basic field drawer and basic timer implementation

This commit is contained in:
2026-03-09 23:57:59 -05:00
parent 9856fd5f41
commit e57300e673
9 changed files with 128 additions and 25 deletions

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@@ -0,0 +1,24 @@
use game_core::field::field::{Field, Tile};
const BOUNDARY_TILE: &'static str = "#";
const WALL_TILE: &'static str = "";
const EMPTY_TILE : &'static str = " ";
const FOOD_TILE : &'static str = "o";
pub fn draw_field(field: &Field) {
println!("{}", BOUNDARY_TILE.repeat(field.width + 2));
for y in 0..field.height {
print!("{}", BOUNDARY_TILE);
for x in 0..field.width {
let tile = field.tiles[y * field.width + x];
let char = match tile {
Tile::Empty => EMPTY_TILE,
Tile::Wall => WALL_TILE,
Tile::Food => FOOD_TILE,
};
print!("{}", char);
}
println!("{}", BOUNDARY_TILE);
}
println!("{}", BOUNDARY_TILE.repeat(field.width + 2));
}

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@@ -0,0 +1 @@
pub mod field;

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@@ -1,5 +1,9 @@
use game_core;
mod drawers;
mod renderers;
use crate::renderers::renderer::main_loop;
fn main() {
game_core::init();
main_loop();
}

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@@ -0,0 +1 @@
pub mod renderer;

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@@ -0,0 +1,35 @@
use std::io::{self, Write};
use std::env;
use game_core::field::loader::loader::FieldLoader;
use game_core::field::loader::plain_text_loader::PlainTextFieldLoader;
use game_core::timer::Timer;
use crate::drawers::field::draw_field;
use std::{thread, time};
fn clear_screen() {
// Clear the entire screen and move cursor to top-left
print!("\x1B[2J\x1B[1;1H");
// Flush to ensure the escape codes are sent immediately
io::stdout().flush().unwrap();
}
pub fn main_loop() {
let path = env::current_dir().unwrap();
let field_loader = PlainTextFieldLoader{};
let full_path = format!("{}{}", path.display(), "/game_data/fields/maze1");
let field = field_loader.load(full_path);
let mut timer = Timer::new(120);
loop {
timer.start();
clear_screen();
draw_field(&field);
timer.limit_fps();
timer.end();
}
}

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@@ -1,5 +1,5 @@
use crate::field::field::Field;
pub trait FieldLoader {
fn load(field_id: String) -> Field;
fn load(&self, field_id: String) -> Field;
}

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@@ -5,11 +5,11 @@ use std::fs;
pub struct PlainTextFieldLoader;
impl FieldLoader for PlainTextFieldLoader {
fn load(field_id: String) -> Field {
fn load(&self, field_id: String) -> Field {
let content = fs::read_to_string(&field_id)
.expect("Could not read field file");
let lines: Vec<&str> = content.lines().collect();
let lines: Vec<&str> = content.lines().filter(|l| !l.is_empty()).collect();
let height = lines.len();
let width = lines.iter().map(|l| l.len()).max().unwrap_or(0);
@@ -42,7 +42,7 @@ mod tests {
fs::write(test_file, level_data).expect("Could not write test file");
let field = PlainTextFieldLoader::load(test_file.to_string());
let field = PlainTextFieldLoader{}.load(test_file.to_string());
let _ = fs::remove_file(test_file);

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@@ -5,22 +5,4 @@ pub mod common;
pub mod traits;
pub mod field;
pub mod game_handler;
pub fn add(left: u64, right: u64) -> u64 {
left + right
}
pub fn init() {
println!("init game engine");
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn it_works() {
let result = add(2, 2);
assert_eq!(result, 4);
}
}
pub mod timer;

56
game_core/src/timer.rs Normal file
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@@ -0,0 +1,56 @@
use std::time::{Duration, Instant};
use std::time;
use std::thread;
pub struct Timer {
timer: Instant,
target_fps: usize,
_target_fps_as_micros: u128,
last_delta_time: Duration,
}
impl Timer {
pub fn new(target_fps: usize) -> Self {
Self {
timer: Instant::now(),
target_fps: target_fps,
_target_fps_as_micros: Timer::get_target_fps_as_micros(target_fps),
last_delta_time: Duration::ZERO
}
}
fn get_target_fps_as_micros(target_fps: usize) -> u128 {
(1000.0 / (target_fps as f64)) as u128 * 1000
}
pub fn set_target_fps(&mut self, target_fps: usize) {
self.target_fps = target_fps;
}
pub fn start(&mut self) {
self.timer = Instant::now();
}
pub fn end(&mut self) {
self.last_delta_time = self.timer.elapsed()
}
pub fn get_elapsed(&mut self) -> Duration {
self.timer.elapsed()
}
pub fn get_delta_time(&self) -> Duration {
// deltaTime should be the elapsed time between the last two frames.
self.last_delta_time
}
pub fn limit_fps(&self) {
// You should be using something like V-Sync instead of this, as there's no warrantee that thread::sleep will always wait the exact desired time.
let elapsed = self.timer.elapsed().as_micros();
if elapsed > self._target_fps_as_micros {
return;
}
let wait = (self._target_fps_as_micros - elapsed).try_into().unwrap();
thread::sleep(time::Duration::from_micros(wait));
}
}