Starting to do physics

This commit is contained in:
Thomas Forgione 2018-10-03 20:48:00 +02:00
parent 4da27c5777
commit 3e8ae2d496
9 changed files with 319 additions and 78 deletions

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assets/textures/mario.png Normal file

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@ -1,82 +1,199 @@
use std::time::Duration;
use std::time::{
Instant,
Duration,
};
use sfml::system::Vector2;
use sfml::window::Event;
use sfml::graphics::{
Drawable,
RenderStates,
RenderTarget,
Sprite,
Color,
};
use sfml::graphics::IntRect;
use sfml::window::Key;
use engine::scene::Updatable;
use engine::controls::Controls;
use engine::renderer::Drawable;
use engine::texture::Texture;
use engine::physics;
use engine::math::{
duration_as_f32,
duration_as_frame,
};
/// The different sides a character can face.
pub enum Side {
/// The character looks to the left.
Left,
/// The character looks to the right.
Right,
}
impl Side {
/// Returns the side corresponding to the force.
///
/// Returns None if the force is null.
pub fn from_force(force: Vector2<f32>) -> Option<Side> {
if force.x > 0.0 {
Some(Side::Right)
} else if force.x < 0.0 {
Some(Side::Left)
} else {
None
}
}
/// Returns the offset in the texture.
pub fn offset(&self) -> i32 {
match *self {
Side::Left => 0,
Side::Right => 32,
}
}
}
/// A character, enemy or controllable.
pub struct Character {
/// The position of the character.
position: Vector2<f32>,
pub position: Vector2<f32>,
/// The speed of the character.
speed: Vector2<f32>,
pub speed: Vector2<f32>,
/// If the player is controlling a character.
controls: Option<Controls>,
/// The side of the character.
side: Side,
/// The counter of jumps.
///
/// When it's 0, the character can no longer jump.
jump_counter: usize,
/// The maximum number of jumps a character can do.
///
/// It's reset when the character hits the ground.
max_jump: usize,
/// The timer of the character's animation.
animation_timer: Option<Instant>,
}
impl Character {
/// Creates a character in (0, 0).
pub fn new() -> Character {
fn generic(controls: Option<Controls>) -> Character {
Character {
position: Vector2::new(0.0, 0.0),
speed: Vector2::new(0.0, 0.0),
controls: None,
controls: controls,
side: Side::Right,
jump_counter: 1,
max_jump: 1,
animation_timer: None,
}
}
/// Creates a character in (0, 0).
pub fn new() -> Character {
Character::generic(None)
}
/// Creates a character with the specified controls.
pub fn with_controls(controls: Controls) -> Character {
Character {
position: Vector2::new(0.0, 0.0),
speed: Vector2::new(0.0, 0.0),
controls: Some(controls),
}
Character::generic(Some(controls))
}
/// Sets the position of the character.
pub fn set_position<S: Into<Vector2<f32>>>(&mut self, position: S) {
self.position = position.into();
}
/// Makes the character jump.
pub fn jump(&mut self) {
if self.jump_counter > 0 {
self.jump_counter -= 1;
self.speed.y = physics::JUMP_SPEED.y;
}
}
/// Resets the jump counter.
pub fn ground_collision(&mut self) {
self.jump_counter = self.max_jump;
}
}
impl Updatable for Character {
fn update(&mut self, duration: &Duration) {
let mut force: Vector2<f32> = Vector2::new(0.0, 0.0);
// Manage the input of the player
if Key::Left.is_pressed() {
force.x -= 1.0;
}
if Key::Right.is_pressed() {
force.x += 1.0;
}
if let Some(side) = Side::from_force(force) {
self.side = side;
if self.animation_timer.is_none() {
self.animation_timer = Some(Instant::now());
}
} else {
self.animation_timer = None;
}
let duration = duration_as_f32(duration);
// Compute acceleration
let accel = physics::G;
// Compute speed
self.speed.x *= physics::GROUND_FRICTION.x;
self.speed += accel * duration + force * 64.0;
// Compute position
self.position += self.speed * duration;
}
fn manage_event(&mut self, event: &Event) {
match event {
Event::KeyPressed {
code: Key::Return, ..
} => self.jump(),
_ => (),
}
}
}
impl Drawable for Character {
fn draw<'a: 'shader, 'texture, 'shader, 'shader_texture>(
&'a self,
target: &mut RenderTarget,
states: RenderStates<'texture, 'shader, 'shader_texture>
) {
fn texture(&self) -> Texture {
Texture::Mario
}
use sfml::graphics::Transformable;
let mut sprite = Sprite::new();
sprite.set_origin((32.0, 0.0));
sprite.set_position(self.position);
sprite.set_color(&if self.controls.is_some() {
Color::rgb(255, 0, 0)
fn texture_rect(&self) -> IntRect {
let frame = if let Some(started) = self.animation_timer {
duration_as_frame(&Instant::now().duration_since(started), 2)
} else {
Color::rgb(255, 255, 255)
});
sprite.draw(target, states);
0
};
IntRect::new(self.side.offset(), frame * 32, 32, 32)
}
fn position(&self) -> Vector2<f32> {
self.position
}
}

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@ -1,8 +1,22 @@
use std::time::Duration;
use std::ops::{
Index,
IndexMut
};
/// Converts a duration into an animation frame number.
pub fn duration_as_frame(duration: &Duration, total: usize) -> i32 {
let secs = duration_as_f32(duration);
(secs * 4.0) as i32 % total as i32
}
/// Converts a duration into its number of seconds.
pub fn duration_as_f32(duration: &Duration) -> f32 {
duration.as_secs() as f32 + duration.subsec_nanos() as f32 / 1_000_000_000.0
}
/// A generic matrix type, useful for levels.
pub struct Matrix<T> {

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@ -13,3 +13,9 @@ pub mod texture;
/// This module contains the math tools that will be used.
pub mod math;
/// This module contains our wrapper of SFML window.
pub mod renderer;
/// This module contains everything related to physics.
pub mod physics;

10
src/engine/physics/mod.rs Normal file
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@ -0,0 +1,10 @@
use sfml::system::Vector2;
/// The gravity force.
pub const G: Vector2<f32> = Vector2 { x: 0.0, y: 50.0 * 32.0 };
/// The friction with the ground.
pub const GROUND_FRICTION: Vector2<f32> = Vector2 { x: 0.5, y: 1.0 };
/// The speed of a jump.
pub const JUMP_SPEED: Vector2<f32> = Vector2 { x: 0.0, y: -600.0 };

110
src/engine/renderer/mod.rs Normal file
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@ -0,0 +1,110 @@
use std::time::Instant;
use sfml::graphics::{
RenderWindow,
RenderTarget,
Sprite,
Color,
IntRect,
};
use sfml::window::{
Style,
Event,
};
use sfml::system::{
Vector2,
};
use engine::texture::{Texture, TextureManager};
use engine::scene::Scene;
/// Our custom drawable trait.
pub trait Drawable {
/// Returns the texture of the drawable.
fn texture(&self) -> Texture;
/// Returns the coordinates to use on the texture.
fn texture_rect(&self) -> IntRect;
/// Returns the position on which the drawable should be drawn.
fn position(&self) -> Vector2<f32>;
}
/// The game window.
pub struct Renderer {
/// The window on which the rendering will be done.
window: RenderWindow,
/// The texture manager needed by the renderer.
texture_manager: TextureManager,
/// The global timer of the renderer.
started: Instant,
}
impl Renderer {
/// Creates a new renderer.
pub fn new(width: u32, height: u32) -> Renderer {
let mut window = RenderWindow::new(
(width, height),
"Bomberman",
Style::CLOSE,
&Default::default(),
);
window.set_vertical_sync_enabled(true);
window.set_framerate_limit(60);
Renderer {
window: window,
texture_manager: TextureManager::new(),
started: Instant::now(),
}
}
/// Returns the animation state of the renderer, between 0 and 3.
pub fn animation_state(&self) -> i32 {
let duration = Instant::now().duration_since(self.started);
let ns = 1_000_000_000 * duration.as_secs() + duration.subsec_nanos() as u64;
let result = (ns as usize / 250_000_000) % 4;
result as i32
}
/// Clears the window.
pub fn clear(&mut self) {
self.window.clear(&Color::rgb(0, 0, 0));
}
/// Draws a drawable.
pub fn draw<D: Drawable>(&mut self, drawable: &D) {
let texture = self.texture_manager.get(drawable.texture());
let mut sprite = Sprite::with_texture(&texture);
sprite.set_texture_rect(&drawable.texture_rect());
use sfml::graphics::Transformable;
sprite.set_position(drawable.position());
self.window.draw(&sprite);
}
/// Draws a scene on the window.
pub fn draw_scene(&mut self, scene: &Scene) {
for c in scene.characters() {
self.draw(c);
}
}
/// Triggers the display.
pub fn display(&mut self) {
self.window.display();
}
/// Check if there are new events, returns the top of the stack.
pub fn poll_event(&mut self) -> Option<Event> {
self.window.poll_event()
}
}

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@ -1,11 +1,6 @@
use std::time::Duration;
use sfml::window::Event;
use sfml::graphics::{
RenderTarget,
RenderStates,
Drawable,
};
use engine::character::Character;
@ -14,6 +9,7 @@ pub struct Scene {
/// The characters contained in the scene.
characters: Vec<Character>,
}
impl Scene {
@ -32,8 +28,15 @@ impl Scene {
/// Updates the whole scene.
pub fn update(&mut self, duration: &Duration) {
for c in &mut self.characters {
c.update(duration);
if c.position.y > 500.0 {
c.position.y = 500.0;
c.speed.y = 0.0;
c.ground_collision();
}
}
}
@ -43,22 +46,12 @@ impl Scene {
c.manage_event(event);
}
}
}
impl Drawable for Scene {
fn draw<'a: 'shader, 'texture, 'shader, 'shader_texture>(
&'a self,
target: &mut RenderTarget,
states: RenderStates<'texture, 'shader, 'shader_texture>
) {
/// Returns a reference to the characters of the scene.
pub fn characters(&self) -> &Vec<Character> {
&self.characters
}
for c in &self.characters {
let mut s = RenderStates::default();
s.transform = states.transform.clone();
s.blend_mode = states.blend_mode;
c.draw(target, s);
}
}
}
/// Trait that needs to be implemented for everything that can be updatable.

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@ -57,12 +57,13 @@ macro_rules! make_textures {
}
make_textures!(
Mario, mario, make_mario_texture, "../../../assets/textures/mario.png",
);
impl TextureManager {
/// Creates a textures from an array of bytes.
fn make_texture_from_bytes(bytes: Vec<u8>) -> SfTexture {
SfTexture::from_memory(&bytes, &IntRect::new(0, 0, 500, 500))
SfTexture::from_memory(&bytes, &IntRect::new(0, 0, 256, 256))
.expect("Failed to create texture")
}
}

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@ -7,21 +7,14 @@ use std::time::{
};
use sfml::window::{
ContextSettings,
Style,
Event,
Key,
};
use sfml::graphics::{
RenderWindow,
RenderTarget,
Color,
};
use rusty::engine::scene::Scene;
use rusty::engine::character::Character;
use rusty::engine::controls::Controls;
use rusty::engine::renderer::Renderer;
fn main() {
let game_width = 800;
@ -32,27 +25,16 @@ fn main() {
let mut scene = Scene::new();
scene.add(character);
scene.add(Character::new());
let context_settings = ContextSettings {
..Default::default()
};
let mut window = RenderWindow::new(
(game_width, game_height),
"Free Rusty Maker",
Style::CLOSE,
&context_settings,
);
window.set_framerate_limit(60);
let mut renderer = Renderer::new(game_width, game_height);
let mut after_loop = None;
let mut running = true;
loop {
// Manage the events
while let Some(event) = window.poll_event() {
while let Some(event) = renderer.poll_event() {
match event {
// Quit the game if window is closed
@ -71,15 +53,23 @@ fn main() {
}
// Manage the physics
// ...
let duration = if let Some(instant) = after_loop {
Instant::now().duration_since(instant)
} else {
Duration::from_millis(20)
};
after_loop = Some(Instant::now());
scene.update(&duration);
// Do the rendering
window.clear(&Color::rgb(50, 200, 50));
window.draw(&scene);
renderer.clear();
renderer.draw_scene(&scene);
// Display and manage the frame rate
window.display();
renderer.display();
if ! running {
break;