Add basic block selection with mouse

This commit is contained in:
crumblingstatue 2023-04-03 18:12:36 +02:00
parent 98965a8c86
commit f07bd9c713
4 changed files with 66 additions and 26 deletions

View file

@ -1,7 +1,7 @@
use std::fmt::{self};
use egui_sfml::{egui, SfEgui};
use gamedebug_core::imm_dbg;
use gamedebug_core::{imm, imm_dbg};
use sfml::{
graphics::{Color, RenderTarget, RenderWindow},
window::{Event, Key},
@ -11,7 +11,7 @@ use crate::{
debug::DebugState,
game::{for_each_tile_on_screen, GameState},
graphics::{self, NATIVE_RESOLUTION},
input::KbInput,
input::Input,
math::{wp_to_tp, WorldPos, TILE_SIZE},
res::Res,
world::Tile,
@ -24,7 +24,7 @@ pub struct App {
pub game: GameState,
pub res: Res,
pub sf_egui: SfEgui,
pub kb_input: KbInput,
pub input: Input,
pub debug: DebugState,
}
@ -38,7 +38,7 @@ impl App {
game: GameState::default(),
res: Res::load()?,
sf_egui,
kb_input: KbInput::default(),
input: Input::default(),
debug: DebugState::default(),
})
}
@ -48,7 +48,7 @@ impl App {
self.do_event_handling();
self.do_update();
self.do_rendering();
self.kb_input.clear_pressed();
self.input.clear_pressed();
gamedebug_core::inc_frame();
}
}
@ -56,7 +56,7 @@ impl App {
fn do_event_handling(&mut self) {
while let Some(ev) = self.rw.poll_event() {
self.sf_egui.add_event(&ev);
self.kb_input.update_from_event(&ev);
self.input.update_from_event(&ev);
match ev {
Event::Closed => self.should_quit = true,
_ => {}
@ -65,24 +65,24 @@ impl App {
}
fn do_update(&mut self) {
self.debug.update(&self.kb_input);
self.debug.update(&self.input);
if self.debug.freecam {
self.do_freecam();
} else {
let spd = if self.kb_input.down(Key::LShift) {
let spd = if self.input.down(Key::LShift) {
16.0
} else if self.kb_input.down(Key::LControl) {
} else if self.input.down(Key::LControl) {
256.0
} else {
4.0
};
if self.kb_input.down(Key::Left) {
if self.input.down(Key::Left) {
self.game.player.col_en.move_x(-spd, |_, _| false);
}
if self.kb_input.down(Key::Right) {
if self.input.down(Key::Right) {
self.game.player.col_en.move_x(spd, |_, _| false);
}
if self.kb_input.pressed(Key::Up) {
if self.input.pressed(Key::Up) {
self.game.player.vspeed = -14.0;
}
self.game.player.vspeed = self.game.player.vspeed.clamp(-80., 80.);
@ -112,26 +112,36 @@ impl App {
self.game.camera_offset.x = (x - NATIVE_RESOLUTION.w as i32 / 2) as u32;
self.game.camera_offset.y = (y - NATIVE_RESOLUTION.h as i32 / 2) as u32;
}
if self.input.lmb_down {
let loc = self.input.mouse_down_loc;
let mut wpos = self.game.camera_offset;
wpos.x = wpos.x.saturating_add_signed(loc.x.into());
wpos.y = wpos.y.saturating_add_signed(loc.y.into());
imm!("Mouse down at {}, {}", wpos.x, wpos.y);
let tpos = wpos.tile_pos();
imm_dbg!(tpos);
self.game.world.tile_at_mut(tpos).id = 0;
}
}
fn do_freecam(&mut self) {
let spd = if self.kb_input.down(Key::LShift) {
let spd = if self.input.down(Key::LShift) {
100
} else if self.kb_input.down(Key::LControl) {
} else if self.input.down(Key::LControl) {
1000
} else {
2
};
if self.kb_input.down(Key::Left) {
if self.input.down(Key::Left) {
self.game.camera_offset.x = self.game.camera_offset.x.saturating_sub(spd);
}
if self.kb_input.down(Key::Right) {
if self.input.down(Key::Right) {
self.game.camera_offset.x = self.game.camera_offset.x.saturating_add(spd);
}
if self.kb_input.down(Key::Up) {
if self.input.down(Key::Up) {
self.game.camera_offset.y = self.game.camera_offset.y.saturating_sub(spd);
}
if self.kb_input.down(Key::Down) {
if self.input.down(Key::Down) {
self.game.camera_offset.y = self.game.camera_offset.y.saturating_add(spd);
}
}