153 lines
4.9 KiB
Rust
153 lines
4.9 KiB
Rust
// file: crates/apps/game-reflex-poc-wasm/src/runtime.rs
|
|
// version: 1
|
|
|
|
/// WebAssembly-owned Reflex game state consumed by the Tauri WebView.
|
|
#[wasm_bindgen::prelude::wasm_bindgen]
|
|
pub struct ReflexWasmGame {
|
|
runner: engine_v1_common::FixedStepRunner,
|
|
state: game_reflex_poc::ReflexState,
|
|
}
|
|
|
|
#[wasm_bindgen::prelude::wasm_bindgen]
|
|
impl ReflexWasmGame {
|
|
/// Creates a fresh Reflex POC session using the shared gameplay crate.
|
|
#[wasm_bindgen::prelude::wasm_bindgen(constructor)]
|
|
pub fn new() -> Self {
|
|
return Self {
|
|
runner: engine_v1_common::FixedStepRunner::new(std::time::Duration::from_millis(16)),
|
|
state: game_reflex_poc::ReflexState::new(),
|
|
};
|
|
}
|
|
|
|
/// Advances one deterministic update without an input impulse.
|
|
pub fn tick(&mut self) {
|
|
self.runner.tick(&mut self.state, engine_v1_common::InputState::none());
|
|
return;
|
|
}
|
|
|
|
/// Delivers one normalized primary-pointer impulse to the shared Reflex gameplay state.
|
|
pub fn pointer_down(&mut self, x: f32, y: f32) {
|
|
let pointer = engine_v1_common::PointerState::normalized(true, x, y);
|
|
let input = engine_v1_common::InputState::none().with_pointer(pointer).with_action(engine_v1_common::GameAction::Primary, true);
|
|
self.runner.tick(&mut self.state, input);
|
|
return;
|
|
}
|
|
|
|
/// Returns the current gameplay score.
|
|
pub fn score(&self) -> u32 {
|
|
return self.state.score().min(u32::MAX as u64) as u32;
|
|
}
|
|
|
|
/// Returns the current scene background red channel.
|
|
pub fn background_red(&self) -> u8 {
|
|
return self.scene().background().red();
|
|
}
|
|
|
|
/// Returns the current scene background green channel.
|
|
pub fn background_green(&self) -> u8 {
|
|
return self.scene().background().green();
|
|
}
|
|
|
|
/// Returns the current scene background blue channel.
|
|
pub fn background_blue(&self) -> u8 {
|
|
return self.scene().background().blue();
|
|
}
|
|
|
|
/// Returns the number of occupied rectangle slots in the current scene.
|
|
pub fn rectangle_count(&self) -> u32 {
|
|
let scene = self.scene();
|
|
let mut count = 0_u32;
|
|
for slot in scene.rectangles() {
|
|
if slot.is_some() {
|
|
count = count.saturating_add(1);
|
|
}
|
|
}
|
|
return count;
|
|
}
|
|
|
|
/// Returns one rectangle's normalized left coordinate or `-1.0` if absent.
|
|
pub fn rectangle_x(&self, index: u32) -> f32 {
|
|
return match self.rectangle(index) {
|
|
Some(rectangle) => rectangle.rect().x(),
|
|
None => -1.0,
|
|
};
|
|
}
|
|
|
|
/// Returns one rectangle's normalized top coordinate or `-1.0` if absent.
|
|
pub fn rectangle_y(&self, index: u32) -> f32 {
|
|
return match self.rectangle(index) {
|
|
Some(rectangle) => rectangle.rect().y(),
|
|
None => -1.0,
|
|
};
|
|
}
|
|
|
|
/// Returns one rectangle's normalized width or `0.0` if absent.
|
|
pub fn rectangle_width(&self, index: u32) -> f32 {
|
|
return match self.rectangle(index) {
|
|
Some(rectangle) => rectangle.rect().width(),
|
|
None => 0.0,
|
|
};
|
|
}
|
|
|
|
/// Returns one rectangle's normalized height or `0.0` if absent.
|
|
pub fn rectangle_height(&self, index: u32) -> f32 {
|
|
return match self.rectangle(index) {
|
|
Some(rectangle) => rectangle.rect().height(),
|
|
None => 0.0,
|
|
};
|
|
}
|
|
|
|
/// Returns one rectangle's red channel or zero if absent.
|
|
pub fn rectangle_red(&self, index: u32) -> u8 {
|
|
return match self.rectangle(index) {
|
|
Some(rectangle) => rectangle.color().red(),
|
|
None => 0,
|
|
};
|
|
}
|
|
|
|
/// Returns one rectangle's green channel or zero if absent.
|
|
pub fn rectangle_green(&self, index: u32) -> u8 {
|
|
return match self.rectangle(index) {
|
|
Some(rectangle) => rectangle.color().green(),
|
|
None => 0,
|
|
};
|
|
}
|
|
|
|
/// Returns one rectangle's blue channel or zero if absent.
|
|
pub fn rectangle_blue(&self, index: u32) -> u8 {
|
|
return match self.rectangle(index) {
|
|
Some(rectangle) => rectangle.color().blue(),
|
|
None => 0,
|
|
};
|
|
}
|
|
}
|
|
|
|
impl Default for ReflexWasmGame {
|
|
fn default() -> Self {
|
|
return Self::new();
|
|
}
|
|
}
|
|
|
|
impl ReflexWasmGame {
|
|
fn scene(&self) -> engine_v1_common::EngineScene {
|
|
return engine_v1_common::EngineGame::scene(&self.state);
|
|
}
|
|
|
|
fn rectangle(&self, requested_index: u32) -> Option<engine_v1_common::RenderRect> {
|
|
let scene = self.scene();
|
|
let mut occupied_index = 0_u32;
|
|
for slot in scene.rectangles() {
|
|
match slot {
|
|
Some(rectangle) => {
|
|
if occupied_index == requested_index {
|
|
return Some(*rectangle);
|
|
}
|
|
occupied_index = occupied_index.saturating_add(1);
|
|
},
|
|
None => {},
|
|
}
|
|
}
|
|
return None;
|
|
}
|
|
}
|