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//! Tool to create walls. For information about walls, see also
//! [the wall module](crate::map::wall).
use super::Tool;
use crate::client::map::Map;
use crate::client::transform::Transform;
use crate::math::{LineSegment, Vec2};
use crate::net::{Cargo, Connection};
use crate::world::Wall;
use raylib::core::drawing::{RaylibDraw, RaylibDrawHandle};
use raylib::ffi::{Color, Vector2};
/// The wall tool to create solid barriers a player usually cannot cross.
pub struct WallTool {
unfinished_wall: Option<LineSegment<f64>>,
}
impl WallTool {
/// Create a new wall tool. There should only be one wall tool per program instance, which should
/// be created inside of the editor.
#[allow(clippy::new_without_default)]
pub fn new() -> Self {
Self {
unfinished_wall: None,
}
}
}
impl Tool for WallTool {
fn deactivate(&mut self) {
self.unfinished_wall = None;
}
fn update(&mut self, _map: &Map, mouse_pos_m: &Vec2<f64>) {
if let Some(ref mut wall) = &mut self.unfinished_wall {
wall.end = *mouse_pos_m;
}
}
fn draw(&self, rld: &mut RaylibDrawHandle, transform: &Transform) {
if let Some(ref wall) = self.unfinished_wall {
let start: Vector2 = transform.point_m_to_px(&wall.start).into();
let end: Vector2 = transform.point_m_to_px(&wall.end).into();
rld.draw_line_ex(
start,
end,
transform.length_m_to_px(0.1) as f32,
Color {
r: 150,
g: 200,
b: 150,
a: 255,
},
);
}
}
fn place_single(
&mut self,
_map: &mut Map,
server: &Connection<Cargo>,
mouse_pos_m: &Vec2<f64>,
) {
if let Some(wall) = self.unfinished_wall.take() {
// Continue with the next wall straight away.
self.unfinished_wall = Some(LineSegment::new(wall.end, wall.end));
server.send(Cargo::AddWall(Wall::new(wall)));
} else {
self.unfinished_wall = Some(LineSegment::new(*mouse_pos_m, *mouse_pos_m));
}
}
fn abort(&mut self) {
self.unfinished_wall = None;
}
}
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