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@@ -4,17 +4,33 @@ 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 glam::Vec2;
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use std::env;
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use std::path;
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-const TARGET_ANIMATION_FPS: u32 = 10;
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+type Vector2 = Vec2;
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+
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+const TARGET_FPS: u32 = 60; // execute update code 60x per seconds
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+const META_EACH: u32 = 20; // execute meta code each 20 frames
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+const PHYSICS_EACH: u32 = 10; // execute physics code each 10 frames
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+const ANIMATE_EACH: u32 = 60; // execute animate code each 30 frames
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+const SPRITE_EACH: u32 = 10; // change sprite animation tile 30 frames
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+const MAX_FRAME_I: u32 = 4294967295; // max of frame_i used to calculate ticks
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+
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+const SPRITE_SHEET_WIDTH: f32 = 168.0;
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+const SPRITE_SHEET_HEIGHT: f32 = 72.0;
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+
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+fn vec_from_angle(angle: f32) -> Vector2 {
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+ let vx = angle.sin();
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+ let vy = angle.cos();
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+ Vector2::new(vx, vy)
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+}
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struct SpriteInfo {
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relative_start_y: f32,
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relative_tile_width: f32,
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relative_tile_height: f32,
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tile_count: u16,
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- current_frame: u16,
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}
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impl SpriteInfo {
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@@ -29,80 +45,110 @@ impl SpriteInfo {
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relative_tile_width,
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relative_tile_height,
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tile_count,
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- current_frame: 0,
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}
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}
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- pub fn from_type(
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- type_: &SpriteType,
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- sprite_sheet_width: f32,
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- sprite_sheet_height: f32,
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- ) -> Self {
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+ // TODO: ask on rust community if this is performant, or how to make it static
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+ pub fn from_type(type_: &SpriteType) -> Self {
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let (start_y, tile_width, tile_height, tile_count) = match type_ {
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SpriteType::WalkingSoldier => (0.0, 24.0, 24.0, 7),
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SpriteType::JumpingSoldier => (24.0, 24.0, 24.0, 2),
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+ SpriteType::StandingSoldier => (48.0, 24.0, 24.0, 1),
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};
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Self {
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- relative_start_y: start_y / sprite_sheet_height,
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- relative_tile_width: tile_width / sprite_sheet_width,
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- relative_tile_height: tile_height / sprite_sheet_height,
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+ relative_start_y: start_y / SPRITE_SHEET_HEIGHT,
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+ relative_tile_width: tile_width / SPRITE_SHEET_WIDTH,
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+ relative_tile_height: tile_height / SPRITE_SHEET_HEIGHT,
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tile_count,
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- current_frame: 0,
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}
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}
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+
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+ pub fn as_draw_param(&self, current_frame: f32) -> graphics::DrawParam {
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+ graphics::DrawParam::new().src(graphics::Rect::new(
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+ current_frame as f32 * self.relative_tile_width,
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+ self.relative_start_y,
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+ self.relative_tile_width,
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+ self.relative_tile_height,
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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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JumpingSoldier,
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+ StandingSoldier,
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+}
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+
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+enum ItemBehavior {
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+ Standing(u32), // since
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+ Jumping,
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+ Running(Vector2),
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}
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-fn sprite_batch_part_from_sprite_info(sprite_info: &SpriteInfo) -> graphics::DrawParam {
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- let src = graphics::Rect::new(
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- sprite_info.current_frame as f32 * sprite_info.relative_tile_width,
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- sprite_info.relative_start_y,
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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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+struct ItemState {
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+ current_behavior: ItemBehavior,
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+}
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+
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+impl ItemState {
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+ pub fn new(current_behavior: ItemBehavior) -> Self {
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+ Self { current_behavior }
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+ }
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+
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+ pub fn sprite_type(&self) -> SpriteType {
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+ // Here some logical about state and current behavior to determine sprite type
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+ match self.current_behavior {
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+ ItemBehavior::Jumping => SpriteType::JumpingSoldier,
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+ ItemBehavior::Running(_) => SpriteType::WalkingSoldier,
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+ ItemBehavior::Standing(_) => SpriteType::StandingSoldier,
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+ }
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+ }
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}
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struct SceneItem {
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- sprite_info: SpriteInfo,
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position: na::Point2<f32>,
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+ state: ItemState,
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+ meta_events: Vec<MetaEvent>,
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+ current_frame: u16,
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}
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impl SceneItem {
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- pub fn new(
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- sprite_type: SpriteType,
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- position: na::Point2<f32>,
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- sprite_sheet_width: f32,
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- sprite_sheet_height: f32,
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- ) -> Self {
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+ pub fn new(position: na::Point2<f32>, state: ItemState) -> Self {
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+ let sprite_type = state.sprite_type();
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Self {
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- sprite_info: SpriteInfo::from_type(
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- &sprite_type,
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- sprite_sheet_width,
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- sprite_sheet_height,
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- ),
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position,
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+ state,
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+ meta_events: vec![],
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+ current_frame: 0,
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}
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}
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- pub fn tick_frame(&mut self) {
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- self.sprite_info.current_frame += 1;
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- if self.sprite_info.current_frame >= self.sprite_info.tile_count {
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- self.sprite_info.current_frame = 0;
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+ pub fn sprite_info(&self) -> SpriteInfo {
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+ SpriteInfo::from_type(&self.state.sprite_type())
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+ }
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+
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+ pub fn tick_sprite(&mut self) {
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+ self.current_frame += 1;
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+ // TODO: good way to have sprite info ? performant ?
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+ if self.current_frame >= self.sprite_info().tile_count {
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+ self.current_frame = 0;
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}
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}
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}
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-enum Message {}
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+enum PhysicEvent {
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+ Explosion,
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+}
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+
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+enum MetaEvent {
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+ FearAboutExplosion,
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+}
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struct MainState {
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+ frame_i: u32,
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scene_items_sprite_batch: graphics::spritebatch::SpriteBatch,
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scene_items: Vec<SceneItem>,
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+ physics_events: Vec<PhysicEvent>,
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}
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impl MainState {
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@@ -113,35 +159,136 @@ impl MainState {
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let mut scene_items = vec![];
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for x in 0..1 {
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for y in 0..4 {
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- let sprite_type = if y % 2 == 0 {
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- SpriteType::WalkingSoldier
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+ let current_behavior = if y % 2 == 0 {
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+ ItemBehavior::Running(vec_from_angle(90.0))
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} else {
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- SpriteType::JumpingSoldier
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+ ItemBehavior::Jumping
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};
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scene_items.push(SceneItem::new(
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- sprite_type,
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na::Point2::new(x as f32 * 24.0, y as f32 * 24.0),
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- 168.0,
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- 48.0,
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+ ItemState::new(current_behavior),
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));
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}
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}
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let s = MainState {
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+ frame_i: 0,
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scene_items_sprite_batch: batch,
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scene_items,
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+ physics_events: vec![],
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};
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Ok(s)
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}
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+
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+ // TODO: manage errors
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+ fn physics(&mut self) {
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+ // Scene items movements
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+ for scene_item in self.scene_items.iter_mut() {
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+ match scene_item.state.current_behavior {
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+ ItemBehavior::Running(vector) => {
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+ // TODO ici il faut calculer le déplacement réél (en fonction des ticks, etc ...)
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+ scene_item.position.x += 1.0;
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+ }
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+ _ => {}
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+ }
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+ }
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+
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+ // (FAKE) Drop a bomb to motivate stop move
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+ if self.frame_i % 300 == 0 && self.frame_i != 0 {
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+ self.physics_events.push(PhysicEvent::Explosion);
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+ }
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+ }
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+
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+ fn metas(&mut self) {
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+ for physic_event in &self.physics_events {
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+ match physic_event {
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+ PhysicEvent::Explosion => {
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+ for scene_item in self.scene_items.iter_mut() {
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+ scene_item.meta_events.push(MetaEvent::FearAboutExplosion);
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+ }
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+ }
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+ }
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+ }
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+ }
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+
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+ fn animate(&mut self) {
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+ // TODO: ici il faut reflechir a comment organiser les comportements
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+
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+ for scene_item in self.scene_items.iter_mut() {
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+ for meta_event in &scene_item.meta_events {
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+ match meta_event {
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+ MetaEvent::FearAboutExplosion => {
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+ scene_item.state = ItemState::new(ItemBehavior::Standing(self.frame_i));
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+ }
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+ }
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+ }
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+
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+ match scene_item.state.current_behavior {
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+ ItemBehavior::Jumping => {
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+ scene_item.state = ItemState::new(ItemBehavior::Running(vec_from_angle(90.0)));
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+ }
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+ ItemBehavior::Running(_) => {
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+ scene_item.state = ItemState::new(ItemBehavior::Jumping);
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+ }
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+ ItemBehavior::Standing(since) => {
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+ if self.frame_i - since >= 120 {
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+ scene_item.state =
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+ ItemState::new(ItemBehavior::Running(vec_from_angle(90.0)));
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+ }
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+ }
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+ }
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+
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+ scene_item.meta_events.drain(..);
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+ }
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+ }
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+
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+ fn tick_sprites(&mut self) {
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+ for scene_item in self.scene_items.iter_mut() {
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+ scene_item.tick_sprite();
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+ }
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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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- while check_update_time(ctx, TARGET_ANIMATION_FPS) {
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- for scene_item in self.scene_items.iter_mut() {
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- scene_item.tick_frame();
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+ while check_update_time(ctx, TARGET_FPS) {
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+ // FIXME: gérer ici la maj des physics, animate, meta etc
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+ // meta: calculer par ex qui voit qui (soldat voit un ennemi: ajouter l'event a vu
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+ // ennemi, dans animate il se mettra a tirer)
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+ let tick_sprite = self.frame_i % SPRITE_EACH == 0;
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+ let tick_animate = self.frame_i % ANIMATE_EACH == 0;
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+ let tick_physics = self.frame_i % PHYSICS_EACH == 0;
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+ let tick_meta = self.frame_i % META_EACH == 0;
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+
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+ // Apply moves, explosions, etc
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+ if tick_physics {
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+ self.physics();
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+ }
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+
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+ // Generate meta events according to physics events and current physic state
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+ if tick_meta {
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+ self.metas();
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}
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+
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+ // Animate scene items according to meta events
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+ if tick_animate {
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+ self.animate();
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+ };
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+
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+ // Change scene items tiles
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+ if tick_sprite {
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+ self.tick_sprites();
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+ }
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+
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+ // Increment frame counter
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+ self.frame_i += 1;
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+ if self.frame_i >= MAX_FRAME_I {
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+ self.frame_i = 0;
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+ }
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+
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+ // Empty physics event
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+ self.physics_events.drain(..);
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}
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Ok(())
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@@ -151,9 +298,12 @@ 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_batch_part = sprite_batch_part_from_sprite_info(&scene_item.sprite_info)
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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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+ self.scene_items_sprite_batch.add(
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+ scene_item
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+ .sprite_info()
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+ .as_draw_param(scene_item.current_frame as f32)
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+ .dest(scene_item.position.clone()),
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+ );
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}
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graphics::draw(
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ctx,
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@@ -168,7 +318,7 @@ impl event::EventHandler for MainState {
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Ok(())
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}
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}
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-// TODO: spite i par objet, fabrication des sprite_info qu'une fois; channel pour modifs des objets ds update
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+
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pub fn main() -> GameResult {
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323
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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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