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@ -1,7 +1,10 @@
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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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use simple_stopwatch::Stopwatch;
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use quick_xml::events::Event as xmlEvent;
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use quick_xml::Reader;
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use sfml::graphics::{
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@ -16,6 +19,10 @@ use std::collections::HashMap;
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use std::str::FromStr;
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use sfml::graphics::{ Texture, Sprite, IntRect};
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use cgmath::{InnerSpace, Vector2 };
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use std::time::SystemTime;
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use std::time::UNIX_EPOCH;
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use std::time::Instant;
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use std::collections::HashSet;
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fn read_spritesheet(filename: String) -> HashMap<String, HashMap<String, i32>> {
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let mut reader = Reader::from_file(filename).unwrap();
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@ -81,8 +88,39 @@ fn read_spritesheet(filename: String) -> HashMap<String, HashMap<String, i32>> {
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return t;
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}
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struct Timer {
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stopwatch: Stopwatch,
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lap: f32
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}
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impl Timer {
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fn new() -> Timer {
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let started = Stopwatch::start_new();
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let mut time_now = started.ms();
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Timer {
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stopwatch: started,
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lap: time_now
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}
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}
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fn elap_time(&mut self) -> f32 {
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self.stopwatch.ms()
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}
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fn frame_time(&mut self) -> f32 {
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let now = self.stopwatch.ms();
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let elapsed = now - self.lap;
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self.lap = now;
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return elapsed
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}
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}
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/// Our custom drawable type. It looks like a bullet.
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struct Player<'s> {
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head: CircleShape<'s>,
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delta: Vector2<f32>,
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@ -91,18 +129,17 @@ struct Player<'s> {
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impl<'s> Player<'s> {
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pub fn impulse(&mut self, delta_v: &Vector2<f32>) {
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self.delta.x = delta_v.x;
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self.delta.y = delta_v.y;
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self.delta.normalize();
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self.delta.x += delta_v.x;
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self.delta.y += delta_v.y;
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}
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pub fn update(&mut self, delta_t: f32) {
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self.pos.x += self.delta.x * delta_t;
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self.pos.y += self.delta.y * delta_t;
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self.pos.x += self.delta.x * delta_t * 1.0;
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self.pos.y += self.delta.y * delta_t * 1.0;
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self.delta *= 0.95;
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self.delta *= 0.999;
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self.head.set_position((delta.x, delta.y));
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self.head.set_position((self.pos.x, self.pos.y));
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}
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pub fn new() -> Self {
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@ -124,7 +161,37 @@ impl<'s> Drawable for Player<'s> {
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_: RenderStates<'texture, 'shader, 'shader_texture>,
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) {
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render_target.draw(&self.head);
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// render_target.draw(&self.torso)
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}
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}
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struct Input {
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held_keys: HashSet<Key>
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}
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impl Input {
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pub fn new() -> Input {
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let mut container = HashSet::new();
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Input {
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held_keys: container,
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}
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}
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pub fn is_held(&self, key: Key) -> bool{
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self.held_keys.contains(&key)
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}
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pub fn ingest(&mut self, event: &Event) {
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match event {
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Event::KeyPressed { code, .. } => {
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self.held_keys.insert(code.clone());
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}
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Event::KeyReleased { code, .. } => {
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self.held_keys.remove(code);
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}
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_ => {}
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}
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}
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}
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@ -149,7 +216,7 @@ fn main() {
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));
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let mut window = RenderWindow::new(
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(100, 100),
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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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@ -157,30 +224,62 @@ fn main() {
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let mut player = Player::new();
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loop {
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let step_size: f32 = 0.005;
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let mut frame_time: f32 = 0.0;
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let mut elapsed_time: f32 = 0.0;
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let mut delta_time: f32 = 0.0;
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let mut accumulator_time: f32 = 0.0;
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let mut current_time: f32 = 0.0;
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let mut timer = Timer::new();
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let mut input = Input::new();
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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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} else if code == Key::W {
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player.impulse(&Vector2::new(0.0, -1.0));
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} else if code == Key::A {
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player.impulse(&Vector2::new(-1.0, 0.0));
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} else if code == Key::S {
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player.impulse(&Vector2::new(0.0, 1.0));
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} else if code == Key::D {
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player.impulse(&Vector2::new(1.0, 0.0));
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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(&Vector2::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(&Vector2::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(&Vector2::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(&Vector2::new(1.0, 0.0));
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}
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elapsed_time = timer.elap_time()/1000.0;
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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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player.update(delta_time);
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window.clear(&Color::BLACK);
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window.draw(&sprite);
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window.draw(&player);
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window.display()
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window.display();
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}
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}
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}
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