// This is the canonical "Hello World" example for Bracket Terminal.
// It is crammed into one file, and kept as short as possible
//////////////////////////////////////////////////////////////
// We're using BTerm (the main context) and GameState (a trait defining what our callback
// looks like), so we need to use that, too.`
use bracket_terminal::prelude::*;
// We're utilizing functionality from BTerm, so we need to tell it to use the crate.
bracket_terminal::add_wasm_support!();
// This is the structure that will store our game state, typically a state machine pointing to
// other structures. This demo is realy simple, so we'll just put the minimum to make it work
// in here.
struct State {
y: i32,
going_down: bool,
}
// We have to implement the "trait" GameState for our state object. This gives it a callback
// point for the main loop.
impl GameState for State {
// This is called every time the screen refreshes (a "tick") by BTerm's main loop. Since GUIs
// require that you process events every turn - rather than just sequentially like a good old text
// console, you have to run your game as something of a state machine. This will be fleshed out in
// later tutorials. For now, it just shows you the frame rate and says "Hello World".
fn tick(&mut self, ctx: &mut BTerm) {
let col1 = RGB::named(CYAN);
let col2 = RGB::named(YELLOW);
let percent: f32 = self.y as f32 / 50.0;
let fg = col1.lerp(col2, percent);
ctx.cls();
ctx.printer(
40,
49,
"#[blue]Hello #[pink]Bracket#[] world.",
TextAlign::Center,
Some(RGBA::from_u8(200, 200, 200, 255)),
);
// Notice that unicode conversion is active, so we can cut/paste characters from
// a CP437 reference such as http://dwarffortresswiki.org/index.php/Character_table
ctx.print_color(
1,
self.y,
fg,
RGB::named(BLACK),
"♫ ♪ Hello Bracket World ☺",
);
// Lets make the hello bounce up and down
if self.going_down {
self.y += 1;
if self.y > 48 {
self.going_down = false;
}
} else {
self.y -= 1;
if self.y < 2 {
self.going_down = true;
}
}
// We'll also show the frame rate, since we generally care about keeping that high.
ctx.draw_box(39, 0, 20, 3, RGB::named(WHITE), RGB::named(BLACK));
ctx.printer(
58,
1,
&format!("#[pink]FPS: #[]{}", ctx.fps),
TextAlign::Right,
None,
);
ctx.printer(
58,
2,
&format!("#[pink]Frame Time: #[]{} ms", ctx.frame_time_ms),
TextAlign::Right,
None,
);
}
}
// Every program needs a main() function!
fn main() -> BError {
// BTerm's builder interface offers a number of helpers to get you up and running quickly.
// Here, we are using the `simple80x50()` helper, which builds an 80-wide by 50-tall console,
// with the baked-in 8x8 terminal font.
let context = BTermBuilder::simple80x50()
.with_title("Hello Bracket World")
.with_fps_cap(30.0)
.build()?;
// Now we create an empty state object.
let gs: State = State {
y: 1,
going_down: true,
};
// Register some named palette colors for the formatted string
register_palette_color("blue", RGB::named(BLUE));
register_palette_color("pink", RGB::named(MAGENTA));
// Call into BTerm to run the main loop. This handles rendering, and calls back into State's tick
// function every cycle. The box is needed to work around lifetime handling.
main_loop(context, gs)
}