going to just put all the loading stuff into the EntState

master
MitchellHansen 7 years ago
parent 72bf8217ef
commit 21dc0b81ed

@ -7,6 +7,7 @@ use std::io::BufReader;
use std::io::BufRead;
use sfml::graphics::Sprite;
use sfml::graphics::Transformable;
use std::cell::RefCell;
pub struct Loader {
@ -24,7 +25,7 @@ impl Loader {
}
}
pub fn read_static_entities<'a>(&'a self, filename: String, entities: &EntState<'a>) {
pub fn read_static_entities<'a>(&'a self, filename: String, entities: &mut EntState<'a>) {
let file = File::open(filename).expect("Could not open file");
@ -63,7 +64,7 @@ impl Loader {
sprite.set_texture_rect(&util::grab_sheet_rec(String::from("blockBrown.png"), &self.spritesheet_desc));
sprite.set_position((x as f32 * w, y as f32 * h));
entities.static_entities.borrow_mut().push(sprite);
entities.static_entities.push(RefCell::new(sprite));
}
_ => {
panic!("ahhhhhh");
@ -76,7 +77,7 @@ impl Loader {
}
}
pub fn read_dynamic_entities<'a>(&'a self, filename: String, entities: &EntState<'a>) {
pub fn read_dynamic_entities<'a>(&'a self, filename: String, entities: &mut EntState<'a>) {
let file = File::open(filename).expect("Could not open file");
@ -96,7 +97,7 @@ impl Loader {
sprite.set_texture_rect(&util::grab_sheet_rec(String::from("enemyFloating_1.png"), &self.spritesheet_desc));
sprite.set_position((x, y));
entities.dynamic_entities.borrow_mut().push(sprite);
entities.dynamic_entities.push(RefCell::new(sprite));
}
"player" => {
let mut sprite = Sprite::new();
@ -104,7 +105,7 @@ impl Loader {
sprite.set_texture_rect(&util::grab_sheet_rec(String::from("playerBlue_up3.png"), &self.spritesheet_desc));
sprite.set_position((x, y));
entities.dynamic_entities.borrow_mut().push(sprite);
entities.dynamic_entities.push(RefCell::new(sprite));
}
_ => {
// Do nothing

@ -37,50 +37,61 @@ use ncollide2d::bounding_volume;
pub struct EntState<'a> {
dynamic_bvh : Option<BVT<&'a Sprite<'a>, AABB<f64>>>,
dynamic_entities: Rc<RefCell<Vec< Sprite<'a> >>>,
dynamic_entities: Vec<RefCell< Sprite<'a> >>,
static_bvh : Option<BVT<&'a Sprite<'a>, AABB<f64>>>,
static_entities : Rc<RefCell<Vec< Sprite<'a> >>>,
static_entities : Vec<RefCell< Sprite<'a> >>,
player : Player<'a>,
}
impl<'a> EntState<'a> {
fn main() {
let loader = Loader::new();
let mut state = EntState {
dynamic_bvh: None,
dynamic_entities: Rc::new(RefCell::new(Vec::new())),
static_bvh: None,
static_entities: Rc::new(RefCell::new(Vec::new())),
player: Player::new(),
};
pub fn gen_bvt(&'a mut self) {
loader.read_static_entities(String::from("static_entities.txt"), &state);
loader.read_dynamic_entities(String::from("dynamic_entities.txt"), &state);
let mut dynamic_sprites: Vec<(&Sprite, AABB<f64>)> = Vec::new();
let dyna = state.dynamic_entities.borrow();
for i in dyna.iter() {
let bounds = &i.local_bounds();
let pos = &i.position();
let mut dynamic_sprites: Vec<(&'a Sprite, AABB<f64>)> = Vec::new();
{
for i in self.dynamic_entities {
let bounds = i.borrow().global_bounds();
let pos = i.borrow().position();
let volume = bounding_volume::AABB::new(na::Point2::new(pos.x as f64, pos.y as f64),
na::Point2::new((pos.x + bounds.width) as f64, (pos.y + bounds.width) as f64));
dynamic_sprites.push((i, volume));
dynamic_sprites.push((&i.borrow(), volume));
}
}
state.dynamic_bvh = Some(BVT::new_balanced(dynamic_sprites));
self.dynamic_bvh = Some(BVT::new_balanced(dynamic_sprites));
// let mut static_sprites: Vec<(&Sprite, AABB<f64>)> = Vec::new();
// {
// for i in self.static_entities {
// let bounds = i.local_bounds();
// let pos = i.position();
// let volume = bounding_volume::AABB::new(na::Point2::new(pos.x as f64, pos.y as f64),
// na::Point2::new((pos.x + bounds.width) as f64, (pos.y + bounds.width) as f64));
//
// static_sprites.push((i, volume));
// }
// }
// self.static_bvh = Some(BVT::new_balanced(static_sprites));
}
let mut static_sprites: Vec<(&Sprite, AABB<f64>)> = Vec::new();
for i in state.static_entities.borrow_mut().iter() {
let bounds = &i.local_bounds();
let pos = &i.position();
let volume = bounding_volume::AABB::new(na::Point2::new(pos.x as f64, pos.y as f64),
na::Point2::new((pos.x + bounds.width) as f64, (pos.y + bounds.width) as f64));
static_sprites.push((i, volume));
}
state.static_bvh = Some(BVT::new_balanced(static_sprites));
fn main() {
let loader = Loader::new();
let mut state = EntState {
dynamic_bvh: Option::None,
dynamic_entities: Vec::new(),
static_bvh: Option::None,
static_entities: Vec::new(),
player: Player::new(),
};
loader.read_static_entities(String::from("static_entities.txt"), &mut state);
loader.read_dynamic_entities(String::from("dynamic_entities.txt"), &mut state);
state.gen_bvt();
let mut window = RenderWindow::new(
(512, 512),
@ -161,13 +172,13 @@ fn main() {
window.draw(&player);
//window.draw(&collision_sprite);
for ent in state.static_entities.borrow().iter() {
window.draw(ent);
}
for ent in state.dynamic_entities.borrow().iter() {
window.draw(ent);
}
// for ent in state.static_entities.get_mut().iter() {
// window.draw(ent);
// }
//
// for ent in state.dynamic_entities.get_mut().iter() {
// window.draw(ent);
// }
window.display();

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