384 lines
11 KiB
Rust
384 lines
11 KiB
Rust
use sfml::system::Vector2;
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use sfml::graphics::IntRect;
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use engine::texture::Texture;
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use engine::renderer::Drawable;
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use engine::math::Matrix;
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/// This struct represents the different sides from which a collision can occur.
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#[derive(Debug, Copy, Clone, PartialEq, Eq)]
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pub struct CollisionTile {
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/// If the character comes from the top, it will collide if this bool is true.
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pub from_top: bool,
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/// If the character comes from the left, it will collide if this bool is true.
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pub from_left: bool,
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/// If the character comes from the right, it will collide if this bool is true.
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pub from_right: bool,
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/// If the character comes from the bottom, it will collide if this bool is true.
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pub from_bottom: bool,
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}
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impl CollisionTile {
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/// Creates a collision tile that does not collide.
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pub fn empty() -> CollisionTile {
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CollisionTile {
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from_top: false,
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from_left: false,
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from_right: false,
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from_bottom: false,
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}
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}
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/// Creates a collision tile that collides from every side.
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pub fn full() -> CollisionTile {
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CollisionTile {
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from_top: true,
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from_left: true,
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from_right: true,
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from_bottom: true,
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}
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}
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}
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/// This struct represents a renderable tile linking to its part in the tileset texture.
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#[derive(Debug, Copy, Clone, PartialEq, Eq)]
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pub enum GraphicTile {
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/// There is nothing to draw.
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Hidden,
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/// Top left corner of a solid tile.
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TopLeft,
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/// Top of a solid tile.
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Top,
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/// Top right corner of a solid tile.
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TopRight,
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/// Left of a solid tile.
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Left,
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/// Center of a solid tile.
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Center,
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/// Right of a solid tile.
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Right,
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/// Bottom left corner of a solid tile.
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BottomLeft,
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/// Bottom of a solid tile.
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Bottom,
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/// Bottom right corner of a solid tile.
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BottomRight,
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}
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impl GraphicTile {
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/// Checks if a graphic tile has a top border.
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pub fn is_top(&self) -> bool {
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match *self {
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GraphicTile::TopLeft | GraphicTile::Top | GraphicTile::TopRight => true,
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_ => false,
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}
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}
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/// Checks if a graphic tile has a left border.
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pub fn is_left(&self) -> bool {
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match *self {
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GraphicTile::TopLeft | GraphicTile::Left | GraphicTile::BottomLeft => true,
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_ => false,
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}
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}
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/// Checks if a graphic tile has a right border.
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pub fn is_right(&self) -> bool {
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match *self {
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GraphicTile::TopRight | GraphicTile::Right | GraphicTile::BottomRight => true,
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_ => false,
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}
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}
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/// Checks if a graphic tile has a bottom border.
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pub fn is_bottom(&self) -> bool {
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match *self {
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GraphicTile::BottomLeft | GraphicTile::Bottom | GraphicTile::BottomRight => true,
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_ => false,
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}
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}
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/// Creates a vec containing all the non hidden graphic tiles.
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pub fn all() -> Vec<GraphicTile> {
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vec![
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GraphicTile::TopLeft,
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GraphicTile::Top,
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GraphicTile::TopRight,
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GraphicTile::Left,
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GraphicTile::Center,
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GraphicTile::Right,
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GraphicTile::BottomLeft,
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GraphicTile::Bottom,
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GraphicTile::BottomRight,
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]
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}
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/// Creates the correct graphic tile depending on the neighbours.
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///
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/// A none will be considered solid.
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pub fn from_neighbour_options(
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top: Option<CollisionTile>,
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left: Option<CollisionTile>,
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right: Option<CollisionTile>,
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bottom: Option<CollisionTile>) -> GraphicTile {
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GraphicTile::from_neighbours(
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top.unwrap_or(CollisionTile::full()),
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left.unwrap_or(CollisionTile::full()),
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right.unwrap_or(CollisionTile::full()),
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bottom.unwrap_or(CollisionTile::full()),
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)
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}
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/// Creates the correct graphic tile depending on the neighbours.
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pub fn from_neighbours(
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top: CollisionTile,
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left: CollisionTile,
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right: CollisionTile,
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bottom: CollisionTile) -> GraphicTile {
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let mut all = GraphicTile::all()
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.into_iter()
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.map(|x| (x, true))
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.collect::<Vec<_>>();
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for (ref mut tile, ref mut possible) in &mut all {
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if tile.is_top() == (top == CollisionTile::full()) {
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*possible = false;
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}
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if tile.is_left() == (left == CollisionTile::full()) {
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*possible = false;
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}
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if tile.is_right() == (right == CollisionTile::full()) {
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*possible = false;
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}
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if tile.is_bottom() == (bottom == CollisionTile::full()) {
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*possible = false;
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}
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}
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for (tile, possible) in all {
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if possible {
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return tile;
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}
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}
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panic!("Did not find a tile, implementation error");
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}
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/// Returns the offset to the corresponding graphic tile in the texture.
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pub fn offset(&self) -> (i32, i32) {
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let vertical = match *self {
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GraphicTile::TopLeft | GraphicTile::Top | GraphicTile::TopRight => 0,
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GraphicTile::Left | GraphicTile::Center | GraphicTile::Right => 16,
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GraphicTile::BottomLeft | GraphicTile::Bottom | GraphicTile::BottomRight => 32,
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_ => 0,
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};
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let horizontal = match *self {
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GraphicTile::TopLeft | GraphicTile::Left | GraphicTile::BottomLeft => 0,
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GraphicTile::Top | GraphicTile::Center | GraphicTile::Bottom => 16,
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GraphicTile::TopRight | GraphicTile::Right | GraphicTile::BottomRight => 32,
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_ => 0,
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};
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// (horizontal, vertical)
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(vertical, horizontal)
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}
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}
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/// A tile and its position.
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pub struct PositionedTile {
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/// The graphic representation of the positioned tile.
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pub graphic: GraphicTile,
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/// The collision representation of the positioned tile.
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pub collision: CollisionTile,
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/// The position of the positioned tile.
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pub position: (f32, f32),
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}
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impl Drawable for PositionedTile {
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fn texture(&self) -> Texture {
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Texture::Overworld
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}
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fn texture_rect(&self) -> IntRect {
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let offset = self.graphic.offset();
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IntRect::new(offset.0, offset.1, 16, 16)
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}
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fn position(&self) -> Vector2<f32> {
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self.position.into()
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}
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}
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/// The map represents the tiles contained in a level.
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pub struct Map {
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/// The tiles contained in the level.
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tiles: Matrix<(CollisionTile, GraphicTile)>,
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}
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impl Map {
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/// Creates a map full of nothing, with a ground at the bottom.
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pub fn new(rows: usize, cols: usize) -> Map {
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let mut tiles = Matrix::from_size(rows, cols, CollisionTile::empty());
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let rows = tiles.rows();
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for i in 0 .. tiles.cols() {
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tiles[(rows - 1, i)] = CollisionTile::full();
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}
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tiles[(25, 12)] = CollisionTile::full();
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tiles[(25, 13)] = CollisionTile::full();
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tiles[(25, 14)] = CollisionTile::full();
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tiles[(25, 15)] = CollisionTile::full();
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Map::from_collision_tiles(tiles)
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}
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/// Creates a map from a txt file.
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pub fn from_str(text: &str) -> Result<Map, ()> {
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let split = text.split('\n').collect::<Vec<_>>();
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// First two usize are the size of the map
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let size = split[0]
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.split_whitespace()
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.map(|x| x.parse::<usize>().unwrap())
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.collect::<Vec<_>>();
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let mut tiles = Matrix::from_size(size[0], size[1], CollisionTile::empty());
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for (row, line) in split.iter().skip(1).enumerate() {
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for (col, tile) in line.split_whitespace().enumerate() {
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let num = tile.parse::<u8>().unwrap();
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match num {
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0 => (),
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1 => tiles[(row, col)] = CollisionTile::full(),
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_ => panic!("Expecting 0 or 1 in level files"),
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}
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}
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}
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Ok(Map::from_collision_tiles(tiles))
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}
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/// Creates a map from its tiles.
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pub fn from_collision_tiles(tiles: Matrix<CollisionTile>) -> Map {
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let rows = tiles.rows();
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let cols = tiles.cols();
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let mut matrix = Matrix::from_size(rows, cols,
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(CollisionTile::empty(), GraphicTile::Hidden)
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);
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for i in 0 .. rows {
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for j in 0 .. cols {
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let graphic = if tiles[(i, j)] == CollisionTile::full() {
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// TODO This is uggly
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// If there is an overflow, we should give None instead
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let (i, j) = (i as isize, j as isize);
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GraphicTile::from_neighbour_options(
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tiles.get(((i ) as usize, (j-1) as usize)).map(|x| *x),
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tiles.get(((i-1) as usize, (j ) as usize)).map(|x| *x),
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tiles.get(((i+1) as usize, (j ) as usize)).map(|x| *x),
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tiles.get(((i ) as usize, (j+1) as usize)).map(|x| *x),
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)
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} else {
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GraphicTile::Hidden
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};
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matrix[(i, j)] = (tiles[(i, j)], graphic);
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}
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}
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Map {
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tiles: matrix,
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}
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}
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/// Returns an iterator to the positioned tiles.
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pub fn at(&self, row: usize, col: usize) -> PositionedTile {
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PositionedTile {
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collision: self.tiles[(row, col)].0,
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graphic: self.tiles[(row, col)].1,
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position: (col as f32 * 16.0, row as f32 * 16.0),
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}
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}
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/// Returns the number of rows of the map.
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pub fn rows(&self) -> usize {
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self.tiles.rows()
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}
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/// Returns the number of columns of the map.
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pub fn cols(&self) -> usize {
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self.tiles.cols()
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}
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/// Checks whether the vector (old, new) collides with an element of the map.
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///
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/// Returns the height of the collision if any.
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pub fn collides(&self, old: Vector2<f32>, new: Vector2<f32>) -> Option<f32> {
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let height = new.y - old.y;
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let mut y = (old.y / 16.0).ceil() * 16.0;
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while y < new.y {
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let current_height = y - old.y;
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let x = old.x + (new.x - old.x) * current_height / height;
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// Find tile on x, y
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if x > 0.0 && y > 0.0 {
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let row = (y / 16.0) as usize + 2;
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let col = (x / 16.0) as usize + 1;
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if let Some((tile, _)) = self.tiles.get((row, col)) {
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if tile.from_top {
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return Some(y);
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}
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}
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}
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y += 16.0;
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}
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None
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}
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}
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