init
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159
src/main.rs
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159
src/main.rs
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extern crate quick_xml;
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extern crate sfml;
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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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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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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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reader.trim_text(true);
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let mut count = 0;
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let mut buf = Vec::new();
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let mut t : HashMap<String, HashMap<String, i32>> = HashMap::new();
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loop {
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match reader.read_event(&mut buf) {
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Ok(xmlEvent::Start(ref e)) => {
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match e.name() {
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b"TextureAtlas" => println!("attributes values: {:?}",
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e.attributes().map(|a| a.unwrap().value).collect::<Vec<_>>()),
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_ => (),
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}
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},
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Ok(xmlEvent::Empty(d)) => {
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let mut map_entry: HashMap<String, i32> = HashMap::new();
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//println!("{:?}", d.name());
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let mut name: String = String::new();
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for i in d.attributes() {
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let attr = i.expect("Couldn't grab attribute");
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let key = String::from_utf8_lossy(attr.key);
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if key == "name" {
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let value = match attr.value {
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Cow::Borrowed(r) => String::from_utf8_lossy(&r),
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Cow::Owned(r) => break
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};
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name = value.to_lowercase()
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} else {
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let value = match attr.value {
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Cow::Borrowed(r) => String::from_utf8_lossy(&r),
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Cow::Owned(r) => break
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};
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map_entry.insert(String::from(key), FromStr::from_str(&value[..]).expect(""));
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}
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}
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t.insert(name,map_entry);
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},
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Ok(xmlEvent::Eof) => break,
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_ => (),
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}
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// if we don't keep a borrow elsewhere, we can clear the buffer to keep memory usage low
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buf.clear();
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}
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return t;
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}
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/// Our custom drawable type. It looks like a bullet.
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struct Bullet<'s> {
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head: CircleShape<'s>,
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torso: RectangleShape<'s>,
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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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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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}
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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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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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}
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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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let mut sprite = Sprite::new();
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sprite.set_texture(&spritesheet_text, false);
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println!("{:?}", spritesheet_desc);
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let sprite_desc = spritesheet_desc.get("enemyflyingalt_4.png").expect("Can't load sprite");
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sprite.set_texture_rect(&IntRect::new(
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*sprite_desc.get("x").unwrap(),
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*sprite_desc.get("y").unwrap(),
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*sprite_desc.get("width").unwrap(),
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*sprite_desc.get("height").unwrap()
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));
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let mut window = RenderWindow::new(
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(100, 100),
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"Custom drawable",
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Style::CLOSE,
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&Default::default(),
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);
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// let bullet = Bullet::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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_ => {}
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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.display()
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}
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}
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