Movement
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@@ -7,3 +7,4 @@ edition = "2018"
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[dependencies]
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sfml = "0.14.0"
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quick-xml = "0.13.2"
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cgmath = "0.17.0"
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71
src/main.rs
71
src/main.rs
@@ -1,19 +1,21 @@
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extern crate quick_xml;
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extern crate sfml;
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extern crate cgmath;
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use quick_xml::events::Event as xmlEvent;
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use quick_xml::Reader;
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use sfml::graphics::{
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CircleShape, Color, Drawable, RectangleShape, RenderStates, RenderTarget, RenderWindow, Shape,
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CircleShape, Color, Drawable,
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RectangleShape, RenderStates,
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RenderTarget, RenderWindow, Shape,
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Transformable,
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};
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use sfml::window::{Event, Key, Style};
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use std::borrow::Cow;
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use std::collections::HashMap;
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use std::str::FromStr;
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use sfml::graphics::Texture;
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use sfml::graphics::Sprite;
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use sfml::graphics::IntRect;
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use sfml::graphics::{ Texture, Sprite, IntRect};
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use cgmath::{InnerSpace, Vector2 };
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fn read_spritesheet(filename: String) -> HashMap<String, HashMap<String, i32>> {
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let mut reader = Reader::from_file(filename).unwrap();
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@@ -81,41 +83,54 @@ fn read_spritesheet(filename: String) -> HashMap<String, HashMap<String, i32>> {
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/// Our custom drawable type. It looks like a bullet.
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struct Bullet<'s> {
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struct Player<'s> {
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head: CircleShape<'s>,
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torso: RectangleShape<'s>,
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delta: Vector2<f32>,
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pos: Vector2<f32>,
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}
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impl<'s> Player<'s> {
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pub fn impulse(&mut self, delta_v: &Vector2<f32>) {
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self.delta.x = delta_v.x;
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self.delta.y = delta_v.y;
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self.delta.normalize();
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}
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pub fn update(&mut self, delta_t: f32) {
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self.pos.x += self.delta.x * delta_t;
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self.pos.y += self.delta.y * delta_t;
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self.delta *= 0.95;
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self.head.set_position((delta.x, delta.y));
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}
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impl<'s> Bullet<'s> {
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pub fn new() -> Self {
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let mut head = CircleShape::new(50.0, 50);
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head.set_position((100.0, 100.0));
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let mut delta = Vector2::new(0.0, 0.0);
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let mut pos = Vector2::new(0.0, 0.0);
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let mut head = CircleShape::new(10.0, 10);
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head.set_position((delta.x, delta.y));
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head.set_fill_color(&Color::RED);
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let mut torso = RectangleShape::with_size((100., 200.).into());
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torso.set_position((100.0, 150.0));
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torso.set_fill_color(&Color::BLUE);
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Self { head, torso }
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Self { head, delta, pos }
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}
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}
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// Implement the Drawable trait for our custom drawable.
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impl<'s> Drawable for Bullet<'s> {
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impl<'s> Drawable for Player<'s> {
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fn draw<'a: 'shader, 'texture, 'shader, 'shader_texture>(
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&'a self,
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render_target: &mut RenderTarget,
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_: RenderStates<'texture, 'shader, 'shader_texture>,
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) {
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render_target.draw(&self.head);
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render_target.draw(&self.torso)
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// render_target.draw(&self.torso)
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}
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}
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fn main() {
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let spritesheet_desc = read_spritesheet(String::from("spritesheet_complete.xml"));
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let spritesheet_text = Texture::from_file("spritesheet_complete.png")
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.expect("Couldn't load texture");
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@@ -140,20 +155,32 @@ fn main() {
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&Default::default(),
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);
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// let bullet = Bullet::new();
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let mut player = Player::new();
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loop {
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while let Some(event) = window.poll_event() {
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match event {
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Event::Closed | Event::KeyPressed {
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code: Key::Escape, ..
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} => return,
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Event::Closed => return,
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Event::KeyPressed { code, .. } => {
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if code == Key::Escape {
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return;
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} else if code == Key::W {
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player.impulse(&Vector2::new(0.0, -1.0));
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} else if code == Key::A {
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player.impulse(&Vector2::new(-1.0, 0.0));
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} else if code == Key::S {
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player.impulse(&Vector2::new(0.0, 1.0));
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} else if code == Key::D {
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player.impulse(&Vector2::new(1.0, 0.0));
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}
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}
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_ => {}
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}
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}
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window.clear(&Color::BLACK);
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window.draw(&sprite);
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window.draw(&player);
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window.display()
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}
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}
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