Starting to do physics
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@ -1,82 +1,199 @@
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use std::time::Duration;
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use std::time::{
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Instant,
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Duration,
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};
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use sfml::system::Vector2;
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use sfml::window::Event;
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use sfml::graphics::{
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Drawable,
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RenderStates,
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RenderTarget,
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Sprite,
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Color,
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};
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use sfml::graphics::IntRect;
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use sfml::window::Key;
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use engine::scene::Updatable;
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use engine::controls::Controls;
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use engine::renderer::Drawable;
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use engine::texture::Texture;
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use engine::physics;
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use engine::math::{
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duration_as_f32,
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duration_as_frame,
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};
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/// The different sides a character can face.
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pub enum Side {
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/// The character looks to the left.
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Left,
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/// The character looks to the right.
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Right,
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}
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impl Side {
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/// Returns the side corresponding to the force.
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///
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/// Returns None if the force is null.
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pub fn from_force(force: Vector2<f32>) -> Option<Side> {
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if force.x > 0.0 {
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Some(Side::Right)
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} else if force.x < 0.0 {
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Some(Side::Left)
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} else {
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None
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}
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}
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/// Returns the offset in the texture.
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pub fn offset(&self) -> i32 {
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match *self {
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Side::Left => 0,
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Side::Right => 32,
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}
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}
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}
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/// A character, enemy or controllable.
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pub struct Character {
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/// The position of the character.
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position: Vector2<f32>,
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pub position: Vector2<f32>,
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/// The speed of the character.
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speed: Vector2<f32>,
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pub speed: Vector2<f32>,
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/// If the player is controlling a character.
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controls: Option<Controls>,
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/// The side of the character.
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side: Side,
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/// The counter of jumps.
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///
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/// When it's 0, the character can no longer jump.
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jump_counter: usize,
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/// The maximum number of jumps a character can do.
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///
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/// It's reset when the character hits the ground.
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max_jump: usize,
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/// The timer of the character's animation.
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animation_timer: Option<Instant>,
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}
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impl Character {
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/// Creates a character in (0, 0).
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pub fn new() -> Character {
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fn generic(controls: Option<Controls>) -> Character {
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Character {
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position: Vector2::new(0.0, 0.0),
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speed: Vector2::new(0.0, 0.0),
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controls: None,
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controls: controls,
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side: Side::Right,
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jump_counter: 1,
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max_jump: 1,
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animation_timer: None,
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}
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}
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/// Creates a character in (0, 0).
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pub fn new() -> Character {
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Character::generic(None)
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}
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/// Creates a character with the specified controls.
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pub fn with_controls(controls: Controls) -> Character {
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Character {
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position: Vector2::new(0.0, 0.0),
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speed: Vector2::new(0.0, 0.0),
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controls: Some(controls),
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}
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Character::generic(Some(controls))
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}
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/// Sets the position of the character.
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pub fn set_position<S: Into<Vector2<f32>>>(&mut self, position: S) {
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self.position = position.into();
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}
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/// Makes the character jump.
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pub fn jump(&mut self) {
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if self.jump_counter > 0 {
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self.jump_counter -= 1;
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self.speed.y = physics::JUMP_SPEED.y;
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}
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}
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/// Resets the jump counter.
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pub fn ground_collision(&mut self) {
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self.jump_counter = self.max_jump;
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}
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}
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impl Updatable for Character {
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fn update(&mut self, duration: &Duration) {
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let mut force: Vector2<f32> = Vector2::new(0.0, 0.0);
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// Manage the input of the player
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if Key::Left.is_pressed() {
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force.x -= 1.0;
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}
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if Key::Right.is_pressed() {
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force.x += 1.0;
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}
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if let Some(side) = Side::from_force(force) {
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self.side = side;
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if self.animation_timer.is_none() {
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self.animation_timer = Some(Instant::now());
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}
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} else {
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self.animation_timer = None;
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}
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let duration = duration_as_f32(duration);
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// Compute acceleration
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let accel = physics::G;
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// Compute speed
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self.speed.x *= physics::GROUND_FRICTION.x;
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self.speed += accel * duration + force * 64.0;
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// Compute position
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self.position += self.speed * duration;
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}
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fn manage_event(&mut self, event: &Event) {
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match event {
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Event::KeyPressed {
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code: Key::Return, ..
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} => self.jump(),
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_ => (),
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}
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}
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}
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impl Drawable for Character {
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fn draw<'a: 'shader, 'texture, 'shader, 'shader_texture>(
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&'a self,
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target: &mut RenderTarget,
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states: RenderStates<'texture, 'shader, 'shader_texture>
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) {
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fn texture(&self) -> Texture {
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Texture::Mario
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}
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use sfml::graphics::Transformable;
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let mut sprite = Sprite::new();
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sprite.set_origin((32.0, 0.0));
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sprite.set_position(self.position);
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sprite.set_color(&if self.controls.is_some() {
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Color::rgb(255, 0, 0)
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fn texture_rect(&self) -> IntRect {
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let frame = if let Some(started) = self.animation_timer {
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duration_as_frame(&Instant::now().duration_since(started), 2)
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} else {
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Color::rgb(255, 255, 255)
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});
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sprite.draw(target, states);
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0
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};
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IntRect::new(self.side.offset(), frame * 32, 32, 32)
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}
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fn position(&self) -> Vector2<f32> {
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self.position
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}
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}
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@ -1,8 +1,22 @@
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use std::time::Duration;
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use std::ops::{
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Index,
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IndexMut
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};
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/// Converts a duration into an animation frame number.
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pub fn duration_as_frame(duration: &Duration, total: usize) -> i32 {
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let secs = duration_as_f32(duration);
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(secs * 4.0) as i32 % total as i32
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}
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/// Converts a duration into its number of seconds.
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pub fn duration_as_f32(duration: &Duration) -> f32 {
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duration.as_secs() as f32 + duration.subsec_nanos() as f32 / 1_000_000_000.0
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}
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/// A generic matrix type, useful for levels.
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pub struct Matrix<T> {
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@ -13,3 +13,9 @@ pub mod texture;
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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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/// This module contains our wrapper of SFML window.
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pub mod renderer;
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/// This module contains everything related to physics.
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pub mod physics;
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@ -0,0 +1,10 @@
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use sfml::system::Vector2;
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/// The gravity force.
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pub const G: Vector2<f32> = Vector2 { x: 0.0, y: 50.0 * 32.0 };
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/// The friction with the ground.
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pub const GROUND_FRICTION: Vector2<f32> = Vector2 { x: 0.5, y: 1.0 };
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/// The speed of a jump.
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pub const JUMP_SPEED: Vector2<f32> = Vector2 { x: 0.0, y: -600.0 };
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@ -0,0 +1,110 @@
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use std::time::Instant;
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use sfml::graphics::{
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RenderWindow,
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RenderTarget,
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Sprite,
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Color,
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IntRect,
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};
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use sfml::window::{
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Style,
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Event,
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};
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use sfml::system::{
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Vector2,
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};
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use engine::texture::{Texture, TextureManager};
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use engine::scene::Scene;
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/// Our custom drawable trait.
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pub trait Drawable {
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/// Returns the texture of the drawable.
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fn texture(&self) -> Texture;
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/// Returns the coordinates to use on the texture.
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fn texture_rect(&self) -> IntRect;
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/// Returns the position on which the drawable should be drawn.
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fn position(&self) -> Vector2<f32>;
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}
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/// The game window.
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pub struct Renderer {
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/// The window on which the rendering will be done.
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window: RenderWindow,
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/// The texture manager needed by the renderer.
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texture_manager: TextureManager,
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/// The global timer of the renderer.
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started: Instant,
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}
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impl Renderer {
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/// Creates a new renderer.
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pub fn new(width: u32, height: u32) -> Renderer {
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let mut window = RenderWindow::new(
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(width, height),
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"Bomberman",
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Style::CLOSE,
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&Default::default(),
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);
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window.set_vertical_sync_enabled(true);
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window.set_framerate_limit(60);
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Renderer {
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window: window,
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texture_manager: TextureManager::new(),
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started: Instant::now(),
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}
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}
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/// Returns the animation state of the renderer, between 0 and 3.
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pub fn animation_state(&self) -> i32 {
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let duration = Instant::now().duration_since(self.started);
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let ns = 1_000_000_000 * duration.as_secs() + duration.subsec_nanos() as u64;
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let result = (ns as usize / 250_000_000) % 4;
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result as i32
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}
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/// Clears the window.
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pub fn clear(&mut self) {
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self.window.clear(&Color::rgb(0, 0, 0));
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}
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/// Draws a drawable.
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pub fn draw<D: Drawable>(&mut self, drawable: &D) {
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let texture = self.texture_manager.get(drawable.texture());
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let mut sprite = Sprite::with_texture(&texture);
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sprite.set_texture_rect(&drawable.texture_rect());
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use sfml::graphics::Transformable;
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sprite.set_position(drawable.position());
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self.window.draw(&sprite);
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}
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/// Draws a scene on the window.
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pub fn draw_scene(&mut self, scene: &Scene) {
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for c in scene.characters() {
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self.draw(c);
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}
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}
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/// Triggers the display.
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pub fn display(&mut self) {
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self.window.display();
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}
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/// Check if there are new events, returns the top of the stack.
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pub fn poll_event(&mut self) -> Option<Event> {
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self.window.poll_event()
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}
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}
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@ -1,11 +1,6 @@
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use std::time::Duration;
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use sfml::window::Event;
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use sfml::graphics::{
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RenderTarget,
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RenderStates,
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Drawable,
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};
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use engine::character::Character;
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/// The characters contained in the scene.
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characters: Vec<Character>,
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}
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impl Scene {
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/// Updates the whole scene.
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pub fn update(&mut self, duration: &Duration) {
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for c in &mut self.characters {
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c.update(duration);
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if c.position.y > 500.0 {
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c.position.y = 500.0;
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c.speed.y = 0.0;
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c.ground_collision();
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}
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}
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}
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c.manage_event(event);
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}
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}
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}
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impl Drawable for Scene {
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fn draw<'a: 'shader, 'texture, 'shader, 'shader_texture>(
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&'a self,
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target: &mut RenderTarget,
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states: RenderStates<'texture, 'shader, 'shader_texture>
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) {
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/// Returns a reference to the characters of the scene.
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pub fn characters(&self) -> &Vec<Character> {
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&self.characters
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}
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for c in &self.characters {
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let mut s = RenderStates::default();
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s.transform = states.transform.clone();
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s.blend_mode = states.blend_mode;
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c.draw(target, s);
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}
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}
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}
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/// Trait that needs to be implemented for everything that can be updatable.
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@ -57,12 +57,13 @@ macro_rules! make_textures {
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}
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make_textures!(
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Mario, mario, make_mario_texture, "../../../assets/textures/mario.png",
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);
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impl TextureManager {
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/// Creates a textures from an array of bytes.
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fn make_texture_from_bytes(bytes: Vec<u8>) -> SfTexture {
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SfTexture::from_memory(&bytes, &IntRect::new(0, 0, 500, 500))
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SfTexture::from_memory(&bytes, &IntRect::new(0, 0, 256, 256))
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.expect("Failed to create texture")
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}
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}
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|
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@ -7,21 +7,14 @@ use std::time::{
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};
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use sfml::window::{
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ContextSettings,
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Style,
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Event,
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Key,
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};
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use sfml::graphics::{
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RenderWindow,
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RenderTarget,
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Color,
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};
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use rusty::engine::scene::Scene;
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use rusty::engine::character::Character;
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use rusty::engine::controls::Controls;
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use rusty::engine::renderer::Renderer;
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fn main() {
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let game_width = 800;
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let mut scene = Scene::new();
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scene.add(character);
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scene.add(Character::new());
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let context_settings = ContextSettings {
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..Default::default()
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};
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let mut window = RenderWindow::new(
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(game_width, game_height),
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"Free Rusty Maker",
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Style::CLOSE,
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&context_settings,
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);
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window.set_framerate_limit(60);
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let mut renderer = Renderer::new(game_width, game_height);
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let mut after_loop = None;
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let mut running = true;
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loop {
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// Manage the events
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while let Some(event) = window.poll_event() {
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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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|
@ -71,15 +53,23 @@ fn main() {
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}
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// Manage the physics
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// ...
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let duration = if let Some(instant) = after_loop {
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Instant::now().duration_since(instant)
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} else {
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Duration::from_millis(20)
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};
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after_loop = Some(Instant::now());
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scene.update(&duration);
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// Do the rendering
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window.clear(&Color::rgb(50, 200, 50));
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window.draw(&scene);
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renderer.clear();
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renderer.draw_scene(&scene);
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// Display and manage the frame rate
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window.display();
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renderer.display();
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if ! running {
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break;
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