going to just put all the loading stuff into the EntState
This commit is contained in:
85
src/main.rs
85
src/main.rs
@@ -37,50 +37,61 @@ use ncollide2d::bounding_volume;
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pub struct EntState<'a> {
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dynamic_bvh : Option<BVT<&'a Sprite<'a>, AABB<f64>>>,
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dynamic_entities: Rc<RefCell<Vec< Sprite<'a> >>>,
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dynamic_entities: Vec<RefCell< Sprite<'a> >>,
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static_bvh : Option<BVT<&'a Sprite<'a>, AABB<f64>>>,
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static_entities : Rc<RefCell<Vec< Sprite<'a> >>>,
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static_entities : Vec<RefCell< Sprite<'a> >>,
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player : Player<'a>,
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}
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impl<'a> EntState<'a> {
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pub fn gen_bvt(&'a mut self) {
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let mut dynamic_sprites: Vec<(&'a Sprite, AABB<f64>)> = Vec::new();
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{
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for i in self.dynamic_entities {
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let bounds = i.borrow().global_bounds();
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let pos = i.borrow().position();
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let volume = bounding_volume::AABB::new(na::Point2::new(pos.x as f64, pos.y as f64),
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na::Point2::new((pos.x + bounds.width) as f64, (pos.y + bounds.width) as f64));
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dynamic_sprites.push((&i.borrow(), volume));
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}
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}
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self.dynamic_bvh = Some(BVT::new_balanced(dynamic_sprites));
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// let mut static_sprites: Vec<(&Sprite, AABB<f64>)> = Vec::new();
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// {
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// for i in self.static_entities {
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// let bounds = i.local_bounds();
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// let pos = i.position();
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// let volume = bounding_volume::AABB::new(na::Point2::new(pos.x as f64, pos.y as f64),
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// na::Point2::new((pos.x + bounds.width) as f64, (pos.y + bounds.width) as f64));
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//
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// static_sprites.push((i, volume));
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// }
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// }
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// self.static_bvh = Some(BVT::new_balanced(static_sprites));
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}
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}
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fn main() {
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let loader = Loader::new();
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let mut state = EntState {
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dynamic_bvh: None,
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dynamic_entities: Rc::new(RefCell::new(Vec::new())),
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static_bvh: None,
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static_entities: Rc::new(RefCell::new(Vec::new())),
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dynamic_bvh: Option::None,
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dynamic_entities: Vec::new(),
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static_bvh: Option::None,
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static_entities: Vec::new(),
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player: Player::new(),
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};
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loader.read_static_entities(String::from("static_entities.txt"), &state);
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loader.read_dynamic_entities(String::from("dynamic_entities.txt"), &state);
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loader.read_static_entities(String::from("static_entities.txt"), &mut state);
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loader.read_dynamic_entities(String::from("dynamic_entities.txt"), &mut state);
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let mut dynamic_sprites: Vec<(&Sprite, AABB<f64>)> = Vec::new();
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let dyna = state.dynamic_entities.borrow();
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for i in dyna.iter() {
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let bounds = &i.local_bounds();
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let pos = &i.position();
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let volume = bounding_volume::AABB::new(na::Point2::new(pos.x as f64, pos.y as f64),
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na::Point2::new((pos.x + bounds.width) as f64, (pos.y + bounds.width) as f64));
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state.gen_bvt();
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dynamic_sprites.push((i, volume));
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}
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state.dynamic_bvh = Some(BVT::new_balanced(dynamic_sprites));
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let mut static_sprites: Vec<(&Sprite, AABB<f64>)> = Vec::new();
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for i in state.static_entities.borrow_mut().iter() {
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let bounds = &i.local_bounds();
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let pos = &i.position();
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let volume = bounding_volume::AABB::new(na::Point2::new(pos.x as f64, pos.y as f64),
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na::Point2::new((pos.x + bounds.width) as f64, (pos.y + bounds.width) as f64));
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static_sprites.push((i, volume));
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}
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state.static_bvh = Some(BVT::new_balanced(static_sprites));
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let mut window = RenderWindow::new(
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(512, 512),
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@@ -161,13 +172,13 @@ fn main() {
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window.draw(&player);
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//window.draw(&collision_sprite);
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for ent in state.static_entities.borrow().iter() {
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window.draw(ent);
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}
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for ent in state.dynamic_entities.borrow().iter() {
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window.draw(ent);
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}
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// for ent in state.static_entities.get_mut().iter() {
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// window.draw(ent);
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// }
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//
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// for ent in state.dynamic_entities.get_mut().iter() {
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// window.draw(ent);
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// }
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window.display();
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