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- #[macro_use] extern crate specs_derive;
- use ggez::{Context, ContextBuilder, GameResult};
- use ggez::event::{self, EventHandler};
- use ggez::graphics;
- use specs::RunNow;
- use sdl2::keyboard as sdl;
- pub mod consts;
- pub mod components;
- pub mod res;
- pub mod sys;
- struct MyGame {
- world: specs::World,
- sprites: graphics::spritebatch::SpriteBatch,
- }
- impl EventHandler for MyGame {
- fn update(&mut self, _ctx: &mut Context) -> GameResult<()> {
- Ok(())
- }
- fn draw(&mut self, ctx: &mut Context) -> GameResult<()> {
- ggez::graphics::set_background_color(ctx, ggez::graphics::BLACK);
- ggez::graphics::clear(ctx);
- sys::Draw {
- ctx,
- sprites: &mut self.sprites,
- _phase: components::Background,
- }.run_now(&self.world.res);
- sys::Draw {
- ctx,
- sprites: &mut self.sprites,
- _phase: components::Foreground,
- }.run_now(&self.world.res);
- sys::Draw {
- ctx,
- sprites: &mut self.sprites,
- _phase: components::Decoration,
- }.run_now(&self.world.res);
- ggez::graphics::draw(
- ctx,
- &self.sprites,
- ggez::nalgebra::Point2::new(0.0, 0.0),
- 0.0
- )?;
- self.sprites.clear();
- ggez::graphics::present(ctx);
- Ok(())
- }
- fn key_down_event(
- &mut self,
- ctx: &mut Context,
- keycode: sdl::Keycode,
- _keymod: sdl::Mod,
- _repeat: bool,
- ) {
- if keycode == sdl::Keycode::Escape {
- ctx.quit().expect("Should never fail");
- }
- sys::Move { keycode }.run_now(&self.world.res);
- }
- }
- fn main() -> Result<(), ggez::error::GameError> {
- let mut world = specs::World::new();
- components::register(&mut world);
- res::world_from_file(&mut world, "assets/main.tmx");
- // Make a Context and an EventLoop.
- let mut ctx = ContextBuilder::new("game", "me")
- .add_resource_path({
- let base = std::env::var("CARGO_MANIFEST_DIR").unwrap();
- let mut path = std::path::PathBuf::from(base);
- path.push("assets");
- path
- })
- .window_mode(ggez::conf::WindowMode {
- width: consts::WINDOW_WIDTH,
- height: consts::WINDOW_HEIGHT,
- ..Default::default()
- })
- .build()?;
- let image = graphics::Image::new(&mut ctx, "/spritesheet.png")?;
- let mut sprites = graphics::spritebatch::SpriteBatch::new(image);
- sprites.set_filter(ggez::graphics::FilterMode::Nearest);
- let mut my_game = MyGame {
- world,
- sprites,
- };
- event::run(&mut ctx, &mut my_game)
- }
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