free-rusty-maker/src/engine/character/mod.rs

233 lines
5.2 KiB
Rust

use std::time::{
Instant,
Duration,
};
use sfml::system::Vector2;
use sfml::window::Event;
use sfml::window::Key;
use sfml::graphics::{
IntRect,
View,
};
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.
pub position: Vector2<f32>,
/// The speed of the character.
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>,
/// Indicates that the player has released the jump button.
can_jump: bool,
}
impl Character {
/// Creates a character in (0, 0).
fn generic(controls: Option<Controls>) -> Character {
Character {
position: Vector2::new(0.0, 0.0),
speed: Vector2::new(0.0, 0.0),
controls: controls,
side: Side::Right,
jump_counter: 1,
max_jump: 1,
animation_timer: None,
can_jump: true,
}
}
/// 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::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.can_jump && 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;
}
/// Make the player fall.
pub fn fall_off(&mut self) {
if self.jump_counter == self.max_jump {
self.jump_counter -= 1;
}
}
/// Returns a reference to the controls.
pub fn controls(&self) -> &Option<Controls> {
&self.controls
}
/// Returns a view that looks at the character.
pub fn view(&self) -> View {
View::new(self.position, Vector2::new(24.0 * 16.0, 24.0 * 9.0))
}
}
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();
self.can_jump = false;
}
,
Event::KeyReleased {
code: Key::Return, ..
} => self.can_jump = true,
_ => (),
}
}
}
impl Drawable for Character {
fn texture(&self) -> Texture {
Texture::Mario
}
fn texture_rect(&self) -> IntRect {
let frame = if let Some(started) = self.animation_timer {
1 - duration_as_frame(&Instant::now().duration_since(started), 2)
} else {
0
};
IntRect::new(self.side.offset(), frame * 32, 32, 32)
}
fn position(&self) -> Vector2<f32> {
self.position
}
}