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https://github.com/danbulant/cushy
synced 2026-06-13 03:21:31 +00:00
Refs #98 This refactor overhauls the reactive system to move all the reactive methods to traits. The side effect of this change is that now DynamicReader's API is the same as Dynamic's API, but because it only implements Source<T>, DynamicReader does not offer any mutation functions. While it's unfortunate to have more traits to include to use Cushy, this seems like the best option, and it offers a path to try to integrate this into the tuple ForEach/MapEach traits. Unfortunately, my attempt at doing those in this set of changes led to issues specifying generic associated lifetimes for the DynamicGuard. But, I was also in the middle of this larger refactoring, so it might be that a fresh attempt will succeed.
141 lines
4.3 KiB
Rust
141 lines
4.3 KiB
Rust
use std::array;
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use std::cmp::Ordering;
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use std::time::Duration;
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use cushy::figures::units::Px;
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use cushy::figures::{Point, Rect, Size};
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use cushy::kludgine::app::winit::keyboard::Key;
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use cushy::kludgine::render::Renderer;
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use cushy::kludgine::shapes::Shape;
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use cushy::kludgine::tilemap::{
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DebugGrid, Object, ObjectLayer, TileArray, TileKind, TileMapFocus, TILE_SIZE,
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};
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use cushy::kludgine::Color;
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use cushy::value::{Destination, Dynamic};
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use cushy::widgets::TileMap;
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use cushy::{Run, Tick};
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use figures::FloatConversion;
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use kludgine::app::winit::keyboard::NamedKey;
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use kludgine::sprite::{Sprite, SpriteSource};
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use kludgine::{include_aseprite_sprite, DrawableExt};
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const PLAYER_SIZE: Px = Px::new(16);
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fn main() -> cushy::Result {
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let mut characters = ObjectLayer::new();
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let mut sprite = include_aseprite_sprite!("assets/stickguy").unwrap();
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sprite.set_current_tag(Some("Idle")).unwrap();
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let myself = characters.push(Player {
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sprite,
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current_frame: None,
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hovered: false,
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position: Point::new(TILE_SIZE.into_float(), TILE_SIZE.into_float()),
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});
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let sprite = include_aseprite_sprite!("assets/grass").unwrap();
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let layers = Dynamic::new((
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TileArray::new(
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8,
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array::from_fn::<_, 64, _>(|_| TileKind::Sprite(sprite.clone())),
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),
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characters,
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DebugGrid,
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));
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let tilemap = TileMap::dynamic(layers.clone())
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.focus_on(TileMapFocus::Object {
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layer: 1,
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id: myself,
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})
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.tick(Tick::times_per_second(60, move |elapsed, input| {
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// get mouse cursor position and subsequently get the object under the cursor
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let mut direction = Point::new(0., 0.);
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if input.keys.contains(&Key::Named(NamedKey::ArrowDown)) {
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direction.y += 1.0;
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}
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if input.keys.contains(&Key::Named(NamedKey::ArrowUp)) {
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direction.y -= 1.0;
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}
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if input.keys.contains(&Key::Named(NamedKey::ArrowRight)) {
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direction.x += 1.0;
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}
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if input.keys.contains(&Key::Named(NamedKey::ArrowLeft)) {
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direction.x -= 1.0;
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}
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let one_second_movement = direction * TILE_SIZE.into_float();
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let cursor_pos = input.mouse.as_ref().map(|mouse| mouse.position);
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layers.map_mut(|mut layers| {
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let player = &mut layers.1[myself];
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let animation_tag = match direction.x.total_cmp(&0.) {
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Ordering::Less => "WalkLeft",
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Ordering::Equal => "Idle",
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Ordering::Greater => "WalkRight",
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};
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player
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.sprite
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.set_current_tag(Some(animation_tag))
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.expect("valid tag");
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player.current_frame =
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Some(player.sprite.get_frame(Some(elapsed)).expect("valid tag"));
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player.position += one_second_movement * elapsed.as_secs_f32();
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let rect = Rect::new(player.position - Size::squared(8.), Size::squared(16.));
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layers.1[myself].hovered =
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cursor_pos.map_or(false, |cursor_pos| rect.cast().contains(cursor_pos));
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});
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}));
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tilemap.run()
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}
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#[derive(Debug)]
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struct Player {
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sprite: Sprite,
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current_frame: Option<SpriteSource>,
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hovered: bool,
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position: Point<f32>,
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}
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impl Object for Player {
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fn position(&self) -> Point<Px> {
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self.position.cast()
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}
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fn render(
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&self,
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center: Point<Px>,
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zoom: f32,
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context: &mut Renderer<'_, '_>,
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) -> Option<Duration> {
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let zoomed_size = PLAYER_SIZE * zoom;
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if self.hovered {
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context.draw_shape(
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Shape::filled_rect(
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Rect::new(Point::squared(-zoomed_size / 2), Size::squared(zoomed_size)),
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Color::new(255, 255, 255, 80),
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)
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.translate_by(center),
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);
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}
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if let Some(frame) = &self.current_frame {
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context.draw_texture(
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frame,
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Rect::new(center - zoomed_size / 2, Size::squared(zoomed_size)),
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1.,
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);
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}
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self.sprite.remaining_frame_duration().ok().flatten()
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}
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}
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