bracket_terminal::add_wasm_support!(); use bracket_terminal::prelude::*; struct State { y: i32, going_down: bool, } impl GameState for State { fn tick(&mut self, ctx: &mut BTerm) { let mut draw_batch = DrawBatch::new(); let col1 = RGB::named(CYAN); let col2 = RGB::named(YELLOW); let percent: f32 = self.y as f32 / 50.0; let fg = col1.lerp(col2, percent); // The first console created (8x8) is always console 0. This makes it the recipient // of draw calls sent to ctx. You can also do ctx.consoles[0] - but that's more typing. draw_batch.target(0); draw_batch.cls(); draw_batch.print_color( Point::new(1, self.y), "Hello Bracket World", ColorPair::new(fg, RGB::named(BLACK)), ); // Lets make the hello bounce up and down if self.going_down { self.y += 1; if self.y > 48 { self.going_down = false; } } else { self.y -= 1; if self.y < 2 { self.going_down = true; } } // We'll also show the frame rate, since we generally care about keeping that high. // We want to show this in VGA 8x16 font, so we'll set to console 1 - the one we added. // Again, this could be ctx.consoles[1] - but the short-hand is easier. draw_batch.target(1); draw_batch.cls(); draw_batch.draw_double_box( Rect::with_size(39, 0, 20, 3), ColorPair::new(RGB::named(WHITE), RGB::named(BLACK)), ); draw_batch.print_color( Point::new(40, 1), &format!("FPS: {}", ctx.fps), ColorPair::new(RGB::named(YELLOW), RGB::named(BLACK)), ); draw_batch.print_color( Point::new(40, 2), &format!("Frame Time: {} ms", ctx.frame_time_ms), ColorPair::new(RGB::named(CYAN), RGB::named(BLACK)), ); draw_batch.submit(0).expect("Batch error"); render_draw_buffer(ctx).expect("Render error"); } } fn main() -> BError { let context = BTermBuilder::simple80x50() .with_font("vga8x16.png", 8u32, 16u32) .with_sparse_console(80u32, 25u32, "vga8x16.png") .with_title("Bracket Terminal - Sparse Consoles") .build()?; let gs = State { y: 1, going_down: true, }; main_loop(context, gs) }