gutted and playing with pixel manipulation
This commit is contained in:
100
src/main.rs
100
src/main.rs
@@ -5,24 +5,20 @@
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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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extern crate image;
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mod slider;
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mod timer;
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mod player;
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mod input;
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mod util;
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mod entstate;
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mod resources;
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mod collision;
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use crate::player::Player;
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use crate::timer::Timer;
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use crate::input::Input;
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use crate::entstate::EntState;
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use crate::resources::Resources;
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use crate::collision::Collision;
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use crate::slider::Slider;
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extern crate nalgebra as na;
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extern crate ncollide2d;
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use image::{GenericImageView, GenericImage, DynamicImage, Pixel, SubImage};
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use sfml::graphics::{
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Color, RenderTarget, RenderWindow,
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@@ -30,34 +26,48 @@ use sfml::graphics::{
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use sfml::window::{ Event, Key, Style};
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use sfml::system::Vector2 as sfVec2;
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fn surrounding_pixels(x: u32, y: u32, img: &DynamicImage) -> Vec<image::Rgba<u8>> {
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let mut pixels: Vec<image::Rgba<u8>> = Vec::new();
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if img.in_bounds(x+1, y+1) {pixels.push(img.get_pixel(x+1, y+1))}
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if img.in_bounds(x+1, y) {pixels.push(img.get_pixel(x+1, y))}
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if img.in_bounds(x+1, y-1) {pixels.push(img.get_pixel(x+1, y-1))}
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if img.in_bounds(x, y+1) {pixels.push(img.get_pixel(x, y+1))}
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if img.in_bounds(x, y-1) {pixels.push(img.get_pixel(x, y-1))}
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if img.in_bounds(x-1, y+1) {pixels.push(img.get_pixel(x-1, y+1))}
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if img.in_bounds(x-1, y) {pixels.push(img.get_pixel(x-1, y))}
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if img.in_bounds(x-1, y-1) {pixels.push(img.get_pixel(x-1, y-1))}
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pixels
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}
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fn main() {
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let mut img = image::open("test.jpg").unwrap();
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let xy = img.dimensions();
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// Resources
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// Holds textures and their descriptions
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for x in 0..xy.0 {
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for y in 0..xy.1 {
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let mut pixel = img.get_pixel(x, y);
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// Collision
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// Holds the BVT which has a reference or owns the Sprite
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let v = surrounding_pixels(x, y, &img);
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// EntState
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// Holds the entities and the player
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// let mut avg: Pixel;
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//
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// for p in v {
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// avg += p;
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// }
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// Entities (Sprites) have a texture so Resources must live longer
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// Collision has references to sprites so EntState must live longer
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pixel.data[0] = 1;
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// Resources { EntState { Collision } } }
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let mut resources = Resources::new();
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let mut collision = Collision::new();
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let mut state = EntState::new();
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// state.read_static_entities(String::from("static_entities.txt"), &resources);
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//state.read_static_entities(String::from("static_entities.txt"), &resources);
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//state.read_dynamic_entities(String::from("dynamic_entities.txt"));
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//state.gen_bvt();
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img.put_pixel(x, y, pixel);
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}
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}
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img.save("fractal.png").unwrap();
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let mut window = RenderWindow::new(
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(512, 512),
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@@ -66,11 +76,12 @@ fn main() {
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&Default::default(),
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);
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let mut player = Player::new();
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let mut timer = Timer::new();
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let mut input = Input::new();
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let mut slider = Slider::new(40.0, None);
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let step_size: f32 = 0.005;
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let mut elapsed_time: f32;
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let mut delta_time: f32;
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@@ -93,16 +104,12 @@ fn main() {
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}
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if input.is_held(Key::W) {
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player.impulse(&sfVec2::new(0.0, -1.0));
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}
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if input.is_held(Key::A) {
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player.impulse(&sfVec2::new(-1.0, 0.0));
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}
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if input.is_held(Key::S) {
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player.impulse(&sfVec2::new(0.0, 1.0));
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}
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if input.is_held(Key::D) {
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player.impulse(&sfVec2::new(1.0, 0.0));
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}
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elapsed_time = timer.elap_time();
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@@ -117,34 +124,9 @@ fn main() {
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accumulator_time -= step_size;
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}
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// // intersection test
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// let mut interferences = Vec::new();
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// {
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// // Get the AABB bounding box
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// let (bv, _) = player.future_bounding_aabb(delta_time);
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// let mut thing = BoundingVolumeInterferencesCollector::new(&bv, &mut interferences);
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// bvt.visit(&mut thing);
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// }
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//
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// let collision_rect = player.collision(&interferences, delta_time);
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player.update(delta_time);
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//
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// let mut collision_sprite = RectangleShape::new();
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// collision_sprite.set_position((collision_rect.left, collision_rect.top));
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// collision_sprite.set_size((collision_rect.width, collision_rect.height));
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window.clear(&Color::BLACK);
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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.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.draw(&slider);
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window.display();
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