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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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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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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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};
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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 main() {
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// Resources
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// Holds textures and their descriptions
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// Collision
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// Holds the BVT which has a reference or owns the Sprite
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// EntState
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// Holds the entities and the player
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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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// 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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let mut window = RenderWindow::new(
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(512, 512),
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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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//
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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.display();
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}
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}
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