use micro_games_kit::{
assets::{make_directory_database, ShaderAsset},
config::Config,
context::GameContext,
game::{GameInstance, GameState, GameStateChange},
third_party::{
raui_core::layout::CoordsMappingScaling,
raui_immediate_widgets::core::{
text_box, Color, TextBoxFont, TextBoxHorizontalAlign, TextBoxProps,
TextBoxVerticalAlign,
},
spitfire_draw::{
sprite::{Sprite, SpriteTexture},
utils::{Drawable, TextureRef},
},
spitfire_glow::{
graphics::{CameraScaling, Shader},
renderer::GlowTextureFiltering,
},
spitfire_input::{
CardinalInputCombinator, InputActionRef, InputConsume, InputMapping, VirtualAction,
},
vek::Vec2,
windowing::event::VirtualKeyCode,
},
GameLauncher,
};
use std::error::Error;
const SPEED: f32 = 100.0;
#[derive(Default)]
struct Preloader;
impl GameState for Preloader {
fn enter(&mut self, context: GameContext) {
context.graphics.color = [0.2, 0.2, 0.2, 1.0];
context.graphics.main_camera.screen_alignment = 0.5.into();
context.graphics.main_camera.scaling = CameraScaling::FitVertical(500.0);
context.gui.coords_map_scaling = CoordsMappingScaling::FitVertical(500.0);
context
.assets
.spawn(
"shader://color",
(ShaderAsset::new(
Shader::COLORED_VERTEX_2D,
Shader::PASS_FRAGMENT,
),),
)
.unwrap();
context
.assets
.spawn(
"shader://image",
(ShaderAsset::new(
Shader::TEXTURED_VERTEX_2D,
Shader::TEXTURED_FRAGMENT,
),),
)
.unwrap();
context
.assets
.spawn(
"shader://text",
(ShaderAsset::new(Shader::TEXT_VERTEX, Shader::TEXT_FRAGMENT),),
)
.unwrap();
context.assets.ensure("texture://ferris.png").unwrap();
context.assets.ensure("font://roboto.ttf").unwrap();
*context.state_change = GameStateChange::Swap(Box::new(State::default()));
}
}
#[derive(Default)]
struct State {
ferris: Sprite,
movement: CardinalInputCombinator,
exit: InputActionRef,
}
impl GameState for State {
fn enter(&mut self, context: GameContext) {
self.ferris = Sprite::single(SpriteTexture {
sampler: "u_image".into(),
texture: TextureRef::name("ferris.png"),
filtering: GlowTextureFiltering::Linear,
})
.pivot(0.5.into());
let move_left = InputActionRef::default();
let move_right = InputActionRef::default();
let move_up = InputActionRef::default();
let move_down = InputActionRef::default();
self.movement = CardinalInputCombinator::new(
move_left.clone(),
move_right.clone(),
move_up.clone(),
move_down.clone(),
);
context.input.push_mapping(
InputMapping::default()
.consume(InputConsume::Hit)
.action(
VirtualAction::KeyButton(VirtualKeyCode::A),
move_left.clone(),
)
.action(
VirtualAction::KeyButton(VirtualKeyCode::D),
move_right.clone(),
)
.action(VirtualAction::KeyButton(VirtualKeyCode::W), move_up.clone())
.action(
VirtualAction::KeyButton(VirtualKeyCode::S),
move_down.clone(),
)
.action(VirtualAction::KeyButton(VirtualKeyCode::Left), move_left)
.action(VirtualAction::KeyButton(VirtualKeyCode::Right), move_right)
.action(VirtualAction::KeyButton(VirtualKeyCode::Up), move_up)
.action(VirtualAction::KeyButton(VirtualKeyCode::Down), move_down)
.action(
VirtualAction::KeyButton(VirtualKeyCode::Escape),
self.exit.clone(),
),
);
}
fn exit(&mut self, context: GameContext) {
context.input.pop_mapping();
}
fn fixed_update(&mut self, context: GameContext, delta_time: f32) {
let movement = Vec2::<f32>::from(self.movement.get());
self.ferris.transform.position += movement * SPEED * delta_time;
if self.exit.get().is_pressed() {
*context.state_change = GameStateChange::Pop;
}
}
fn draw(&mut self, context: GameContext) {
self.ferris.draw(context.draw, context.graphics);
}
fn draw_gui(&mut self, _: GameContext) {
text_box(TextBoxProps {
text: "Hello, World!".to_owned(),
horizontal_align: TextBoxHorizontalAlign::Center,
vertical_align: TextBoxVerticalAlign::Bottom,
font: TextBoxFont {
name: "roboto.ttf".to_owned(),
size: 50.0,
},
color: Color {
r: 1.0,
g: 1.0,
b: 0.0,
a: 1.0,
},
..Default::default()
});
}
}
fn main() -> Result<(), Box<dyn Error>> {
GameLauncher::new(GameInstance::new(Preloader).setup_assets(|assets| {
*assets = make_directory_database("./resources/").unwrap();
}))
.title("Hello World!")
.config(Config::load_from_file("./resources/GameConfig.toml")?)
.run();
Ok(())
}