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extern crate sdl2;
mod state;
mod player;
mod constants;
use state::Positioned;
use state::Drawable;
enum Result {
Win,
Loss,
Nothing,
}
fn spawn(count: u64) -> Vec<state::Enemy> {
if count == 0 {
vec![state::Enemy::new()]
} else {
Vec::new()
}
}
fn frame(canvas: &mut sdl2::render::WindowCanvas, state: &mut state::State, events: &mut sdl2::event::EventPollIterator) -> Result {
let mut new_bullets = Vec::new();
let count = state.count;
for enemy in state.enemies.iter_mut() {
new_bullets.append(&mut enemy.act(count));
}
for bullet in state.bullets.iter_mut() {
bullet.act();
}
for bullet in state.player_bullets.iter_mut() {
bullet.act();
}
state.player.act(events);
if count % state.player.fire_rate as u64 == 0 {
state.player_bullets.push(state::PBullet::new(state.player.x, 0., state.player.y, -1.));
}
if state.bullets.iter().any(|bullet| state.player.overlaps(bullet)) || new_bullets.iter().any(|bullet| state.player.overlaps(bullet)) {
return Result::Loss;
}
for enemy in state.enemies.iter_mut() {
for bullet in state.player_bullets.iter_mut() {
if enemy.overlaps(bullet) {
bullet.delete();
enemy.health -= 1;
}
}
}
state.enemies.retain(|enemy| state::Enemy::health(enemy) > 0);
state.enemies.append(&mut spawn(count));
if state.enemies.len() == 0 {
return Result::Win;
}
state.bullets.retain(|bullet| !state::EBullet::outside(bullet));
state.bullets.append(&mut new_bullets);
state.player_bullets.retain(|bullet| !state::PBullet::outside(bullet));
for bullet in state.player_bullets.iter() {
bullet.draw(canvas);
}
for enemy in state.enemies.iter() {
enemy.draw(canvas);
}
for bullet in state.bullets.iter() {
bullet.draw(canvas);
}
state.player.draw(canvas);
state.count += 1;
Result::Nothing
}
fn main() {
let sdl_context = sdl2::init().unwrap();
let video_subsystem = sdl_context.video().unwrap();
let window = video_subsystem.window("rust-sdl2 demo", constants::X_DIM, constants::Y_DIM).position_centered().build().unwrap();
let mut canvas = window.into_canvas().build().unwrap();
canvas.set_draw_color(sdl2::pixels::Color::RGB(255, 255, 255));
canvas.clear();
canvas.present();
let mut event_pump = sdl_context.event_pump().unwrap();
let start = std::time::Instant::now();
let frame_duration = std::time::Duration::new(0, 1_000_000_000u32 / 60);
let mut frame_count = 0;
let mut state = state::State::new();
let mut won = false;
'running: loop {
if won {
for event in event_pump.poll_iter() {
match event {
sdl2::event::Event::Quit {..} | sdl2::event::Event::KeyDown { keycode: Some(sdl2::keyboard::Keycode::Escape), .. } => {
std::process::exit(0);
},
_ => { },
}
}
} else {
canvas.set_draw_color(sdl2::pixels::Color::RGB(255, 255, 255));
canvas.clear();
match frame(&mut canvas, &mut state, &mut event_pump.poll_iter()) {
Result::Loss => {
break;
}
Result::Win => {
canvas.set_draw_color(sdl2::pixels::Color::RGB(255, 204, 102));
canvas.clear();
canvas.present();
won = true;
}
_ => {
canvas.present();
}
}
}
let calc_time = frame_duration * frame_count;
match calc_time.checked_sub(start.elapsed()) {
Some(t) => std::thread::sleep(t),
None => (),
}
frame_count += 1;
}
}
|