master
MitchellHansen 6 years ago
parent b0d11f98be
commit 00fe05fcdc

@ -7,3 +7,4 @@ edition = "2018"
[dependencies] [dependencies]
sfml = "0.14.0" 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 quick_xml;
extern crate sfml; extern crate sfml;
extern crate cgmath;
use quick_xml::events::Event as xmlEvent; use quick_xml::events::Event as xmlEvent;
use quick_xml::Reader; use quick_xml::Reader;
use sfml::graphics::{ use sfml::graphics::{
CircleShape, Color, Drawable, RectangleShape, RenderStates, RenderTarget, RenderWindow, Shape, CircleShape, Color, Drawable,
RectangleShape, RenderStates,
RenderTarget, RenderWindow, Shape,
Transformable, Transformable,
}; };
use sfml::window::{Event, Key, Style}; use sfml::window::{Event, Key, Style};
use std::borrow::Cow; use std::borrow::Cow;
use std::collections::HashMap; use std::collections::HashMap;
use std::str::FromStr; use std::str::FromStr;
use sfml::graphics::Texture; use sfml::graphics::{ Texture, Sprite, IntRect};
use sfml::graphics::Sprite; use cgmath::{InnerSpace, Vector2 };
use sfml::graphics::IntRect;
fn read_spritesheet(filename: String) -> HashMap<String, HashMap<String, i32>> { fn read_spritesheet(filename: String) -> HashMap<String, HashMap<String, i32>> {
let mut reader = Reader::from_file(filename).unwrap(); 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. /// Our custom drawable type. It looks like a bullet.
struct Bullet<'s> { struct Player<'s> {
head: CircleShape<'s>, head: CircleShape<'s>,
torso: RectangleShape<'s>, delta: Vector2<f32>,
pos: Vector2<f32>,
} }
impl<'s> Bullet<'s> { impl<'s> Player<'s> {
pub fn new() -> Self { pub fn impulse(&mut self, delta_v: &Vector2<f32>) {
let mut head = CircleShape::new(50.0, 50); self.delta.x = delta_v.x;
head.set_position((100.0, 100.0)); self.delta.y = delta_v.y;
head.set_fill_color(&Color::RED); self.delta.normalize();
}
let mut torso = RectangleShape::with_size((100., 200.).into()); pub fn update(&mut self, delta_t: f32) {
torso.set_position((100.0, 150.0)); self.pos.x += self.delta.x * delta_t;
torso.set_fill_color(&Color::BLUE); 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 Player<'s> {
impl<'s> Drawable for Bullet<'s> {
fn draw<'a: 'shader, 'texture, 'shader, 'shader_texture>( fn draw<'a: 'shader, 'texture, 'shader, 'shader_texture>(
&'a self, &'a self,
render_target: &mut RenderTarget, render_target: &mut RenderTarget,
_: RenderStates<'texture, 'shader, 'shader_texture>, _: RenderStates<'texture, 'shader, 'shader_texture>,
) { ) {
render_target.draw(&self.head); render_target.draw(&self.head);
render_target.draw(&self.torso) // render_target.draw(&self.torso)
} }
} }
fn main() { fn main() {
let spritesheet_desc = read_spritesheet(String::from("spritesheet_complete.xml")); let spritesheet_desc = read_spritesheet(String::from("spritesheet_complete.xml"));
let spritesheet_text = Texture::from_file("spritesheet_complete.png") let spritesheet_text = Texture::from_file("spritesheet_complete.png")
.expect("Couldn't load texture"); .expect("Couldn't load texture");
@ -140,20 +155,32 @@ fn main() {
&Default::default(), &Default::default(),
); );
// let bullet = Bullet::new(); let mut player = Player::new();
loop { loop {
while let Some(event) = window.poll_event() { while let Some(event) = window.poll_event() {
match event { match event {
Event::Closed | Event::KeyPressed { Event::Closed => return,
code: Key::Escape, .. Event::KeyPressed { code, .. } => {
} => return, 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.clear(&Color::BLACK);
window.draw(&sprite); window.draw(&sprite);
window.draw(&player);
window.display() window.display()
} }
} }
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