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pong.rs
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#[cfg(not(feature = "pong"))]
fn main() {
panic!("Pong needs feature pong enabled: `cargo r --example pong --features pong`")
}
#[cfg(feature = "pong")]
mod pong {
use ggez::{
event::{self, EventHandler, KeyCode, KeyMods},
graphics::{self, DrawMode, DrawParam, FilterMode, Mesh, MeshBuilder, Rect, Text},
mint as na,
mint::Point2,
Context, ContextBuilder, GameError, GameResult,
};
use mun_runtime::{invoke_fn, RootedStruct, Runtime, RuntimeBuilder, StructRef};
use rand::Rng;
use std::{cell::RefCell, rc::Rc};
extern "C" fn rand_f32() -> f32 {
let mut rng = rand::thread_rng();
rng.gen()
}
pub fn marshal_vec2(pos: &StructRef) -> Point2<f32> {
Point2::from([pos.get("x").unwrap(), pos.get("y").unwrap()])
}
fn main() {
let (ctx, event_loop) = ContextBuilder::new("Pong", "Mun Team")
.build()
.expect("Failed to initialize ggez");
let runtime = RuntimeBuilder::new("pong.munlib")
.insert_fn("rand_f32", rand_f32 as extern "C" fn() -> f32)
.spawn()
.expect("Failed to load munlib");
let state = {
let runtime_ref = runtime.borrow();
let state: StructRef = invoke_fn!(&runtime_ref, "new_state").unwrap();
state.root(runtime.clone())
};
let pong = PongGame { runtime, state };
event::run(ctx, event_loop, pong);
}
struct PongGame {
runtime: Rc<RefCell<Runtime>>,
state: RootedStruct,
}
impl EventHandler<GameError> for PongGame {
fn key_down_event(
&mut self,
ctx: &mut Context,
keycode: KeyCode,
_keymods: KeyMods,
_repeat: bool,
) {
let state = self.state.by_ref();
match keycode {
KeyCode::W => {
let mut paddle = state.get::<StructRef>("paddle_left").unwrap();
paddle.set("move_up", true).unwrap();
}
KeyCode::S => {
let mut paddle = state.get::<StructRef>("paddle_left").unwrap();
paddle.set("move_down", true).unwrap();
}
KeyCode::Up => {
let mut paddle = state.get::<StructRef>("paddle_right").unwrap();
paddle.set("move_up", true).unwrap();
}
KeyCode::Down => {
let mut paddle = state.get::<StructRef>("paddle_right").unwrap();
paddle.set("move_down", true).unwrap();
}
KeyCode::Escape => {
event::quit(ctx);
}
_ => (),
}
}
fn key_up_event(&mut self, _ctx: &mut Context, keycode: KeyCode, _keymods: KeyMods) {
let state = self.state.by_ref();
match keycode {
KeyCode::W => {
let mut paddle = state.get::<StructRef>("paddle_left").unwrap();
paddle.set("move_up", false).unwrap();
}
KeyCode::S => {
let mut paddle = state.get::<StructRef>("paddle_left").unwrap();
paddle.set("move_down", false).unwrap();
}
KeyCode::Up => {
let mut paddle = state.get::<StructRef>("paddle_right").unwrap();
paddle.set("move_up", false).unwrap();
}
KeyCode::Down => {
let mut paddle = state.get::<StructRef>("paddle_right").unwrap();
paddle.set("move_down", false).unwrap();
}
_ => (),
}
}
fn update(&mut self, _ctx: &mut ggez::Context) -> ggez::GameResult {
{
let state = self.state.by_ref().clone();
let runtime_ref = self.runtime.borrow();
let _: () = invoke_fn!(&runtime_ref, "update", state).unwrap();
}
self.runtime.borrow_mut().update();
Ok(())
}
fn draw(&mut self, ctx: &mut ggez::Context) -> ggez::GameResult {
graphics::clear(ctx, graphics::Color::BLACK);
let state = self.state.by_ref();
let runtime_ref = self.runtime.borrow();
let ball = state.get::<StructRef>("ball").unwrap();
let paddle_left = state.get::<StructRef>("paddle_left").unwrap();
let paddle_right = state.get::<StructRef>("paddle_right").unwrap();
let ball_mesh = MeshBuilder::new()
.circle(
DrawMode::fill(),
[0., 0.],
invoke_fn!(&runtime_ref, "ball_radius").unwrap(),
invoke_fn!(&runtime_ref, "ball_tolerance").unwrap(),
graphics::Color::WHITE,
)?
.build(ctx)?;
draw_mesh(ctx, &ball_mesh, &ball)?;
let paddle_mesh = MeshBuilder::new()
.rectangle(
DrawMode::fill(),
bounds(
invoke_fn!(&runtime_ref, "paddle_width").unwrap(),
invoke_fn!(&runtime_ref, "paddle_height").unwrap(),
),
graphics::Color::WHITE,
)?
.build(ctx)?;
draw_mesh(ctx, &paddle_mesh, &paddle_left)?;
draw_mesh(ctx, &paddle_mesh, &paddle_right)?;
queue_score_text(
ctx,
&paddle_left,
marshal_vec2(&invoke_fn!(&runtime_ref, "left_score_pos").unwrap()),
);
queue_score_text(
ctx,
&paddle_right,
marshal_vec2(&invoke_fn!(&runtime_ref, "right_score_pos").unwrap()),
);
graphics::draw_queued_text(ctx, DrawParam::default(), None, FilterMode::Linear)?;
graphics::present(ctx)?;
Ok(())
}
}
fn bounds(width: f32, height: f32) -> Rect {
Rect::new(0.0, 0.0, width, height)
}
fn draw_mesh(ctx: &mut Context, mesh: &Mesh, object: &StructRef) -> GameResult {
graphics::draw(
ctx,
mesh,
(
marshal_vec2(&object.get("pos").unwrap()),
0.0,
graphics::Color::WHITE,
),
)
}
fn queue_score_text(ctx: &mut Context, paddle: &StructRef, score_pos: na::Point2<f32>) {
let score = paddle.get::<u32>("score").unwrap();
let score_text = Text::new(score.to_string());
graphics::queue_text(ctx, &score_text, score_pos, Some(graphics::Color::WHITE));
}
}