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@@ -0,0 +1,142 @@
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+use ggez;
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+use ggez::event;
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+use ggez::graphics;
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+use ggez::nalgebra as na;
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+use ggez::timer::check_update_time;
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+use ggez::{Context, GameResult};
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+use std::env;
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+use std::path;
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+
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+struct SpriteInfo {
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+ source: graphics::Rect,
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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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+
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+impl SpriteInfo {
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+ pub fn new(source: graphics::Rect, 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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+ tile_count,
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+ relative_tile_width,
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+ relative_tile_height: 1.0,
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+ }
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+ }
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+
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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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+ }
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+ }
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+}
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+
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+enum SpriteType {
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+ WalkingSoldier,
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+}
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+
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+fn sprite_batch_part_from_sprite_info(
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+ sprite_info: &SpriteInfo,
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+ frame_i: u32,
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+) -> graphics::DrawParam {
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+ let src = graphics::Rect::new(
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+ frame_i as f32 * sprite_info.relative_tile_width,
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+ 0.0,
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+ sprite_info.relative_tile_width,
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+ sprite_info.relative_tile_height,
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+ );
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+ graphics::DrawParam::new().src(src)
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+}
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+
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+struct SceneItem {
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+ current_sprite_type: SpriteType,
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+ position: na::Point2<f32>,
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+}
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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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+ Self {
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+ current_sprite_type,
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+ position,
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+ }
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+ }
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+}
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+
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+struct MainState {
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+ scene_items_sprite_batch: graphics::spritebatch::SpriteBatch,
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+ scene_items: Vec<SceneItem>,
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+ i: u32,
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+}
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+
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+impl MainState {
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+ fn new(ctx: &mut Context) -> GameResult<MainState> {
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+ let image = graphics::Image::new(ctx, "/test.png").unwrap();
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+ let batch = graphics::spritebatch::SpriteBatch::new(image);
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+
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+ let mut scene_items = vec![];
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+ for x in 0..10 {
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+ for y in 0..10 {
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+ scene_items.push(SceneItem::new(
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+ SpriteType::WalkingSoldier,
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+ na::Point2::new(x as f32 * 24.0, y as f32 * 24.0),
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+ ));
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+ }
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+ }
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+
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+ let s = MainState {
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+ scene_items_sprite_batch: batch,
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+ scene_items,
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+ i: 0,
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+ };
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+ Ok(s)
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+ }
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+}
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+impl event::EventHandler for MainState {
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+ fn update(&mut self, ctx: &mut Context) -> GameResult {
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+ if check_update_time(ctx, 5) {
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+ self.i += 1;
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+ }
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+ if self.i > 6 {
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+ self.i = 0;
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+ }
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+ Ok(())
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+ }
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+
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+ fn draw(&mut self, ctx: &mut Context) -> GameResult {
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+ graphics::clear(ctx, graphics::BLACK);
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+
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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).dest(scene_item.position.clone());
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+ self.scene_items_sprite_batch.add(sprite_batch_part);
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+ }
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+ graphics::draw(
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+ ctx,
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+ &self.scene_items_sprite_batch,
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+ graphics::DrawParam::new().dest(na::Point2::new(0.0, 0.0)),
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+ );
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+
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+ self.scene_items_sprite_batch.clear();
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+ graphics::present(ctx);
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+
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+ println!("FPS: {}", ggez::timer::fps(ctx));
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+ Ok(())
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+ }
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+}
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+
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+pub fn main() -> GameResult {
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+ let resource_dir = if let Ok(manifest_dir) = env::var("CARGO_MANIFEST_DIR") {
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+ let mut path = path::PathBuf::from(manifest_dir);
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+ path.push("resources");
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+ path
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+ } else {
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+ path::PathBuf::from("./resources")
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+ };
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+
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+ let cb = ggez::ContextBuilder::new("oc", "bux").add_resource_path(resource_dir);
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+ let (ctx, event_loop) = &mut cb.build()?;
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+
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+ let state = &mut MainState::new(ctx)?;
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+ event::run(ctx, event_loop, state)
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+}
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