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#![allow(dead_code)]
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#![allow(unused_variables)]
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#![allow(unused_mut)]
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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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mod timer;
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mod player;
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mod input;
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mod util;
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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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extern crate nalgebra as na;
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extern crate ncollide2d;
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use sfml::graphics::{
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Color, RenderTarget, RenderWindow,
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Texture, Sprite, Transformable
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};
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use sfml::window::{ Event, Key, Style};
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use sfml::system::Vector2 as sfVec2;
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use ncollide2d::bounding_volume::{self, AABB, BoundingVolumeInterferencesCollector};
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use ncollide2d::partitioning::BVT;
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use sfml::graphics::RectangleShape;
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use std::{thread, time};
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fn main() {
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// Load the spritsheet
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let spritesheet_desc = util::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 block_sprite = Sprite::new();
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block_sprite.set_texture(&spritesheet_text, false);
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block_sprite.set_texture_rect(&util::grab_sheet_rec(String::from("blockBrown.png"), &spritesheet_desc));
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block_sprite.set_position((64.0, 64.0));
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let mut block_sprite2 = Sprite::new();
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block_sprite2.set_texture(&spritesheet_text, false);
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block_sprite2.set_texture_rect(&util::grab_sheet_rec(String::from("blockBrown.png"), &spritesheet_desc));
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block_sprite2.set_position((128.0, 64.0));
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let mut block_sprite3 = Sprite::new();
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block_sprite3.set_texture(&spritesheet_text, false);
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block_sprite3.set_texture_rect(&util::grab_sheet_rec(String::from("blockBrown.png"), &spritesheet_desc));
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block_sprite3.set_position((192.0, 64.0));
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let idx_and_bounding_spheres: Vec<(&Sprite, AABB<f64>)> = vec![
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(
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&block_sprite,
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{
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let bounds = &block_sprite.local_bounds();
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let pos = &block_sprite.position();
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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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),
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(
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&block_sprite2,
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{
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let bounds = &block_sprite2.local_bounds();
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let pos = &block_sprite2.position();
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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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),
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(
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&block_sprite3,
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{
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let bounds = &block_sprite3.local_bounds();
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let pos = &block_sprite3.position();
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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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),
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];
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let bvt = BVT::new_balanced(idx_and_bounding_spheres);
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let mut sprite = Sprite::new();
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sprite.set_texture(&spritesheet_text, false);
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sprite.set_texture_rect(&util::grab_sheet_rec(String::from("playerBlue_stand.png"), &spritesheet_desc));
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let mut window = RenderWindow::new(
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(500, 500),
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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 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 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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let mut accumulator_time: f32 = 0.0;
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let mut current_time: f32 = timer.elap_time();
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while window.is_open() {
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while let Some(event) = window.poll_event() {
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match event {
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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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}
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}
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_ => {}
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}
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input.ingest(&event)
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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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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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if delta_time > 0.02 {
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delta_time = 0.02;
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}
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accumulator_time += delta_time;
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while (accumulator_time - step_size) >= step_size {
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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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let collision_rect = player.collision(&interferences, delta_time);
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player.update(delta_time);
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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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let ten_millis = time::Duration::from_millis(10);
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thread::sleep(ten_millis);
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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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if interferences.len() == 0 {
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window.draw(&block_sprite);
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window.draw(&block_sprite2);
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window.draw(&block_sprite3);
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}
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window.display();
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}
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}
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