master
MitchellHansen 6 years ago
parent b0d11f98be
commit 00fe05fcdc

@ -6,4 +6,5 @@ edition = "2018"
[dependencies]
sfml = "0.14.0"
quick-xml = "0.13.2"
quick-xml = "0.13.2"
cgmath = "0.17.0"

@ -1,19 +1,21 @@
extern crate quick_xml;
extern crate sfml;
extern crate cgmath;
use quick_xml::events::Event as xmlEvent;
use quick_xml::Reader;
use sfml::graphics::{
CircleShape, Color, Drawable, RectangleShape, RenderStates, RenderTarget, RenderWindow, Shape,
CircleShape, Color, Drawable,
RectangleShape, RenderStates,
RenderTarget, RenderWindow, Shape,
Transformable,
};
use sfml::window::{Event, Key, Style};
use std::borrow::Cow;
use std::collections::HashMap;
use std::str::FromStr;
use sfml::graphics::Texture;
use sfml::graphics::Sprite;
use sfml::graphics::IntRect;
use sfml::graphics::{ Texture, Sprite, IntRect};
use cgmath::{InnerSpace, Vector2 };
fn read_spritesheet(filename: String) -> HashMap<String, HashMap<String, i32>> {
let mut reader = Reader::from_file(filename).unwrap();
@ -81,41 +83,54 @@ fn read_spritesheet(filename: String) -> HashMap<String, HashMap<String, i32>> {
/// Our custom drawable type. It looks like a bullet.
struct Bullet<'s> {
struct Player<'s> {
head: CircleShape<'s>,
torso: RectangleShape<'s>,
delta: Vector2<f32>,
pos: Vector2<f32>,
}
impl<'s> Bullet<'s> {
pub fn new() -> Self {
let mut head = CircleShape::new(50.0, 50);
head.set_position((100.0, 100.0));
head.set_fill_color(&Color::RED);
impl<'s> Player<'s> {
pub fn impulse(&mut self, delta_v: &Vector2<f32>) {
self.delta.x = delta_v.x;
self.delta.y = delta_v.y;
self.delta.normalize();
}
let mut torso = RectangleShape::with_size((100., 200.).into());
torso.set_position((100.0, 150.0));
torso.set_fill_color(&Color::BLUE);
pub fn update(&mut self, delta_t: f32) {
self.pos.x += self.delta.x * delta_t;
self.pos.y += self.delta.y * delta_t;
Self { head, torso }
self.delta *= 0.95;
self.head.set_position((delta.x, delta.y));
}
pub fn new() -> Self {
let mut delta = Vector2::new(0.0, 0.0);
let mut pos = Vector2::new(0.0, 0.0);
let mut head = CircleShape::new(10.0, 10);
head.set_position((delta.x, delta.y));
head.set_fill_color(&Color::RED);
Self { head, delta, pos }
}
}
// Implement the Drawable trait for our custom drawable.
impl<'s> Drawable for Bullet<'s> {
impl<'s> Drawable for Player<'s> {
fn draw<'a: 'shader, 'texture, 'shader, 'shader_texture>(
&'a self,
render_target: &mut RenderTarget,
_: RenderStates<'texture, 'shader, 'shader_texture>,
) {
render_target.draw(&self.head);
render_target.draw(&self.torso)
// render_target.draw(&self.torso)
}
}
fn main() {
let spritesheet_desc = read_spritesheet(String::from("spritesheet_complete.xml"));
let spritesheet_text = Texture::from_file("spritesheet_complete.png")
.expect("Couldn't load texture");
@ -140,20 +155,32 @@ fn main() {
&Default::default(),
);
// let bullet = Bullet::new();
let mut player = Player::new();
loop {
while let Some(event) = window.poll_event() {
match event {
Event::Closed | Event::KeyPressed {
code: Key::Escape, ..
} => return,
Event::Closed => return,
Event::KeyPressed { code, .. } => {
if code == Key::Escape {
return;
} else if code == Key::W {
player.impulse(&Vector2::new(0.0, -1.0));
} else if code == Key::A {
player.impulse(&Vector2::new(-1.0, 0.0));
} else if code == Key::S {
player.impulse(&Vector2::new(0.0, 1.0));
} else if code == Key::D {
player.impulse(&Vector2::new(1.0, 0.0));
}
}
_ => {}
}
}
window.clear(&Color::BLACK);
window.draw(&sprite);
window.draw(&player);
window.display()
}
}
}

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