> GameResult {
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graphics::clear(ctx, [0.1, 0.1, 0.1, 1.0].into());
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// todo draw the whole game, not just the avatar
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self.avatar.draw(ctx, &self.size_multiplier)?;
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// Finally we call graphics::present to cycle the GPU's framebuffer and display
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// the new frame we just drew.
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graphics::present(ctx)?;
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// We yield the current thread until the next update
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ggez::timer::yield_now();
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Ok(())
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}
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/// key_down_event gets fired when a key gets pressed.
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fn key_down_event(
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&mut self,
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ctx: &mut Context,
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keycode: KeyCode,
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modifier: KeyMods,
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_repeat: bool,
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) {
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if let Some(dir) = Direction::from_keycode(keycode) {
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match dir {
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Direction::Up => {
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if self.avatar.pos.y > 0 {
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self.avatar.pos.y -= 1
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}
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}
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Direction::Right => {
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if self.avatar.pos.x < GRID_SIZE.0 - 1 {
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self.avatar.pos.x += 1
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}
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}
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Direction::Down => {
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// if y is less than 8 it's ok to increment it
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if self.avatar.pos.y < GRID_SIZE.1 - 1 {
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self.avatar.pos.y += 1
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}
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}
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Direction::Left => {
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if self.avatar.pos.x > 0 {
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self.avatar.pos.x -= 1
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}
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}
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}
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}
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// todo handle plus/minus keys
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if keycode == KeyCode::Add {
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self.size_multiplier += 1;
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} else if keycode == KeyCode::Subtract && self.size_multiplier > 1 {
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self.size_multiplier -= 1;
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}
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if keycode == KeyCode::F11 || (modifier == KeyMods::ALT && keycode == KeyCode::Return) {
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self.toggle_fullscreen();
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if self.fullscreen {
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graphics::set_fullscreen(ctx, FullscreenType::True).unwrap();
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} else {
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graphics::set_fullscreen(ctx, FullscreenType::Windowed).unwrap();
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graphics::set_drawable_size(
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ctx,
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(self.scene_width * self.size_multiplier) as f32,
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(self.scene_height * self.size_multiplier) as f32
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).unwrap();
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}
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}
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// todo change window size
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}
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}
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fn window_setup(x: u8, y: u8, multiplier: u8) -> (Context, EventsLoop) {
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let x = (x as u16 * GRID_CELL_SIZE as u16 * multiplier as u16) as f32;
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let y = (y as u16 * GRID_CELL_SIZE as u16 * multiplier as u16) as f32;
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// Here we use a ContextBuilder to setup metadata about our game. First the title and author
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let (ctx, events_loop) = ggez::ContextBuilder::new("snake", "Gray Olson")
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// Next we set up the window. This title will be displayed in the title bar of the window.
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.window_setup(
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ggez::conf::WindowSetup::default().title("Write your game's title here")
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)
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// Now we get to set the size of the window, which we use our SCREEN_SIZE constant from earlier to help with
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.window_mode(ggez::conf::WindowMode::default().dimensions(x, y))
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// And finally we attempt to build the context and create the window. If it fails, we panic with the message
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// "Failed to build ggez context"
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.build()
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.unwrap();
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(ctx, events_loop)
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}
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fn main() -> GameResult {
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// Next we create a new instance of our GameState struct, which implements EventHandler
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let state = &mut GameState::new();
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let (mut ctx, mut events_loop) = window_setup(
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GRID_SIZE.0,
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GRID_SIZE.1,
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state.size_multiplier
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);
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// And finally we actually run our game, passing in our context and state.
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event::run(&mut ctx, &mut events_loop, state)
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}
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