135 lines
4.0 KiB
Rust
135 lines
4.0 KiB
Rust
#![deny(clippy::all)]
|
|
#![forbid(unsafe_code)]
|
|
|
|
use hypoloop::core::{State, Loop};
|
|
use log::error;
|
|
use pixels::{Error, Pixels, SurfaceTexture};
|
|
use winit::dpi::LogicalSize;
|
|
use winit::event::{Event, VirtualKeyCode};
|
|
use winit::event_loop::{ControlFlow, EventLoop};
|
|
use winit::window::WindowBuilder;
|
|
use winit_input_helper::WinitInputHelper;
|
|
|
|
const WIDTH: u32 = 320;
|
|
const HEIGHT: u32 = 240;
|
|
const BOX_SIZE: i16 = 64;
|
|
|
|
/// Representation of the application state. In this example, a box will bounce around the screen.
|
|
struct World {
|
|
box_x: i16,
|
|
box_y: i16,
|
|
velocity_x: i16,
|
|
velocity_y: i16,
|
|
}
|
|
|
|
fn main() -> Result<(), Error> {
|
|
env_logger::init();
|
|
let event_loop = EventLoop::new();
|
|
let mut input = WinitInputHelper::new();
|
|
let window = {
|
|
let size = LogicalSize::new(WIDTH as f64, HEIGHT as f64);
|
|
WindowBuilder::new()
|
|
.with_title("Hello Pixels")
|
|
.with_inner_size(size)
|
|
.with_min_inner_size(size)
|
|
.build(&event_loop)
|
|
.unwrap()
|
|
};
|
|
|
|
let mut pixels = {
|
|
let window_size = window.inner_size();
|
|
let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
|
|
Pixels::new(WIDTH, HEIGHT, surface_texture)?
|
|
};
|
|
let mut world = World::new();
|
|
|
|
// create sim with default configuration
|
|
let mut sim = Loop::new();
|
|
sim.set_update_interval(10);
|
|
|
|
let mut update_logic = move |state: &mut State| {
|
|
// print information about the current tick's timings
|
|
state.debug_time();
|
|
world.update(state.get_delta_time(), state.get_timescale());
|
|
world.draw(pixels.get_frame());
|
|
if pixels
|
|
.render()
|
|
.map_err(|e| error!("pixels.render() failed: {}", e))
|
|
.is_err()
|
|
{
|
|
state.pause();
|
|
return;
|
|
}
|
|
};
|
|
|
|
// create a closure containing your display logic
|
|
let mut display_logic = move |state: &mut State| {
|
|
// Draw the current frame
|
|
window.request_redraw();
|
|
};
|
|
|
|
sim.init();
|
|
event_loop.run(move |event, _, control_flow| {
|
|
// Handle input events
|
|
if input.update(&event) {
|
|
// Close events
|
|
if input.key_pressed(VirtualKeyCode::Escape) || input.quit() {
|
|
*control_flow = ControlFlow::Exit;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// step the sim forward
|
|
sim.step(&mut update_logic, &mut display_logic);
|
|
});
|
|
}
|
|
|
|
impl World {
|
|
/// Create a new `World` instance that can draw a moving box.
|
|
fn new() -> Self {
|
|
Self {
|
|
box_x: 24,
|
|
box_y: 16,
|
|
velocity_x: 100,
|
|
velocity_y: 100,
|
|
}
|
|
}
|
|
|
|
/// Update the `World` internal state; bounce the box around the screen.
|
|
fn update(&mut self, delta_time: u32, timescale: f32) {
|
|
let timestep: f32 = delta_time as f32 / 1000.0 * timescale;
|
|
|
|
if self.box_x <= 0 || self.box_x + BOX_SIZE > WIDTH as i16 {
|
|
self.velocity_x *= -1;
|
|
}
|
|
if self.box_y <= 0 || self.box_y + BOX_SIZE > HEIGHT as i16 {
|
|
self.velocity_y *= -1;
|
|
}
|
|
|
|
self.box_x += (self.velocity_x as f32 * timestep) as i16;
|
|
self.box_y += (self.velocity_y as f32 * timestep) as i16;
|
|
}
|
|
|
|
/// Draw the `World` state to the frame buffer.
|
|
///
|
|
/// Assumes the default texture format: `wgpu::TextureFormat::Rgba8UnormSrgb`
|
|
fn draw(&self, frame: &mut [u8]) {
|
|
for (i, pixel) in frame.chunks_exact_mut(4).enumerate() {
|
|
let x = (i % WIDTH as usize) as i16;
|
|
let y = (i / WIDTH as usize) as i16;
|
|
|
|
let inside_the_box = x >= self.box_x
|
|
&& x < self.box_x + BOX_SIZE
|
|
&& y >= self.box_y
|
|
&& y < self.box_y + BOX_SIZE;
|
|
|
|
let rgba = if inside_the_box {
|
|
[0x5e, 0x48, 0xe8, 0xff]
|
|
} else {
|
|
[0x48, 0xb2, 0xe8, 0xff]
|
|
};
|
|
|
|
pixel.copy_from_slice(&rgba);
|
|
}
|
|
}
|
|
} |