//! Game client state handling use crate::{ assets::Assets, graphics::{ entities::{Coordinates, NodeRndr}, Renderer, }, input::InputHandle, viewport::Viewport, GameSettings, }; use ggez::{event::EventHandler, graphics, Context, GameResult}; use rst_core::data::{Color, Level, Node, Owner, Player, Upgrade}; use std::sync::Arc; pub struct ClientState { assets: Assets, settings: GameSettings, input: InputHandle, vp: Viewport, // Game state node: NodeRndr, } impl ClientState { pub fn new(settings: GameSettings, assets: Assets) -> Self { Self { assets, settings, vp: Viewport::new(), input: InputHandle::new(), node: NodeRndr { loc: Coordinates(512.0, 512.0), inner: Arc::new(Node { id: 0, health: 100.into(), max_health: 100.into(), owner: Owner::Player(Player { id: 0, name: "kookie".into(), color: Color::blue(), money: 1000.into(), }), type_: Upgrade::Relay(Level::One), links: 0, link_states: vec![], buffer: vec![], }), }, } } pub fn viewport(&mut self) -> &mut Viewport { &mut self.vp } pub fn assets(&self) -> &Assets { &self.assets } } impl EventHandler for ClientState { fn update(&mut self, ctx: &mut Context) -> GameResult<()> { // TODO: get simulation updates // Get new input state self.input.update(ctx)?; // Apply inputs to viewpoirt self.vp.apply(ctx, &self.input)?; // Update viewport self.vp.update(ctx)?; Ok(()) } fn mouse_wheel_event(&mut self, ctx: &mut Context, x: f32, y: f32) { self.input.mouse_wheel_event(ctx, x, y); let zoom = self.input.scroll_offset; self.viewport().zoom(zoom); } fn draw(&mut self, ctx: &mut Context) -> GameResult<()> { graphics::clear(ctx, graphics::Color::from_rgb(15, 15, 15)); // Render the node self.node.draw(&self, ctx).unwrap(); graphics::present(ctx) } }