Added view
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1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
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@ -15,7 +15,7 @@ use rusty::engine::renderer::Renderer;
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fn main() {
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let game_width = 800;
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let game_height = 600;
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let game_height = 450;
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let mut character = Character::with_controls(Controls::new());
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character.set_position((10.0, 0.0));
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scene.update(&duration);
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// Update the view
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if let Some(view) = scene.view() {
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renderer.set_view(&view);
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}
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// Do the rendering
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renderer.clear();
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renderer.draw_scene(&scene);
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use sfml::system::Vector2;
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use sfml::window::Event;
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use sfml::graphics::IntRect;
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use sfml::window::Key;
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use sfml::graphics::{
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IntRect,
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View,
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};
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use engine::scene::Updatable;
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use engine::controls::Controls;
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}
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}
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/// Returns a reference to the controls.
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pub fn controls(&self) -> &Option<Controls> {
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&self.controls
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}
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/// Returns a view that looks at the character.
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pub fn view(&self) -> View {
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View::new(self.position, Vector2::new(24.0 * 16.0, 24.0 * 9.0))
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}
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}
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impl Updatable for Character {
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Sprite,
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Color,
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IntRect,
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View,
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};
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use sfml::window::{
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self.window.draw(&sprite);
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}
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/// Updates the view.
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pub fn set_view(&mut self, view: &View) {
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self.window.set_view(&view);
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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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let map = scene.map();
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use std::time::Duration;
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use sfml::window::Event;
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use sfml::graphics::View;
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use engine::character::Character;
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use engine::map::Map;
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self.characters.push(character);
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}
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/// Returns the controlable.
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fn controlable(&self) -> Option<&Character> {
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for character in &self.characters {
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if character.controls().is_some() {
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return Some(&character)
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}
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}
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None
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}
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/// Returns the right view.
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pub fn view(&self) -> Option<View> {
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let view = self.controlable()?.view();
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let mut center = view.center();
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let size = view.size();
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// Clamp center so that the view doesn't show things outside the level.
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if center.x - size.x / 2.0 < 0.0 {
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center.x = size.x / 2.0;
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}
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if center.y - size.y / 2.0 < 0.0 {
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center.y = size.y / 2.0;
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}
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let right_limit = self.map.cols() as f32 * 16.0;
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let bottom_limit = self.map.rows() as f32 * 16.0;
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if center.x + size.x / 2.0 > right_limit {
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center.x = right_limit - size.x / 2.0;
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}
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if center.y + size.y / 2.0 > bottom_limit {
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center.y = bottom_limit - size.y / 2.0;
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}
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Some(View::new(center, size))
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}
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/// Updates the whole scene.
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pub fn update(&mut self, duration: &Duration) {
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