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Trac3r-rust/src/main.rs

176 lines
5.1 KiB

#![allow(dead_code)]
#![allow(unused_variables)]
#![allow(unused_mut)]
extern crate quick_xml;
extern crate sfml;
extern crate cgmath;
mod timer;
mod player;
mod input;
mod util;
mod loader;
use crate::player::Player;
use crate::timer::Timer;
use crate::input::Input;
use crate::loader::Loader;
extern crate nalgebra as na;
extern crate ncollide2d;
use sfml::graphics::{
Color, RenderTarget, RenderWindow,
Sprite, Transformable
};
use sfml::window::{ Event, Key, Style};
use sfml::system::Vector2 as sfVec2;
use ncollide2d::bounding_volume::{AABB, BoundingVolumeInterferencesCollector};
use ncollide2d::partitioning::BVT;
use sfml::graphics::RectangleShape;
use std::{thread, time};
use std::cell::RefCell;
use std::rc::Rc;
use ncollide2d::bounding_volume;
pub struct EntState<'a> {
dynamic_bvh : Option<BVT<&'a Sprite<'a>, AABB<f64>>>,
dynamic_entities: Rc<RefCell<Vec< Sprite<'a> >>>,
static_bvh : Option<BVT<&'a Sprite<'a>, AABB<f64>>>,
static_entities : Rc<RefCell<Vec< Sprite<'a> >>>,
player : Player<'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(),
};
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 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));
}
state.dynamic_bvh = Some(BVT::new_balanced(dynamic_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));
let mut window = RenderWindow::new(
(512, 512),
"Custom drawable",
Style::CLOSE,
&Default::default(),
);
let mut player = Player::new();
let mut timer = Timer::new();
let mut input = Input::new();
let step_size: f32 = 0.005;
let mut elapsed_time: f32;
let mut delta_time: f32;
let mut accumulator_time: f32 = 0.0;
let mut current_time: f32 = timer.elap_time();
while window.is_open() {
while let Some(event) = window.poll_event() {
match event {
Event::Closed => return,
Event::KeyPressed { code, .. } => {
if code == Key::Escape {
return;
}
}
_ => {}
}
input.ingest(&event)
}
if input.is_held(Key::W) {
player.impulse(&sfVec2::new(0.0, -1.0));
}
if input.is_held(Key::A) {
player.impulse(&sfVec2::new(-1.0, 0.0));
}
if input.is_held(Key::S) {
player.impulse(&sfVec2::new(0.0, 1.0));
}
if input.is_held(Key::D) {
player.impulse(&sfVec2::new(1.0, 0.0));
}
elapsed_time = timer.elap_time();
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;
}
// // intersection test
// let mut interferences = Vec::new();
// {
// // Get the AABB bounding box
// let (bv, _) = player.future_bounding_aabb(delta_time);
// let mut thing = BoundingVolumeInterferencesCollector::new(&bv, &mut interferences);
// bvt.visit(&mut thing);
// }
//
// let collision_rect = player.collision(&interferences, delta_time);
player.update(delta_time);
//
// let mut collision_sprite = RectangleShape::new();
// collision_sprite.set_position((collision_rect.left, collision_rect.top));
// collision_sprite.set_size((collision_rect.width, collision_rect.height));
window.clear(&Color::BLACK);
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);
}
window.display();
}
}