Working on editor
This commit is contained in:
parent
cdd7a35a04
commit
1ae9635fe8
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@ -1,3 +1,5 @@
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# This file is automatically @generated by Cargo.
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# It is not intended for manual editing.
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[[package]]
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name = "adler32"
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version = "1.0.3"
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@ -20,4 +20,4 @@ path = "src/app/game.rs"
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[[bin]]
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name = "rusty-editor"
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path = "src/app/editor.rs"
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path = "src/app/editor/main.rs"
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@ -1,103 +0,0 @@
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use clap::{App, crate_version};
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use sfml::system::Vector2;
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use sfml::window::{Event, Key};
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use sfml::window::mouse::Button;
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use sfml::graphics::{RectangleShape, RenderTarget, Transformable, Color, Shape};
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use rusty::engine::renderer::Renderer;
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use rusty::engine::map::{CollisionTile, Map};
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use rusty::engine::texture::SPRITE_SIZE_I32;
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fn main() {
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let _ = App::new("Rusty Editor")
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.version(crate_version!())
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.get_matches();
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let mut renderer = Renderer::new(800, 600, false);
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let mut running = true;
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let mut map = Map::new(50, 50);//;Map::load("./assets/levels/level2.lvl").unwrap();
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loop {
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let top_panel_size = Vector2::new(renderer.window().size().x as f32, 50.0);
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let left_panel_size = Vector2::new(100.0, renderer.window().size().y as f32 - top_panel_size.y);
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// Manage the events
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while let Some(event) = renderer.poll_event() {
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match event {
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// Quit the game if window is closed
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Event::Closed => running = false,
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// Quit the game if escape is pressed
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Event::KeyPressed {
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code: Key::Escape, ..
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} => running = false,
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// A click on the screen
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Event::MouseButtonPressed {
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button: Button::Left, x, y,
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} => {
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if x as f32 >= left_panel_size.x && y as f32 >= top_panel_size.y {
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let x = ((x - left_panel_size.x as i32) / SPRITE_SIZE_I32) as usize;
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let y = ((y - top_panel_size.y as i32) / SPRITE_SIZE_I32) as usize;
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if let Some(tile) = map.collision_tile(y, x) {
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if tile.is_empty() {
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map.set_tile(y, x, CollisionTile::full());
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} else {
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map.set_tile(y, x, CollisionTile::empty());
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}
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}
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}
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},
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_ => (),
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}
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}
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// Do the rendering
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renderer.clear();
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// Show the top panel
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let mut top_panel = RectangleShape::with_size(top_panel_size);
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top_panel.set_fill_color(&Color::rgb(255, 0, 0));
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renderer.window_mut().draw(&top_panel);
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// Show the left panel
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let mut left_panel = RectangleShape::with_size(left_panel_size);
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left_panel.set_position((0.0, top_panel_size.y));
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left_panel.set_fill_color(&Color::rgb(0, 255, 0));
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renderer.window_mut().draw(&left_panel);
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// Show the map
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for i in 0 .. map.rows() {
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for j in 0 .. map.cols() {
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let tile = map.at(i, j);
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if tile.graphic.is_visible() {
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renderer.translate_and_draw(&tile, (left_panel_size.x, top_panel_size.y));
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}
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}
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}
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// Draw the border of the map
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let mut border = RectangleShape::new();
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border.set_size(((
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map.cols() * SPRITE_SIZE_I32 as usize) as f32,
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(map.rows() * SPRITE_SIZE_I32 as usize) as f32
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));
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border.set_position((left_panel_size.x, top_panel_size.y));
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border.set_fill_color(&Color::rgba(0, 0, 0, 0));
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border.set_outline_color(&Color::rgb(0, 0, 0));
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border.set_outline_thickness(2.0);
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renderer.window_mut().draw(&border);
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// Display and manage the frame rate
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renderer.display();
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if !running {
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break;
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}
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}
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}
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@ -0,0 +1,11 @@
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use clap::{App, crate_version};
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use rusty::app::editor::Editor;
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fn main() {
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let _ = App::new("Rusty Editor")
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.version(crate_version!())
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.get_matches();
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Editor::new().run();
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}
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@ -0,0 +1,230 @@
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use sfml::system::Vector2;
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use sfml::window::{Event, Key, mouse::Button as MouseButton};
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use sfml::graphics::{Color, RectangleShape, RenderTarget, Transformable, Shape};
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use crate::engine::renderer::Renderer;
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use crate::engine::map::{CollisionTile, Map};
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use crate::engine::texture::SPRITE_SIZE_I32;
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use crate::engine::font::Font;
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use crate::Result;
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/// An action caused by a button.
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#[derive(Copy, Clone)]
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pub enum Action {
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/// Saves the level.
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Save,
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}
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/// A button that can be clicked.
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pub struct Button {
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/// The label of the button.
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pub label: String,
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/// The position of the button.
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pub position: Vector2<f32>,
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/// The size of the button.
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pub size: Vector2<f32>,
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/// The action of the button.
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action: Action,
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}
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impl Button {
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/// Creates a new button.
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pub fn new(label: &str, action: Action, x: f32, y: f32, w: f32, h: f32) -> Button {
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Button {
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action,
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label: label.to_owned(),
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position: Vector2::new(x, y),
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size: Vector2::new(w, h),
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}
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}
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/// Returns the shape of the button.
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pub fn shape(&self) -> RectangleShape {
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let mut shape = RectangleShape::new();
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shape.set_position(self.position + 0.1 * self.size);
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shape.set_size(self.size - 0.2 * self.size);
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shape.set_fill_color(&Color::rgb(255, 255, 255));
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shape
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}
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/// Draws the button on the renderer.
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pub fn render_on(&self, renderer: &mut Renderer) {
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renderer.window_mut().draw(&self.shape());
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renderer.draw_text(
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&self.label,
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Font::Sansation,
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self.size.y as u32 / 2,
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&Color::rgb(0, 0, 0)
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);
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}
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/// Returns true if the coordinates fall inside the shape of the button.
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pub fn contains(&self, x: f32, y: f32) -> bool {
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let shape = self.shape();
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x > shape.position().x && x < shape.position().x + shape.size().x &&
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y > shape.position().y && y < shape.position().y + shape.size().y
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}
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}
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/// Represents a level editor.
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pub struct Editor {
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/// The renderer used by the editor.
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renderer: Renderer,
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/// The map being currently edited.
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map: Map,
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/// Indicates whether the editor is running or not.
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running: bool,
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/// The size of the left panel.
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left_panel_size: Vector2<f32>,
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/// The size of the top panel.
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top_panel_size: Vector2<f32>,
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/// The buttons of the menu bar.
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menu_bar: Vec<Button>,
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}
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impl Editor {
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/// Creates a new editor.
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pub fn new() -> Editor {
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let renderer = Renderer::new(800, 600, false);
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let menu_bar = vec![
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Button::new("Save", Action::Save, 0.0, 0.0, 50.0, 50.0),
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];
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Editor {
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map: Map::new(50, 50),
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running: true,
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top_panel_size: Vector2::new(renderer.window().size().x as f32, 50.0),
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left_panel_size: Vector2::new(100.0, renderer.window().size().y as f32 - 50.0),
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renderer,
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menu_bar,
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}
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}
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/// Runs the main loop of the editor.
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pub fn run(&mut self) {
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while self.running {
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while let Some(event) = self.renderer.poll_event() {
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self.manage_event(event);
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}
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self.render();
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}
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}
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/// Manages the event occuring on the display.
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pub fn manage_event(&mut self, event: Event) {
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match event {
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// Quit the game if window is closed
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Event::Closed => self.running = false,
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// Quit the game if escape is pressed
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Event::KeyPressed {
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code: Key::Escape, ..
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} => self.running = false,
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// A click on the screen
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Event::MouseButtonPressed {
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button: MouseButton::Left, x, y,
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} => {
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if x as f32 >= self.left_panel_size.x && y as f32 >= self.top_panel_size.y {
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let x = ((x - self.left_panel_size.x as i32) / SPRITE_SIZE_I32) as usize;
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let y = ((y - self.top_panel_size.y as i32) / SPRITE_SIZE_I32) as usize;
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if let Some(tile) = self.map.collision_tile(y, x) {
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if tile.is_empty() {
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self.map.set_tile(y, x, CollisionTile::full());
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} else {
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self.map.set_tile(y, x, CollisionTile::empty());
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}
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}
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}
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let mut actions = vec![];
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for button in &self.menu_bar {
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if button.contains(x as f32, y as f32) {
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actions.push(button.action);
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}
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}
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for action in actions {
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if let Err(e) = self.apply_action(action) {
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eprintln!("warning: {}", e);
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}
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}
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},
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_ => (),
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}
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}
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/// Performs the rendering on the screen.
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pub fn render(&mut self) {
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self.renderer.clear();
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// Show the top panel
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let mut top_panel = RectangleShape::with_size(self.top_panel_size);
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top_panel.set_fill_color(&Color::rgb(255, 0, 0));
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self.renderer.window_mut().draw(&top_panel);
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for button in &self.menu_bar {
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button.render_on(&mut self.renderer);
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}
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// Show the left panel
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let mut left_panel = RectangleShape::with_size(self.left_panel_size);
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left_panel.set_position((0.0, self.top_panel_size.y));
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left_panel.set_fill_color(&Color::rgb(0, 255, 0));
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self.renderer.window_mut().draw(&left_panel);
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// Show the map
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for i in 0 .. self.map.rows() {
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for j in 0 .. self.map.cols() {
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let tile = self.map.at(i, j);
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if tile.graphic.is_visible() {
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self.renderer.translate_and_draw(
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&tile,
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(self.left_panel_size.x, self.top_panel_size.y)
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);
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}
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}
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}
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// Draw the border of the map
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let mut border = RectangleShape::new();
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border.set_size(((
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self.map.cols() * SPRITE_SIZE_I32 as usize) as f32,
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(self.map.rows() * SPRITE_SIZE_I32 as usize) as f32
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));
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border.set_position((self.left_panel_size.x, self.top_panel_size.y));
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border.set_fill_color(&Color::rgba(0, 0, 0, 0));
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border.set_outline_color(&Color::rgb(0, 0, 0));
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border.set_outline_thickness(2.0);
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self.renderer.window_mut().draw(&border);
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// Display and manage the frame rate
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self.renderer.display();
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}
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/// Saves the level.
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pub fn export(&self) -> Result<()> {
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self.map.save("level.lvl")
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}
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/// Applies the corresponding action.
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pub fn apply_action(&mut self, action: Action) -> Result<()> {
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match action {
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Action::Save => self.export()
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}
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}
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}
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@ -0,0 +1,2 @@
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/// This module contains everything related to the level editor.
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pub mod editor;
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@ -0,0 +1,73 @@
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use sfml::graphics::Font as SfFont;
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macro_rules! make_fonts {
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( $(
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$enum_name: ident,
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$font_name: ident,
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$function_name: ident,
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$font_path: tt,)
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*) => {
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/// Describes all the fonts that will be used in this game.
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#[derive(Copy, Clone)]
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pub enum Font {
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$(
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/// A font.
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$enum_name,
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)*
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}
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/// A struct that holds all the fonts.
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pub struct FontManager {
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$(
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/// A font.
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$font_name: SfFont,
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)*
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}
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impl FontManager {
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/// Creates a new font manager and initializes all fonts.
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pub fn new() -> FontManager {
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FontManager {
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$(
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$font_name: FontManager::$function_name(),
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)*
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}
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}
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$(
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/// Creates the font.
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fn $function_name() -> SfFont {
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SfFont::from_file("assets/fonts/sansation.ttf").unwrap()
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// let bytes = include_bytes!($font_path).to_vec();
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// FontManager::make_font_from_bytes(bytes)
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}
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)*
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/// Returns the real font from the font id.
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pub fn get(&self, id: Font) -> &SfFont {
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match id {
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$(
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Font::$enum_name => &self.$font_name,
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)*
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}
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}
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}
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}
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}
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make_fonts!(
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Sansation,
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sansation,
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make_sansation_font,
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"../../../assets/fonts/sansation.ttf",
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);
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impl FontManager {
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/// Creates a fonts from an array of bytes.
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fn _make_font_from_bytes(bytes: Vec<u8>) -> SfFont {
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SfFont::from_memory(&bytes)
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.expect("Failed to create font")
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}
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}
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@ -10,6 +10,9 @@ pub mod controls;
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/// This module helps us dealing with textures.
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pub mod texture;
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/// This module helps us dealing with fonts.
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pub mod font;
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/// This module contains the math tools that will be used.
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pub mod math;
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@ -1,6 +1,6 @@
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use std::time::Instant;
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use sfml::graphics::{Color, IntRect, RenderTarget, RenderWindow, Sprite, View};
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use sfml::graphics::{Color, IntRect, RenderTarget, RenderWindow, Sprite, View, Text};
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use sfml::window::{Event, Style};
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|
@ -8,6 +8,7 @@ use sfml::system::Vector2;
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use crate::engine::scene::Scene;
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use crate::engine::texture::{Texture, TextureManager};
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use crate::engine::font::{Font, FontManager};
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/// Our custom drawable trait.
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pub trait Drawable {
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@ -29,6 +30,9 @@ pub struct Renderer {
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/// The texture manager needed by the renderer.
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texture_manager: TextureManager,
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/// The font manager needed by the renderer.
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font_manager: FontManager,
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/// The global timer of the renderer.
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started: Instant,
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}
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|
@ -52,6 +56,7 @@ impl Renderer {
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Renderer {
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window,
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texture_manager: TextureManager::new(),
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font_manager: FontManager::new(),
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started: Instant::now(),
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}
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}
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|
@ -132,4 +137,11 @@ impl Renderer {
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pub fn window_mut(&mut self) -> &mut RenderWindow {
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&mut self.window
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}
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/// Draws text on the screen.
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pub fn draw_text(&mut self, text: &str, font: Font, size: u32, color: &Color) {
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let mut text = Text::new(text, self.font_manager.get(font), size);
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text.set_fill_color(color);
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self.window.draw(&text);
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}
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}
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|
|
|
@ -7,6 +7,9 @@ use std::{io, fmt, result};
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/// This module contains all the tools needed for the game.
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pub mod engine;
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/// This module contains all the applications of the game.
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pub mod app;
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/// This is the error type of this library.
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#[derive(Debug)]
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pub enum Error {
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||||
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Reference in New Issue