Merging from free rusty maker
This commit is contained in:
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22
src/engine/bbox.rs
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22
src/engine/bbox.rs
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//! This module helps us to deal with bounding boxes.
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use crate::engine::vector::Vector;
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/// This struct represents a bounding box.
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pub struct Bbox {
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/// The position of the top right corner of the box.
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pub position: Vector,
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/// The size of the box.
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pub size: Vector,
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}
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impl Bbox {
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/// Creates a bounding box from x, y, width and height.
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pub fn new(x: f64, y: f64, w: f64, h: f64) -> Bbox {
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Bbox {
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position: Vector::new(x, y),
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size: Vector::new(w, h),
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}
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}
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}
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231
src/engine/character.rs
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231
src/engine/character.rs
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//! This module helps us dealing with characters.
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use std::time::{Duration, Instant};
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use crate::engine::bbox::Bbox;
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use crate::engine::physics;
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use crate::engine::scene::Updatable;
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use crate::engine::vector::Vector;
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use crate::engine::controls::Controls;
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use crate::engine::math::{clamp, duration_as_f64, duration_as_frame};
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// use crate::engine::physics;
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// use crate::engine::renderer::Drawable;
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// use crate::engine::scene::Updatable;
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// use crate::engine::texture::Texture;
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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: Vector) -> 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 => 32,
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Side::Right => 0,
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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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pub position: Vector,
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/// The speed of the character.
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pub speed: Vector,
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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: Instant,
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/// Whether the character is walking or not.
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walking: bool,
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/// Indicates that the player has released the jump button.
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can_jump: bool,
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}
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impl Character {
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/// Creates a character in (0, 0).
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fn generic(controls: Option<Controls>) -> Character {
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Character {
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position: Vector::new(0.0, 0.0),
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speed: Vector::new(0.0, 0.0),
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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: Instant::now(),
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can_jump: true,
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walking: false,
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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::generic(Some(controls))
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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.can_jump && 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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/// Make the player fall.
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pub fn fall_off(&mut self) {
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if self.jump_counter == self.max_jump {
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self.jump_counter -= 1;
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}
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}
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/// Makes the player die.
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pub fn die(&self) {
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panic!();
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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) -> Bbox {
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Bbox::new(self.position.x, self.position.y, 24.0 * 16.0, 24.0 * 9.0)
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}
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/// Returns the collision bounding box of the character.
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pub fn bbox(&self) -> Bbox {
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Bbox::new(self.position.x + 8.0, self.position.y, 16.0, 32.0)
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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 = Vector::new(0.0, 0.0);
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if let Some(ref controls) = self.controls {
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force += controls.direction();
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}
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if let Some(side) = Side::from_force(force) {
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if !self.walking {
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self.animation_timer = Instant::now();
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}
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self.walking = true;
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self.side = side;
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} else {
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if self.walking {
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self.animation_timer = Instant::now();
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}
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self.walking = false;
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}
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let duration = duration_as_f64(duration);
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// Compute acceleration
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let accel = physics::G + force * 64.0 * 64.0;
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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;
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if self.speed.y > physics::MAXIMUM_VERTICAL_SPEED {
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self.speed.y = physics::MAXIMUM_VERTICAL_SPEED;
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}
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let limit = match self.controls {
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Some(controls) if controls.is_running() => physics::MAXIMUM_RUNNING_SPEED,
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_ => physics::MAXIMUM_WALKING_SPEED,
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};
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self.speed.x = clamp(self.speed.x, -limit, limit);
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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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// let action = if let Some(ref controls) = self.controls {
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// controls.convert(event)
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// } else {
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// None
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// };
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// match action {
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// Some(Action::Jump(true)) => {
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// self.jump();
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// self.can_jump = false;
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// }
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// Some(Action::Jump(false)) => {
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// self.can_jump = true;
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// }
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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 texture(&self) -> Texture {
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// Texture::Rusty
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// }
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//
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// fn texture_rect(&self) -> IntRect {
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// let frame = duration_as_frame(&Instant::now().duration_since(self.animation_timer), 4);
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// let offset = if self.walking { 64 } else { 0 };
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// IntRect::new(self.side.offset() + offset, frame * 32, 32, 32)
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// }
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//
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// fn position(&self) -> Vector<f32> {
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// self.position
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// }
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// }
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121
src/engine/controls.rs
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121
src/engine/controls.rs
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//! This module helps to deal with controls.
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use crate::engine::event::{Event, Key};
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use crate::engine::vector::Vector;
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/// The different actions that a user can do.
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pub enum Action {
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/// The jump button.
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///
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/// A bool at true means that the button was pressed,
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/// A bool at false means that the button was released.
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Jump(bool),
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}
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pub enum Controls {
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/// A keyboard controller.
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Keyboard(KeyboardMap),
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}
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impl Controls {
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/// Returns the default keyboard controls.
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pub fn default_keyboard() -> Controls {
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Controls::Keyboard(KeyboardMap::default())
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}
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// /// Returns the default gamepad controls from id.
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// ///
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// /// Returns None if the gamepad corresponding to the id is not connected.
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// pub fn default_gamepad_from_id(id: u32) -> Option<Controls> {
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// match GamepadMap::from_id(id) {
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// Some(map) => Some(Controls::Gamepad(map)),
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// None => None,
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// }
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// }
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// /// Returns the default gamepad controls from id.
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// ///
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// /// Returns None if the gamepad corresponding to the id is not connected.
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// pub fn all_gamepads() -> Vec<Controls> {
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// GamepadMap::all()
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// .into_iter()
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// .map(|x| Controls::Gamepad(x))
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// .collect()
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// }
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/// Converts an event and depending on the config, returns the corresponding action.
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pub fn convert(&self, event: &Event) -> Option<Action> {
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match self {
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Controls::Keyboard(ref map) => map.convert(event),
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// Controls::Gamepad(ref map) => map.convert(event),
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}
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}
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/// Returns the direction of the controls.
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pub fn direction(&self) -> Vector {
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match self {
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Controls::Keyboard(ref map) => map.direction(),
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// Controls::Gamepad(ref map) => map.direction(),
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}
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}
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/// Returns whether the running key is pressed.
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pub fn is_running(&self) -> bool {
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false
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// match self {
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// Controls::Keyboard(ref map) => map.is_running(),
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// Controls::Gamepad(ref map) => map.is_running(),
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// }
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}
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}
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/// A map between keyboard keys and actions.
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#[derive(Copy, Clone)]
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pub struct KeyboardMap {
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/// The key corresponding to the jump button.
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jump_key: Key,
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/// The key corresponding to the run button.
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run_key: Key,
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/// The key corresponding to the left button.
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left_key: Key,
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/// The key corresponding to the right button.
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right_key: Key,
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}
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impl KeyboardMap {
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/// Creates the default keyboard config.
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pub fn default() -> KeyboardMap {
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KeyboardMap {
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jump_key: Key::Space,
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run_key: Key::ArrowUp,
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left_key: Key::ArrowLeft,
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right_key: Key::ArrowRight,
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}
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}
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/// Converts an event and depending on the config, returns the corresponding action.
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pub fn convert(&self, event: &Event) -> Option<Action> {
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match event {
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Event::KeyPressed(code) if *code == self.jump_key => Some(Action::Jump(true)),
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Event::KeyReleased(code) if *code == self.jump_key => Some(Action::Jump(false)),
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_ => None,
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}
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}
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/// Returns the direction of the keys.
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pub fn direction(&self) -> Vector {
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let mut ret = Vector::new(0.0, 0.0);
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const RIGHT: Vector = Vector { x: 1.0, y: 0.0 };
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if self.right_key.is_pressed() {
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ret += RIGHT;
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}
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if self.left_key.is_pressed() {
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ret -= RIGHT;
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}
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ret
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}
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}
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@ -117,6 +117,9 @@ pub enum Key {
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/// The bottom arrow key.
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ArrowDown,
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/// The space key.
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Space,
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}
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impl Key {
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@ -127,6 +130,7 @@ impl Key {
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"ArrowRight" => Some(Key::ArrowRight),
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"ArrowUp" => Some(Key::ArrowUp),
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"ArrowDown" => Some(Key::ArrowDown),
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"Space" => Some(Key::Space),
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_ => None,
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}
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}
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526
src/engine/map.rs
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526
src/engine/map.rs
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//! This module contains everything related to maps.
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use std::fs::File;
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use std::io::Read;
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use std::path::Path;
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use sfml::graphics::{FloatRect, IntRect};
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use sfml::system::Vector2;
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use crate::engine::character::Damage;
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use crate::engine::math::{clamp, Matrix};
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use crate::engine::renderer::Drawable;
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use crate::engine::texture::{byte_to_index, Texture, SPRITE_SIZE_F32, SPRITE_SIZE_I32};
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use crate::{Error, Result};
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/// This enum represents if the collision happens on the X axis or the Y axis.
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#[derive(Copy, Clone)]
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pub enum CollisionAxis {
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/// The X axis.
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X,
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/// The Y axis.
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Y,
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/// Both axis simultaneously
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Both,
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}
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impl CollisionAxis {
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/// Returns true if the collision occured on X axis.
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pub fn is_x(self) -> bool {
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match self {
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CollisionAxis::Y => false,
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_ => true,
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}
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}
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/// Returns true if the collision occured on Y axis.
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pub fn is_y(self) -> bool {
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match self {
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CollisionAxis::X => false,
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_ => true,
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}
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}
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}
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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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/// Tests whether a collision tile is full or not.
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pub fn is_full(self) -> bool {
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self.from_top && self.from_left && self.from_right && self.from_bottom
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}
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/// Tests whether a collision tile is empty or not.
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pub fn is_empty(self) -> bool {
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!self.from_top && !self.from_left && !self.from_right && !self.from_bottom
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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 struct GraphicTile(Option<i32>);
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impl GraphicTile {
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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(tiles: &[Option<CollisionTile>; 8]) -> GraphicTile {
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GraphicTile::from_neighbours(&[
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tiles[0].unwrap_or_else(CollisionTile::full),
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tiles[1].unwrap_or_else(CollisionTile::full),
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tiles[2].unwrap_or_else(CollisionTile::full),
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tiles[3].unwrap_or_else(CollisionTile::full),
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tiles[4].unwrap_or_else(CollisionTile::full),
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tiles[5].unwrap_or_else(CollisionTile::full),
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tiles[6].unwrap_or_else(CollisionTile::full),
|
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tiles[7].unwrap_or_else(CollisionTile::full),
|
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])
|
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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(tiles: &[CollisionTile; 8]) -> GraphicTile {
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let mut byte = 0;
|
||||
|
||||
if !tiles[7].is_full() || !tiles[0].is_full() || !tiles[1].is_full() {
|
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byte += 1;
|
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}
|
||||
|
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if !tiles[1].is_full() {
|
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byte += 2;
|
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}
|
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|
||||
if !tiles[1].is_full() || !tiles[2].is_full() || !tiles[3].is_full() {
|
||||
byte += 4;
|
||||
}
|
||||
|
||||
if !tiles[3].is_full() {
|
||||
byte += 8;
|
||||
}
|
||||
|
||||
if !tiles[3].is_full() || !tiles[4].is_full() || !tiles[5].is_full() {
|
||||
byte += 16;
|
||||
}
|
||||
|
||||
if !tiles[5].is_full() {
|
||||
byte += 32;
|
||||
}
|
||||
|
||||
if !tiles[5].is_full() || !tiles[6].is_full() || !tiles[7].is_full() {
|
||||
byte += 64;
|
||||
}
|
||||
|
||||
if !tiles[7].is_full() {
|
||||
byte += 128;
|
||||
}
|
||||
|
||||
GraphicTile(Some(byte_to_index(byte)))
|
||||
}
|
||||
|
||||
/// Returns the offset to the corresponding graphic tile in the texture.
|
||||
pub fn offset(self) -> (i32, i32) {
|
||||
match self.0 {
|
||||
None => (0, 0),
|
||||
Some(v) => (32 * v, 0),
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns true if the tile is visible.
|
||||
pub fn is_visible(&self) -> bool {
|
||||
self.0.is_some()
|
||||
}
|
||||
}
|
||||
|
||||
/// A tile and its position.
|
||||
pub struct PositionedTile {
|
||||
/// The graphic representation of the positioned tile.
|
||||
pub graphic: GraphicTile,
|
||||
|
||||
/// The collision representation of the positioned tile.
|
||||
pub collision: CollisionTile,
|
||||
|
||||
/// The position of the positioned tile.
|
||||
pub position: (f32, f32),
|
||||
}
|
||||
|
||||
impl Drawable for PositionedTile {
|
||||
fn texture(&self) -> Texture {
|
||||
Texture::Overworld
|
||||
}
|
||||
|
||||
fn texture_rect(&self) -> IntRect {
|
||||
let offset = self.graphic.offset();
|
||||
IntRect::new(offset.0, offset.1, SPRITE_SIZE_I32, SPRITE_SIZE_I32)
|
||||
}
|
||||
|
||||
fn position(&self) -> Vector2<f32> {
|
||||
self.position.into()
|
||||
}
|
||||
}
|
||||
|
||||
/// The map represents the tiles contained in a level.
|
||||
#[derive(Clone)]
|
||||
pub struct Map {
|
||||
/// The entrace point of the character in the map.
|
||||
entrance: (usize, usize),
|
||||
|
||||
/// The collision tiles contained in the level.
|
||||
collision_tiles: Matrix<CollisionTile>,
|
||||
|
||||
/// The graphic tiles contained in the level.
|
||||
graphic_tiles: Matrix<GraphicTile>,
|
||||
}
|
||||
|
||||
impl Map {
|
||||
/// Creates a map full of nothing, with a ground at the bottom.
|
||||
pub fn new(rows: usize, cols: usize) -> Map {
|
||||
let mut tiles = Matrix::from_size(rows, cols, CollisionTile::empty());
|
||||
let rows = tiles.rows();
|
||||
|
||||
for i in 0..tiles.cols() {
|
||||
tiles[(rows - 1, i)] = CollisionTile::full();
|
||||
}
|
||||
|
||||
Map::from_collision_tiles(tiles)
|
||||
}
|
||||
|
||||
/// Loads a map from a file.
|
||||
pub fn from_file<P: AsRef<Path>>(path: P) -> Result<Map> {
|
||||
let mut file = File::open(path.as_ref()).map_err(Error::Load)?;
|
||||
let mut s = String::new();
|
||||
file.read_to_string(&mut s).map_err(Error::Load)?;
|
||||
Map::from_str(&s)
|
||||
}
|
||||
|
||||
/// Loads a map from a string.
|
||||
pub fn from_str(text: &str) -> Result<Map> {
|
||||
let split = text.split('\n').collect::<Vec<_>>();
|
||||
|
||||
// First two usize are the size of the map
|
||||
let size = split[0]
|
||||
.split_whitespace()
|
||||
.map(|x| x.parse::<usize>().unwrap())
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
let mut tiles = Matrix::from_size(size[0], size[1], CollisionTile::empty());
|
||||
|
||||
for (row, line) in split.iter().skip(1).enumerate() {
|
||||
for (col, tile) in line.split_whitespace().enumerate() {
|
||||
let num = tile.parse::<u8>().unwrap();
|
||||
match num {
|
||||
0 => (),
|
||||
1 => tiles[(row, col)] = CollisionTile::full(),
|
||||
_ => panic!("Expecting 0 or 1 in level files"),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Ok(Map::from_collision_tiles(tiles))
|
||||
}
|
||||
|
||||
// /// Encodes the map into a binary format.
|
||||
// pub fn encode(&self) -> Result<Vec<u8>> {
|
||||
// serialize(&self.save_map()).map_err(Error::Encoding)
|
||||
// }
|
||||
|
||||
// /// Decodes a map from bytes.
|
||||
// pub fn decode(content: &[u8]) -> Result<Map> {
|
||||
// deserialize(content)
|
||||
// .map(SaveMap::to_map)
|
||||
// .map_err(Error::Decoding)
|
||||
// }
|
||||
|
||||
// /// Saves the map to a file.
|
||||
// pub fn save<P: AsRef<Path>>(&self, path: P) -> Result<()> {
|
||||
// let file = File::create(path.as_ref()).map_err(Error::Save)?;
|
||||
// let mut writer = BufWriter::new(file);
|
||||
// serialize_into(&mut writer, &self.save_map()).map_err(Error::Encoding)?;
|
||||
// Ok(())
|
||||
// }
|
||||
|
||||
// /// Loads a map from a file.
|
||||
// pub fn load<P: AsRef<Path>>(path: P) -> Result<Map> {
|
||||
// let file = File::open(path.as_ref()).map_err(Error::Load)?;
|
||||
// let mut reader = BufReader::new(file);
|
||||
// Ok(deserialize_from(&mut reader)
|
||||
// .map(SaveMap::to_map)
|
||||
// .map_err(Error::Decoding)?)
|
||||
// }
|
||||
|
||||
/// Creates a map from its entrance and collision tiles.
|
||||
pub fn from_entrance_and_collision_tiles(e: (usize, usize), t: Matrix<CollisionTile>) -> Map {
|
||||
let rows = t.rows();
|
||||
let cols = t.cols();
|
||||
|
||||
let graphic_tiles = Matrix::from_size(rows, cols, GraphicTile(None));
|
||||
|
||||
let mut map = Map {
|
||||
entrance: e,
|
||||
collision_tiles: t,
|
||||
graphic_tiles,
|
||||
};
|
||||
|
||||
for i in 0..rows {
|
||||
for j in 0..cols {
|
||||
map.graphic_tiles[(i, j)] = map.graphic_tile(i, j);
|
||||
}
|
||||
}
|
||||
|
||||
map
|
||||
}
|
||||
|
||||
/// Creates a map from its tiles.
|
||||
pub fn from_collision_tiles(collision_tiles: Matrix<CollisionTile>) -> Map {
|
||||
let entrance = Map::find_entrance(&collision_tiles);
|
||||
Map::from_entrance_and_collision_tiles(entrance, collision_tiles)
|
||||
}
|
||||
|
||||
/// Creates the neighbours of a tile.
|
||||
pub fn neighbours(&self, i: usize, j: usize) -> [Option<CollisionTile>; 8] {
|
||||
[
|
||||
if i > 0 && j > 0 {
|
||||
self.collision_tiles.get(i - 1, j - 1).cloned()
|
||||
} else {
|
||||
None
|
||||
},
|
||||
if i > 0 {
|
||||
self.collision_tiles.get(i - 1, j).cloned()
|
||||
} else {
|
||||
None
|
||||
},
|
||||
if i > 0 {
|
||||
self.collision_tiles.get(i - 1, j + 1).cloned()
|
||||
} else {
|
||||
None
|
||||
},
|
||||
self.collision_tiles.get(i, j + 1).cloned(),
|
||||
self.collision_tiles.get(i + 1, j + 1).cloned(),
|
||||
self.collision_tiles.get(i + 1, j).cloned(),
|
||||
if j > 0 {
|
||||
self.collision_tiles.get(i + 1, j - 1).cloned()
|
||||
} else {
|
||||
None
|
||||
},
|
||||
if j > 0 {
|
||||
self.collision_tiles.get(i, j - 1).cloned()
|
||||
} else {
|
||||
None
|
||||
},
|
||||
]
|
||||
}
|
||||
|
||||
/// Returns the graphic tile corresponding to the collision tiles.
|
||||
pub fn graphic_tile(&self, i: usize, j: usize) -> GraphicTile {
|
||||
if self.collision_tiles[(i, j)].is_full() {
|
||||
GraphicTile::from_neighbour_options(&self.neighbours(i, j))
|
||||
} else {
|
||||
GraphicTile(None)
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns a tile of the map.
|
||||
pub fn collision_tile(&self, i: usize, j: usize) -> Option<CollisionTile> {
|
||||
self.collision_tiles.get(i, j).cloned()
|
||||
}
|
||||
|
||||
/// Changes a tile of the map.
|
||||
pub fn set_tile(&mut self, i: usize, j: usize, tile: CollisionTile) {
|
||||
// Change the collision tile
|
||||
self.collision_tiles[(i, j)] = tile;
|
||||
|
||||
// Refresh the current graphic tile and their neighbours
|
||||
use std::cmp::max;
|
||||
for i in max(i, 1) - 1..=(i + 1) {
|
||||
for j in max(j, 1) - 1..=(j + 1) {
|
||||
let new_tile = self.graphic_tile(i, j);
|
||||
if let Some(tile) = self.graphic_tiles.get_mut(i, j) {
|
||||
*tile = new_tile;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Finds a possible entrance.
|
||||
pub fn find_entrance(tiles: &Matrix<CollisionTile>) -> (usize, usize) {
|
||||
(tiles.rows() - 5, 1)
|
||||
}
|
||||
|
||||
/// Returns the entrance of the map.
|
||||
pub fn entrance(&self) -> (usize, usize) {
|
||||
self.entrance
|
||||
}
|
||||
|
||||
/// Returns an iterator to the positioned tiles.
|
||||
pub fn at(&self, row: usize, col: usize) -> PositionedTile {
|
||||
PositionedTile {
|
||||
collision: self.collision_tiles[(row, col)],
|
||||
graphic: self.graphic_tiles[(row, col)],
|
||||
position: (col as f32 * SPRITE_SIZE_F32, row as f32 * SPRITE_SIZE_F32),
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the number of rows of the map.
|
||||
pub fn rows(&self) -> usize {
|
||||
self.collision_tiles.rows()
|
||||
}
|
||||
|
||||
/// Returns the number of columns of the map.
|
||||
pub fn cols(&self) -> usize {
|
||||
self.collision_tiles.cols()
|
||||
}
|
||||
|
||||
/// Checks whether the bounding box collides with elements of the map.
|
||||
///
|
||||
/// Returns the new correct position.
|
||||
pub fn collides_bbox(
|
||||
&self,
|
||||
old: FloatRect,
|
||||
new: FloatRect,
|
||||
) -> Option<(CollisionAxis, Vector2<f32>, Damage)> {
|
||||
let mut damage = Damage::None;
|
||||
|
||||
let cols = self.collision_tiles.cols() - 1;
|
||||
let rows = self.collision_tiles.rows() - 1;
|
||||
|
||||
let min_col = clamp(new.left / SPRITE_SIZE_F32, 0.0, cols as f32) as usize;
|
||||
let min_row = clamp(new.top / SPRITE_SIZE_F32, 0.0, rows as f32) as usize;
|
||||
|
||||
let max_col = clamp((new.left + new.width) / SPRITE_SIZE_F32, 0.0, cols as f32) as usize;
|
||||
let max_row = clamp((new.top + new.height) / SPRITE_SIZE_F32, 0.0, rows as f32) as usize;
|
||||
|
||||
let mut collision_x = false;
|
||||
let mut collision_y = false;
|
||||
let mut new = new;
|
||||
|
||||
for col in min_col..=max_col {
|
||||
for row in min_row..=max_row {
|
||||
let tile_left = col as f32 * SPRITE_SIZE_F32;
|
||||
let tile_top = row as f32 * SPRITE_SIZE_F32;
|
||||
|
||||
let tile = FloatRect::new(tile_left, tile_top, SPRITE_SIZE_F32, SPRITE_SIZE_F32);
|
||||
|
||||
if !overlap(new, tile) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Collisions between feet and ground
|
||||
if self.collision_tiles[(row, col)].from_top
|
||||
&& old.top + old.height <= tile_top
|
||||
&& new.top + new.height >= tile_top
|
||||
{
|
||||
collision_y = true;
|
||||
new.top = tile_top - new.height;
|
||||
}
|
||||
|
||||
if !overlap(new, tile) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Collisions between right and right wall
|
||||
if self.collision_tiles[(row, col)].from_left
|
||||
&& old.left + old.width <= tile_left
|
||||
&& new.left + new.width >= tile_left
|
||||
{
|
||||
collision_x = true;
|
||||
new.left = tile_left - new.width;
|
||||
}
|
||||
|
||||
if !overlap(new, tile) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Collisions between left and left wall
|
||||
if self.collision_tiles[(row, col)].from_right
|
||||
&& old.left >= tile_left + SPRITE_SIZE_F32
|
||||
&& new.left <= tile_left + SPRITE_SIZE_F32
|
||||
{
|
||||
collision_x = true;
|
||||
new.left = tile_left + SPRITE_SIZE_F32;
|
||||
}
|
||||
|
||||
if !overlap(new, tile) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Collisions between head and roof
|
||||
if self.collision_tiles[(row, col)].from_bottom
|
||||
&& old.top >= tile_top + SPRITE_SIZE_F32
|
||||
&& new.top <= tile_top + SPRITE_SIZE_F32
|
||||
{
|
||||
collision_y = true;
|
||||
new.top = tile_top + SPRITE_SIZE_F32;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Collision between the player and left border of the level
|
||||
if new.left < 0.0 {
|
||||
new.left = 0.0;
|
||||
collision_x = true;
|
||||
}
|
||||
|
||||
// Collision between the player and right border of the level
|
||||
if new.left > cols as f32 * SPRITE_SIZE_F32 {
|
||||
new.left = cols as f32 * SPRITE_SIZE_F32;
|
||||
collision_x = true;
|
||||
}
|
||||
|
||||
// Collision between the player and the void
|
||||
if new.top > self.collision_tiles.rows() as f32 * SPRITE_SIZE_F32 {
|
||||
new.top = self.collision_tiles.rows() as f32 * SPRITE_SIZE_F32;
|
||||
collision_y = true;
|
||||
damage = Damage::Death;
|
||||
}
|
||||
|
||||
let new_pos = Vector2::new(new.left, new.top);
|
||||
match (collision_x, collision_y) {
|
||||
(true, true) => Some((CollisionAxis::Both, new_pos, damage)),
|
||||
(true, false) => Some((CollisionAxis::X, new_pos, damage)),
|
||||
(false, true) => Some((CollisionAxis::Y, new_pos, damage)),
|
||||
(false, false) => None,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Checks if two boxes overlap.
|
||||
pub fn overlap(box1: FloatRect, box2: FloatRect) -> bool {
|
||||
box2.left < box1.left + box1.width
|
||||
&& box2.left + box2.width > box1.left
|
||||
&& box2.top < box1.top + box1.height
|
||||
&& box2.top + box2.height > box1.top
|
||||
}
|
105
src/engine/math.rs
Normal file
105
src/engine/math.rs
Normal file
@ -0,0 +1,105 @@
|
||||
//! This module contains useful math tools.
|
||||
|
||||
use std::ops::{Index, IndexMut};
|
||||
use std::time::Duration;
|
||||
|
||||
/// Clamp a number between two boundaries.
|
||||
pub fn clamp(number: f64, min: f64, max: f64) -> f64 {
|
||||
if number < min {
|
||||
min
|
||||
} else if number > max {
|
||||
max
|
||||
} else {
|
||||
number
|
||||
}
|
||||
}
|
||||
|
||||
/// Converts a duration into an animation frame number.
|
||||
pub fn duration_as_frame(duration: &Duration, total: usize) -> i32 {
|
||||
let secs = duration_as_f64(duration);
|
||||
|
||||
(secs * 10.0) as i32 % total as i32
|
||||
}
|
||||
|
||||
/// Converts a duration into its number of seconds.
|
||||
pub fn duration_as_f64(duration: &Duration) -> f64 {
|
||||
duration.as_secs() as f64 + duration.subsec_nanos() as f64 / 1_000_000_000.0
|
||||
}
|
||||
|
||||
/// A generic matrix type, useful for levels.
|
||||
#[derive(Clone)]
|
||||
pub struct Matrix<T> {
|
||||
/// The number of rows of the matrix.
|
||||
rows: usize,
|
||||
|
||||
/// The number of cols of the matrix.
|
||||
cols: usize,
|
||||
|
||||
/// The contained data in the matrix.
|
||||
data: Vec<T>,
|
||||
}
|
||||
|
||||
impl<T> Matrix<T>
|
||||
where
|
||||
T: Clone,
|
||||
{
|
||||
/// Creates a matrix from an element and duplicates it.
|
||||
pub fn from_size(rows: usize, cols: usize, element: T) -> Matrix<T> {
|
||||
Matrix {
|
||||
rows,
|
||||
cols,
|
||||
data: vec![element; rows * cols],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl<T> Matrix<T> {
|
||||
/// Converts an a pair corresponding to the row and columns into an integer.
|
||||
pub fn to_usize(&self, (row, col): (usize, usize)) -> usize {
|
||||
self.rows * col + row
|
||||
}
|
||||
|
||||
/// Returns the number of rows.
|
||||
pub fn rows(&self) -> usize {
|
||||
self.rows
|
||||
}
|
||||
|
||||
/// Returns the number of columns.
|
||||
pub fn cols(&self) -> usize {
|
||||
self.cols
|
||||
}
|
||||
|
||||
/// Returns the tile if any, none otherwise.
|
||||
pub fn get(&self, row: usize, col: usize) -> Option<&T> {
|
||||
if row < self.rows && col < self.cols {
|
||||
Some(&self[(row, col)])
|
||||
} else {
|
||||
None
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns a mutable reference to the tile if any.
|
||||
pub fn get_mut(&mut self, row: usize, col: usize) -> Option<&mut T> {
|
||||
if row < self.rows && col < self.cols {
|
||||
Some(&mut self[(row, col)])
|
||||
} else {
|
||||
None
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl<T> Index<(usize, usize)> for Matrix<T> {
|
||||
type Output = T;
|
||||
|
||||
fn index(&self, index: (usize, usize)) -> &T {
|
||||
let index = self.to_usize(index);
|
||||
&self.data[index]
|
||||
}
|
||||
}
|
||||
|
||||
impl<T> IndexMut<(usize, usize)> for Matrix<T> {
|
||||
fn index_mut(&mut self, index: (usize, usize)) -> &mut T {
|
||||
let index = self.to_usize(index);
|
||||
&mut self.data[index]
|
||||
}
|
||||
}
|
@ -1,7 +1,15 @@
|
||||
//! This module contains the whole engine that manages everything.
|
||||
|
||||
pub mod bbox;
|
||||
pub mod character;
|
||||
pub mod controls;
|
||||
pub mod controls;
|
||||
pub mod event;
|
||||
pub mod image;
|
||||
pub mod math;
|
||||
pub mod physics;
|
||||
pub mod scene;
|
||||
pub mod vector;
|
||||
|
||||
use std::cell::RefCell;
|
||||
use std::rc::Rc;
|
||||
@ -165,7 +173,7 @@ impl Engine {
|
||||
self.context.clear_rect(0.0, 0.0, 1920.0, 1080.0);
|
||||
inner
|
||||
.textures
|
||||
.test
|
||||
.rusty
|
||||
.render(inner.x, inner.y, &self.context)?;
|
||||
|
||||
Ok(())
|
||||
@ -203,13 +211,13 @@ impl InnerEngine {
|
||||
///
|
||||
/// It holds all our resources.
|
||||
pub struct TextureManager {
|
||||
test: Image,
|
||||
rusty: Image,
|
||||
}
|
||||
|
||||
impl TextureManager {
|
||||
/// Creates and start the loading of all our textures.
|
||||
fn new() -> Result<TextureManager> {
|
||||
let test = Image::new("static/image.png")?;
|
||||
Ok(TextureManager { test })
|
||||
let rusty = Image::new("static/textures/rusty.png")?;
|
||||
Ok(TextureManager { rusty })
|
||||
}
|
||||
}
|
||||
|
27
src/engine/physics.rs
Normal file
27
src/engine/physics.rs
Normal file
@ -0,0 +1,27 @@
|
||||
//! This module helps us deal with physics.
|
||||
|
||||
use crate::engine::vector::Vector;
|
||||
|
||||
/// The gravity force.
|
||||
pub const G: Vector = Vector {
|
||||
x: 0.0,
|
||||
y: 25.0 * 32.0,
|
||||
};
|
||||
|
||||
/// The friction with the ground.
|
||||
pub const GROUND_FRICTION: Vector = Vector { x: 0.5, y: 1.0 };
|
||||
|
||||
/// The speed of a jump.
|
||||
pub const JUMP_SPEED: Vector = Vector {
|
||||
x: 0.0,
|
||||
y: -12.5 * 32.0,
|
||||
};
|
||||
|
||||
/// The maximum vertical speed.
|
||||
pub const MAXIMUM_VERTICAL_SPEED: f64 = 10.0 * 32.0;
|
||||
|
||||
/// The maximul walking speed.
|
||||
pub const MAXIMUM_WALKING_SPEED: f64 = 2.5 * 32.0;
|
||||
|
||||
/// The maximum running speed.
|
||||
pub const MAXIMUM_RUNNING_SPEED: f64 = 5.0 * 32.0;
|
150
src/engine/scene.rs
Normal file
150
src/engine/scene.rs
Normal file
@ -0,0 +1,150 @@
|
||||
//! This module contains the scene struct which holds everything needed during a game.
|
||||
|
||||
use std::time::Duration;
|
||||
|
||||
use crate::engine::character::Character;
|
||||
use crate::engine::map::Map;
|
||||
use crate::engine::texture::SPRITE_SIZE_F32;
|
||||
|
||||
/// Contains everything needed to play.
|
||||
pub struct Scene {
|
||||
/// The characters contained in the scene.
|
||||
characters: Vec<Character>,
|
||||
|
||||
/// The map of the scene.
|
||||
map: Map,
|
||||
}
|
||||
|
||||
/// The type used to represent whether a a scene is running or finished.
|
||||
#[derive(Copy, Clone, PartialEq, Eq)]
|
||||
pub enum State {
|
||||
/// The scene is running.
|
||||
Running,
|
||||
|
||||
/// The scene is finished.
|
||||
Finished,
|
||||
}
|
||||
|
||||
impl Scene {
|
||||
/// Creates a scene from a map level.
|
||||
pub fn from_map(map: Map) -> Scene {
|
||||
Scene {
|
||||
characters: vec![],
|
||||
map,
|
||||
}
|
||||
}
|
||||
|
||||
/// Adds a character to the scene.
|
||||
pub fn add(&mut self, character: Character) {
|
||||
let mut character = character;
|
||||
character.position.x = self.map.entrance().1 as f32 * SPRITE_SIZE_F32;
|
||||
character.position.y = self.map.entrance().0 as f32 * SPRITE_SIZE_F32;
|
||||
|
||||
self.characters.push(character);
|
||||
}
|
||||
|
||||
/// Returns the controlable.
|
||||
fn controlable(&self) -> Option<&Character> {
|
||||
for character in &self.characters {
|
||||
if character.controls().is_some() {
|
||||
return Some(&character);
|
||||
}
|
||||
}
|
||||
None
|
||||
}
|
||||
|
||||
// /// Returns the right view.
|
||||
// pub fn view(&self) -> Option<View> {
|
||||
// let view = self.controlable()?.view();
|
||||
// let mut center = view.center();
|
||||
// let size = view.size();
|
||||
|
||||
// // Clamp center so that the view doesn't show things outside the level.
|
||||
// if center.x - size.x / 2.0 < 0.0 {
|
||||
// center.x = size.x / 2.0;
|
||||
// }
|
||||
|
||||
// if center.y - size.y / 2.0 < 0.0 {
|
||||
// center.y = size.y / 2.0;
|
||||
// }
|
||||
|
||||
// let right_limit = self.map.cols() as f32 * SPRITE_SIZE_F32;
|
||||
// let bottom_limit = self.map.rows() as f32 * SPRITE_SIZE_F32;
|
||||
|
||||
// if center.x + size.x / 2.0 > right_limit {
|
||||
// center.x = right_limit - size.x / 2.0;
|
||||
// }
|
||||
|
||||
// if center.y + size.y / 2.0 > bottom_limit {
|
||||
// center.y = bottom_limit - size.y / 2.0;
|
||||
// }
|
||||
|
||||
// Some(View::new(center, size))
|
||||
// }
|
||||
|
||||
/// Updates the whole scene.
|
||||
pub fn update(&mut self, duration: &Duration) -> State {
|
||||
let mut state = State::Finished;
|
||||
|
||||
for c in &mut self.characters {
|
||||
// Don't need to update if the character is dead
|
||||
// if c.is_alive() {
|
||||
if true {
|
||||
let old = c.bbox();
|
||||
|
||||
// Compute the offset between position and bbox
|
||||
let offset = old.position - c.position;
|
||||
|
||||
c.update(duration);
|
||||
|
||||
if let Some((axis, position, damage)) = self.map.collides_bbox(old, c.bbox()) {
|
||||
c.position = position - offset;
|
||||
if axis.is_x() {
|
||||
c.speed.x = 0.0;
|
||||
}
|
||||
if axis.is_y() {
|
||||
c.speed.y = 0.0;
|
||||
c.ground_collision();
|
||||
}
|
||||
|
||||
c.die();
|
||||
} else {
|
||||
c.fall_off();
|
||||
}
|
||||
|
||||
// If a character is alive and still have controls, the game should continue
|
||||
if c.controls().is_some() {
|
||||
state = State::Running;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
state
|
||||
}
|
||||
|
||||
// /// Transfers an event to the elements contained in the scene that should receive events.
|
||||
// pub fn manage_event(&mut self, event: &Event) {
|
||||
// for c in &mut self.characters {
|
||||
// c.manage_event(event);
|
||||
// }
|
||||
// }
|
||||
|
||||
/// Returns a reference to the characters of the scene.
|
||||
pub fn characters(&self) -> &Vec<Character> {
|
||||
&self.characters
|
||||
}
|
||||
|
||||
/// Returns a reference to the map.
|
||||
pub fn map(&self) -> &Map {
|
||||
&self.map
|
||||
}
|
||||
}
|
||||
|
||||
/// Trait that needs to be implemented for everything that can be updatable.
|
||||
pub trait Updatable {
|
||||
/// Updates the thing depending on the duration since last frame.
|
||||
fn update(&mut self, duration: &Duration);
|
||||
|
||||
// /// Called when an event arrives.
|
||||
// fn manage_event(&mut self, event: &Event);
|
||||
}
|
81
src/engine/vector.rs
Normal file
81
src/engine/vector.rs
Normal file
@ -0,0 +1,81 @@
|
||||
//! A module for basic maths.
|
||||
|
||||
use std::ops::{Add, AddAssign, Mul, MulAssign, Sub, SubAssign};
|
||||
|
||||
/// A 2 dimensional vector.
|
||||
#[derive(Copy, Clone)]
|
||||
pub struct Vector {
|
||||
/// The X coordinate.
|
||||
pub x: f64,
|
||||
|
||||
/// The Y coordinate.
|
||||
pub y: f64,
|
||||
}
|
||||
|
||||
impl Vector {
|
||||
/// Creates a new vector from its coordinates.
|
||||
pub fn new(x: f64, y: f64) -> Vector {
|
||||
Vector { x, y }
|
||||
}
|
||||
}
|
||||
|
||||
impl Add for Vector {
|
||||
type Output = Vector;
|
||||
fn add(self, rhs: Vector) -> Vector {
|
||||
Vector {
|
||||
x: self.x + rhs.x,
|
||||
y: self.y + rhs.y,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl AddAssign for Vector {
|
||||
fn add_assign(&mut self, rhs: Vector) {
|
||||
self.x += rhs.x;
|
||||
self.y += rhs.y;
|
||||
}
|
||||
}
|
||||
|
||||
impl Sub for Vector {
|
||||
type Output = Vector;
|
||||
fn sub(self, rhs: Vector) -> Vector {
|
||||
Vector {
|
||||
x: self.x - rhs.x,
|
||||
y: self.y - rhs.y,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl SubAssign for Vector {
|
||||
fn sub_assign(&mut self, rhs: Vector) {
|
||||
self.x -= rhs.x;
|
||||
self.y -= rhs.y;
|
||||
}
|
||||
}
|
||||
|
||||
impl Mul<f64> for Vector {
|
||||
type Output = Vector;
|
||||
fn mul(self, rhs: f64) -> Vector {
|
||||
Vector {
|
||||
x: self.x * rhs,
|
||||
y: self.y * rhs,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl MulAssign<f64> for Vector {
|
||||
fn mul_assign(&mut self, rhs: f64) {
|
||||
self.x *= rhs;
|
||||
self.y *= rhs;
|
||||
}
|
||||
}
|
||||
|
||||
impl Mul<Vector> for f64 {
|
||||
type Output = Vector;
|
||||
fn mul(self, rhs: Vector) -> Vector {
|
||||
Vector {
|
||||
x: rhs.x * self,
|
||||
y: rhs.y * self,
|
||||
}
|
||||
}
|
||||
}
|
BIN
static/textures/rusty.png
Normal file
BIN
static/textures/rusty.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.0 KiB |
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Reference in New Issue
Block a user