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sprite_info in object

Bastien Sevajol 3 years ago
parent
commit
49dfb7998a
1 changed files with 8 additions and 9 deletions
  1. 8 9
      src/main.rs

+ 8 - 9
src/main.rs View File

@@ -8,17 +8,17 @@ use std::env;
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 use std::path;
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 struct SpriteInfo {
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-    source: graphics::Rect,
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+    start: na::Point2<f32>,
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     tile_count: u16,
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     relative_tile_width: f32,
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     relative_tile_height: f32,
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 }
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 impl SpriteInfo {
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-    pub fn new(source: graphics::Rect, tile_count: u16) -> Self {
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+    pub fn new(start: na::Point2<f32>, tile_count: u16) -> Self {
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         let relative_tile_width: f32 = 1.0 / tile_count as f32;
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         Self {
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-            source,
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+            start,
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             tile_count,
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             relative_tile_width,
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             relative_tile_height: 1.0,
@@ -27,7 +27,7 @@ impl SpriteInfo {
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     pub fn from_type(type_: &SpriteType) -> Self {
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         match type_ {
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-            SpriteType::WalkingSoldier => Self::new(graphics::Rect::new(0.0, 0.0, 128.0, 24.0), 7),
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+            SpriteType::WalkingSoldier => Self::new(na::Point2::new(0.0, 0.0), 7),
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         }
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     }
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 }
@@ -50,14 +50,14 @@ fn sprite_batch_part_from_sprite_info(
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 }
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 struct SceneItem {
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-    current_sprite_type: SpriteType,
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+    sprite_info: SpriteInfo,
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     position: na::Point2<f32>,
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 }
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 impl SceneItem {
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-    pub fn new(current_sprite_type: SpriteType, position: na::Point2<f32>) -> Self {
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+    pub fn new(sprite_type: SpriteType, position: na::Point2<f32>) -> Self {
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         Self {
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-            current_sprite_type,
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+            sprite_info: SpriteInfo::from_type(&sprite_type),
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             position,
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         }
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     }
@@ -107,8 +107,7 @@ impl event::EventHandler for MainState {
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         graphics::clear(ctx, graphics::BLACK);
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         for scene_item in self.scene_items.iter() {
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-            let sprite_info = SpriteInfo::from_type(&scene_item.current_sprite_type);
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-            let sprite_batch_part = sprite_batch_part_from_sprite_info(&sprite_info, self.i)
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+            let sprite_batch_part = sprite_batch_part_from_sprite_info(&scene_item.sprite_info, self.i)
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                 .dest(scene_item.position.clone());
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             self.scene_items_sprite_batch.add(sprite_batch_part);
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         }