mitchellhansen 6 years ago
parent 00fe05fcdc
commit 41b3dd4d0f

@ -8,3 +8,4 @@ edition = "2018"
sfml = "0.14.0"
quick-xml = "0.13.2"
cgmath = "0.17.0"
simple-stopwatch="0.1.4"

@ -1,7 +1,10 @@
extern crate quick_xml;
extern crate sfml;
extern crate cgmath;
use simple_stopwatch::Stopwatch;
use quick_xml::events::Event as xmlEvent;
use quick_xml::Reader;
use sfml::graphics::{
@ -16,6 +19,10 @@ use std::collections::HashMap;
use std::str::FromStr;
use sfml::graphics::{ Texture, Sprite, IntRect};
use cgmath::{InnerSpace, Vector2 };
use std::time::SystemTime;
use std::time::UNIX_EPOCH;
use std::time::Instant;
use std::collections::HashSet;
fn read_spritesheet(filename: String) -> HashMap<String, HashMap<String, i32>> {
let mut reader = Reader::from_file(filename).unwrap();
@ -81,8 +88,39 @@ fn read_spritesheet(filename: String) -> HashMap<String, HashMap<String, i32>> {
return t;
}
struct Timer {
stopwatch: Stopwatch,
lap: f32
}
impl Timer {
fn new() -> Timer {
let started = Stopwatch::start_new();
let mut time_now = started.ms();
Timer {
stopwatch: started,
lap: time_now
}
}
fn elap_time(&mut self) -> f32 {
self.stopwatch.ms()
}
fn frame_time(&mut self) -> f32 {
let now = self.stopwatch.ms();
let elapsed = now - self.lap;
self.lap = now;
return elapsed
}
}
/// Our custom drawable type. It looks like a bullet.
struct Player<'s> {
head: CircleShape<'s>,
delta: Vector2<f32>,
@ -91,18 +129,17 @@ struct Player<'s> {
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();
self.delta.x += delta_v.x;
self.delta.y += delta_v.y;
}
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.pos.x += self.delta.x * delta_t * 1.0;
self.pos.y += self.delta.y * delta_t * 1.0;
self.delta *= 0.95;
self.delta *= 0.999;
self.head.set_position((delta.x, delta.y));
self.head.set_position((self.pos.x, self.pos.y));
}
pub fn new() -> Self {
@ -124,7 +161,37 @@ impl<'s> Drawable for Player<'s> {
_: RenderStates<'texture, 'shader, 'shader_texture>,
) {
render_target.draw(&self.head);
// render_target.draw(&self.torso)
}
}
struct Input {
held_keys: HashSet<Key>
}
impl Input {
pub fn new() -> Input {
let mut container = HashSet::new();
Input {
held_keys: container,
}
}
pub fn is_held(&self, key: Key) -> bool{
self.held_keys.contains(&key)
}
pub fn ingest(&mut self, event: &Event) {
match event {
Event::KeyPressed { code, .. } => {
self.held_keys.insert(code.clone());
}
Event::KeyReleased { code, .. } => {
self.held_keys.remove(code);
}
_ => {}
}
}
}
@ -149,7 +216,7 @@ fn main() {
));
let mut window = RenderWindow::new(
(100, 100),
(500, 500),
"Custom drawable",
Style::CLOSE,
&Default::default(),
@ -157,30 +224,62 @@ fn main() {
let mut player = Player::new();
loop {
let step_size: f32 = 0.005;
let mut frame_time: f32 = 0.0;
let mut elapsed_time: f32 = 0.0;
let mut delta_time: f32 = 0.0;
let mut accumulator_time: f32 = 0.0;
let mut current_time: f32 = 0.0;
let mut timer = Timer::new();
let mut input = Input::new();
while window.is_open() {
while let Some(event) = window.poll_event() {
match event {
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));
}
}
_ => {}
}
input.ingest(&event)
}
if input.is_held(Key::W) {
player.impulse(&Vector2::new(0.0, -1.0));
}
if input.is_held(Key::A) {
player.impulse(&Vector2::new(-1.0, 0.0));
}
if input.is_held(Key::S) {
player.impulse(&Vector2::new(0.0, 1.0));
}
if input.is_held(Key::D) {
player.impulse(&Vector2::new(1.0, 0.0));
}
elapsed_time = timer.elap_time()/1000.0;
delta_time = elapsed_time - current_time;
current_time = elapsed_time;
if delta_time > 0.02 {
delta_time = 0.02;
}
accumulator_time += delta_time;
while (accumulator_time - step_size) >= step_size {
accumulator_time -= step_size;
}
player.update(delta_time);
window.clear(&Color::BLACK);
window.draw(&sprite);
window.draw(&player);
window.display()
window.display();
}
}
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