rust/hwrunner/src/main.rs
author Wuzzy <Wuzzy2@mail.ru>
Thu, 03 Jan 2019 19:46:48 +0100
changeset 14514 5ac181cb2396
parent 14334 7ae81969330f
child 14702 29dbe9ce8b7d
permissions -rw-r--r--
Fix bee targeting fail across wrap world edge Previously, the bee always aimed for the light area, no matter where you actually put the target. It also got confused whenever it flew across the wrap world edge. How the bee works now: 1) The placed bee target is *not* recalculated when it was placed in the "gray" part of the wrap world edge. This allows for more fine-tuning. 1a) Place target in light area: bee aims for target light area 1b) Place target in gray area: bee aims for target, but flies to gray area first 2) Bee target is recalculated whenever bee passes the wrap world edge.

use glutin::{
    dpi::LogicalSize,
    Event,
    WindowEvent,
    EventsLoop,
    GlWindow,
    GlContext
};

use gfx::{
    texture,
    format,
    Encoder,
    Device
};

use gfx_window_glutin::init_existing;

use hedgewars_engine::instance::EngineInstance;

fn init(event_loop: &EventsLoop, size: LogicalSize) -> GlWindow {
    use glutin::{
        ContextBuilder,
        WindowBuilder
    };

    let window = WindowBuilder::new()
        .with_title("hwengine")
        .with_dimensions(size);

    let context = ContextBuilder::new();
    GlWindow::new(window, context, event_loop).unwrap()
}

fn main() {
    let mut event_loop = EventsLoop::new();
    let window = init(&event_loop, LogicalSize::new(1024.0, 768.0));

    let (mut device, mut factory, color_view, depth_view) =
        init_existing::<format::Rgba8, format::Depth>(&window);

    let mut encoder: Encoder<_, _> = factory.create_command_buffer().into();

    let engine = EngineInstance::new();

    let mut is_running = true;
    while is_running {
        event_loop.poll_events(|event| {
            match event {
                Event::WindowEvent { event, ..} => match event {
                    WindowEvent::CloseRequested => {
                        is_running = false;
                    },
                    _ => ()
                },
                _ => ()
            }
        });

        encoder.clear(&color_view, [0.5, 0.0, 0.0, 1.0]);
        engine.render(&mut encoder, &color_view);

        encoder.flush(&mut device);

        window.swap_buffers().unwrap();
        device.cleanup();
    }
}