221 lines
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221 lines
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</pre><pre class="rust"><code><span class="doccomment">//! This file is the main entry point for the game logic.</span>
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<span class="doccomment">//!</span>
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<span class="doccomment">//! ## Overview</span>
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<span class="doccomment">//!</span>
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<span class="doccomment">//! The main function in this module is `entrypoint()`. This is called from `desktop_wrapper` to start the game.</span>
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<span class="doccomment">//!</span>
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<span class="doccomment">//! This module also includes all the other sub-modules of the game. If you are viewing this document from the web, click on the modules below to see more info.</span>
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<span class="doccomment">//!</span>
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<span class="doccomment">//! ## Programming Guide</span>
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<span class="doccomment">//!</span>
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<span class="doccomment">//! The game code is split into two parts: the core code, and the actual game logic.</span>
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<span class="doccomment">//!</span>
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<span class="doccomment">//! [@ewpratten](https://github.com/ewpratten) has written most of the core code to bootstrap the game, and provide convenience functions.</span>
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<span class="doccomment">//! This stuff probably won't need to be touched.</span>
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<span class="doccomment">//! Most of the game logic is expected to live in `src/scenes` and `src/model` (rendering and data).</span>
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<span class="doccomment">//!</span>
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<span class="doccomment">//! ## Important Functions and Files</span>
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<span class="doccomment">//!</span>
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<span class="doccomment">//! - If you are wanting to write rendering code, check out [`process_ingame_frame`](scenes/fn.process_ingame_frame.html).</span>
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<span class="doccomment">//! - If you want to have something load at the start of the game and stay in memory, check out [`GlobalResources`](global_resource_package/struct.GlobalResources.html).</span>
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<span class="doccomment">//! - If you want to add data to the save state file or settings file, check out the [`persistent`](persistent/index.html) module.</span>
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<span class="attribute">#![<span class="ident">doc</span>(<span class="ident">issue_tracker_base_url</span> <span class="op">=</span> <span class="string">"https://github.com/Ewpratten/ludum-dare-50/issues/"</span>)]</span>
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<span class="kw">use</span> <span class="ident">discord_sdk::activity::Assets</span>;
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<span class="kw">use</span> <span class="kw">crate</span>::{
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<span class="ident">asset_manager::load_json_structure</span>,
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<span class="ident">discord</span>::{<span class="ident">DiscordRpcSignal</span>, <span class="ident">DiscordRpcThreadHandle</span>},
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<span class="ident">project_constants::ProjectConstants</span>,
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};
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<span class="attribute">#[<span class="ident">macro_use</span>]</span>
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<span class="kw">extern</span> <span class="kw">crate</span> <span class="ident">approx</span>; <span class="comment">// For the macro `relative_eq!`</span>
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<span class="attribute">#[<span class="ident">macro_use</span>]</span>
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<span class="kw">extern</span> <span class="kw">crate</span> <span class="ident">log</span>; <span class="comment">// For the `info!`, `warn!`, etc. macros</span>
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<span class="kw">pub</span>(<span class="kw">crate</span>) <span class="kw">mod</span> <span class="ident">asset_manager</span>;
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<span class="kw">pub</span>(<span class="kw">crate</span>) <span class="kw">mod</span> <span class="ident">coord_convert</span>;
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<span class="kw">pub</span>(<span class="kw">crate</span>) <span class="kw">mod</span> <span class="ident">discord</span>;
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<span class="kw">pub</span>(<span class="kw">crate</span>) <span class="kw">mod</span> <span class="ident">global_resource_package</span>;
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<span class="kw">pub</span>(<span class="kw">crate</span>) <span class="kw">mod</span> <span class="ident">model</span>;
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<span class="kw">pub</span>(<span class="kw">crate</span>) <span class="kw">mod</span> <span class="ident">persistent</span>;
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<span class="kw">pub</span>(<span class="kw">crate</span>) <span class="kw">mod</span> <span class="ident">project_constants</span>;
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<span class="kw">pub</span>(<span class="kw">crate</span>) <span class="kw">mod</span> <span class="ident">rendering</span>;
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<span class="kw">pub</span>(<span class="kw">crate</span>) <span class="kw">mod</span> <span class="ident">scenes</span>;
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<span class="doccomment">/// This is the game logic entrypoint. Despite being async,</span>
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<span class="doccomment">/// this is expected to block the main thread for rendering and stuff.</span>
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<span class="doccomment">///</span>
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<span class="doccomment">/// Setting `force_recreate_savefiles` will cause the game to recreate its settings and savestate files.</span>
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<span class="kw">pub</span> <span class="kw">async</span> <span class="kw">fn</span> <span class="ident">entrypoint</span>(<span class="ident">force_recreate_savefiles</span>: <span class="ident">bool</span>) {
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<span class="macro">log::info!</span>(<span class="string">"Game main thread handed off to logic crate."</span>);
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<span class="comment">// Load the project constants</span>
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<span class="kw">let</span> <span class="ident">project_constants</span>: <span class="ident">ProjectConstants</span> <span class="op">=</span>
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<span class="ident">load_json_structure</span>(<span class="string">"project-constants.json"</span>).<span class="ident">expect</span>(<span class="string">"Could not load project constants"</span>);
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<span class="comment">// Load the game settings</span>
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<span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">settings</span> <span class="op">=</span>
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<span class="ident">persistent::settings::PersistentGameSettings::load_or_create</span>(<span class="ident">force_recreate_savefiles</span>)
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.<span class="ident">expect</span>(<span class="string">"Failed to parse game settings from disk. Possibly corrupt file?"</span>);
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<span class="comment">// Load the game save state</span>
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<span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">save_state</span> <span class="op">=</span>
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<span class="ident">persistent::save_state::GameSaveState::load_or_create</span>(<span class="ident">force_recreate_savefiles</span>)
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.<span class="ident">expect</span>(<span class="string">"Failed to parse game save state from disk. Possibly corrupt file?"</span>);
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<span class="comment">// Connect to Discord</span>
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<span class="kw">let</span> <span class="ident">discord</span> <span class="op">=</span> <span class="ident">DiscordRpcThreadHandle::new</span>(<span class="ident">project_constants</span>.<span class="ident">discord</span>.<span class="ident">app_id</span>)
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.<span class="kw">await</span>
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.<span class="ident">expect</span>(<span class="string">"Failed to connect to Discord RPC"</span>);
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<span class="kw">let</span> <span class="ident">event_loop_discord_tx</span> <span class="op">=</span> <span class="ident">discord</span>.<span class="ident">get_channel</span>();
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<span class="kw">let</span> <span class="ident">discord_task_handle</span> <span class="op">=</span> <span class="ident">discord</span>.<span class="ident">begin_thread_non_blocking</span>();
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<span class="ident">event_loop_discord_tx</span>
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.<span class="ident">send</span>(<span class="ident">DiscordRpcSignal::ChangeAssets</span>(<span class="ident">Assets::default</span>().<span class="ident">large</span>(
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<span class="ident">project_constants</span>.<span class="ident">discord</span>.<span class="ident">artwork</span>.<span class="ident">get</span>(<span class="string">"logo"</span>).<span class="ident">unwrap</span>(),
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<span class="prelude-val">Some</span>(<span class="string">""</span>),
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)))
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.<span class="kw">await</span>.<span class="ident">unwrap</span>();
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<span class="comment">// Blocking call to the graphics rendering loop.</span>
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<span class="ident">rendering::event_loop::handle_graphics_blocking</span>(
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<span class="op">|</span><span class="ident">builder</span><span class="op">|</span> {
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<span class="ident">builder</span>
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.<span class="ident">msaa_4x</span>()
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.<span class="ident">resizable</span>()
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<span class="comment">// .vsync()</span>
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.<span class="ident">title</span>(<span class="ident">project_constants</span>.<span class="ident">game_name</span>.<span class="ident">as_str</span>())
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.<span class="ident">height</span>(<span class="ident">project_constants</span>.<span class="ident">base_window_size</span>.<span class="number">1</span> <span class="kw">as</span> <span class="ident">i32</span>)
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.<span class="ident">width</span>(<span class="ident">project_constants</span>.<span class="ident">base_window_size</span>.<span class="number">0</span> <span class="kw">as</span> <span class="ident">i32</span>);
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},
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<span class="ident">project_constants</span>.<span class="ident">target_fps</span>,
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<span class="kw-2">&</span><span class="ident">project_constants</span>,
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<span class="ident">event_loop_discord_tx</span>,
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<span class="kw-2">&mut</span> <span class="ident">settings</span>,
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<span class="kw-2">&mut</span> <span class="ident">save_state</span>,
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)
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.<span class="kw">await</span>;
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<span class="comment">// Clean up any resources</span>
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<span class="ident">settings</span>
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.<span class="ident">save</span>()
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.<span class="ident">expect</span>(<span class="string">"Could not save game settings to disk."</span>);
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<span class="ident">save_state</span>
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.<span class="ident">save</span>()
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.<span class="ident">expect</span>(<span class="string">"Could not save game save state to disk."</span>);
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<span class="ident">discord_task_handle</span>.<span class="ident">abort</span>();
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}
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</code></pre></div>
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