Browse Source

correct sprite proportions

Bastien Sevajol 3 years ago
parent
commit
b147893dcd
2 changed files with 45 additions and 23 deletions
  1. BIN
      resources/test.png
  2. 45 23
      src/main.rs

BIN
resources/test.png View File


+ 45 - 23
src/main.rs View File

@@ -10,30 +10,45 @@ use std::path;
10 10
 const TARGET_ANIMATION_FPS: u32 = 10;
11 11
 
12 12
 struct SpriteInfo {
13
-    start_y: f32,
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-    tile_count: u16,
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+    relative_start_y: f32,
15 14
     relative_tile_width: f32,
16 15
     relative_tile_height: f32,
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+    tile_count: u16,
17 17
     current_frame: u16,
18 18
 }
19 19
 
20 20
 impl SpriteInfo {
21
-    pub fn new(start_y: f32, tile_count: u16) -> Self {
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-        // FIXME BS NOW: en fait ca ce base sur la hauteur complète de l'image
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-        let relative_tile_width: f32 = 1.0 / tile_count as f32;
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+    pub fn new(
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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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+    ) -> Self {
24 27
         Self {
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-            start_y,
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-            tile_count,
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+            relative_start_y,
27 29
             relative_tile_width,
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-            relative_tile_height: 1.0,
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+            relative_tile_height,
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+            tile_count,
29 32
             current_frame: 0,
30 33
         }
31 34
     }
32 35
 
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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(0.0, 7),
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-            SpriteType::JumpingSoldier => Self::new(24.0, 2),
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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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+        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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+        };
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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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+            tile_count,
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+            current_frame: 0,
37 52
         }
38 53
     }
39 54
 }
@@ -43,12 +58,10 @@ enum SpriteType {
43 58
     JumpingSoldier,
44 59
 }
45 60
 
46
-fn sprite_batch_part_from_sprite_info(
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-    sprite_info: &SpriteInfo,
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-) -> graphics::DrawParam {
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+fn sprite_batch_part_from_sprite_info(sprite_info: &SpriteInfo) -> graphics::DrawParam {
49 62
     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.start_y,
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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,
54 67
     );
@@ -61,9 +74,18 @@ struct SceneItem {
61 74
 }
62 75
 
63 76
 impl SceneItem {
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-    pub fn new(sprite_type: SpriteType, position: na::Point2<f32>) -> Self {
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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 {
65 83
         Self {
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-            sprite_info: SpriteInfo::from_type(&sprite_type),
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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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         }
69 91
     }
@@ -76,9 +98,7 @@ impl SceneItem {
76 98
     }
77 99
 }
78 100
 
79
-enum Message {
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-
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-}
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+enum Message {}
82 102
 
83 103
 struct MainState {
84 104
     scene_items_sprite_batch: graphics::spritebatch::SpriteBatch,
@@ -93,15 +113,17 @@ impl MainState {
93 113
         let mut scene_items = vec![];
94 114
         for x in 0..1 {
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             for y in 0..4 {
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-                let type_ = if y % 2 == 0 {
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+                let sprite_type = if y % 2 == 0 {
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                     SpriteType::WalkingSoldier
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                 } else {
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                     SpriteType::JumpingSoldier
100 120
                 };
101 121
 
102 122
                 scene_items.push(SceneItem::new(
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-                    SpriteType::WalkingSoldier,
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+                    sprite_type,
104 124
                     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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                 ));
106 128
             }
107 129
         }